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    <article-meta>
      <title-group>
        <article-title>Designing augmented interfaces for guided tours using multimedia sketches</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Margarita Martínez</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Guadalupe Muñoz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Departamento de Informática, Estadística y Telemática Universidad Rey Juan Carlos C/Tulipán</institution>
          <addr-line>s/n, Móstoles 28933 Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>One of the more interesting fields of application for augmented reality is cultural heritage. Designing augmented reality interfaces in this domain is difficult because it involves, among other things, the selection and interpretation of multidimensional information, the intervention of persons from multiple disciplines and the design of the presentation and the interaction with the user. We present a methodology that takes into account all these factors and that is supported with an innovative use of multimedia sketches.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Design methodology</kwd>
        <kwd>sketches</kwd>
        <kwd>augmented multimedia narration</kwd>
        <kwd>mobile computing</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
An augmented reality (AR) system supplements the real
world with virtual objects that appear to coexist with the
real ones [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Augmented reality has been applied to
different fields, such as medicine, military training,
entertainment, or engineering design, but one of the
domains where it has the potential to be more useful is
cultural heritage.
      </p>
      <p>The application that we are addressing is that of providing
the user with information while they are visiting an
archaeological site or a monument, creating a personal
"touring guide machine". For many people visiting a
monument or an archaeological place can be somewhat
disappointing, even when accompanied by a tour guide.
Archaeological evidence for a building may consist of little
more than a few fragments of wall foundation. For the
untrained eye it can be difficult to imagine the shape of a
building reconstructing it from these few fragments. Also,
an augmented reality system provides the user with
additional data such as architectural information or
historical facts that are not available just looking at the
environment.</p>
      <p>Though information on these elements can be obtained
through different media, such as Web pages or TV
programs, most people likes to visit historic and
archaeological places in situ, combining entertainment with
cultural enlightenment. One of the main advantages of the
augmented reality paradigm for the cultural heritage
domain comes from the facility to allow the mobility of the
user while she is walking around the historical place.
On the other hand, if we compare the information given to
a visitor of an historical place by a human guide with that
provided by the new technologies, we can see that the last
is more complete, and also with a more attractive format
(graphics, sounds, three dimensional images).</p>
      <p>
        There already exist prototypes of systems in which the
visitor receives this information through a head-mounted
display or a tablet [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ][
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
      </p>
      <p>The need to integrate virtual and real information implies a
change in the design methodology and design tools with
respect to other types of interactive systems that has been
little explored. In this paper we will present a methodology
for designing AR interfaces for cultural heritage that is
supported in its different phases by the use of multimedia
sketches.</p>
      <p>
        The organization of the paper is as follows: In the first
section we will state the requisites of such a methodology
and will review the related work. Next, we will explain
why to use sketches in supporting the design. In the third
section, we will outline the main steps of the methodology
we propose and how are multimedia sketches used in each
one of them. Finally, we will present our conclusions and
our plans for the future.
2. DESIGNING AR INTERFACES FOR GUIDED TOURS
The design of AR interfaces for guided tours is a complex
process because consists of two kind of designs: 1) the
design of the visit: selecting the information to show,
developing its historical interpretation, elaborating a
journey, and building a narrative script, and 2) the design
of the user interface itself (how to show the information,
what multimedia means to use, and how the user interacts
with the application)
Currently, there are methodologies to design some of these
elements separately but none that integrates all of them.
Mitchell and Economou [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], discuss some methodological
approaches. Cohen [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and McDonnel [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], while
reviewing the role of the tour guide, discuss also the
content of the visit. In [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] Balaguer et al present the user
centered design of a visit to an archaeological site by using
scenarios, storyboards, and a video prototype. In the
Archeoguide project [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], the design was based in use
cases [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Granollers et al [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] present how the location
attribute is taken into account in the design process and the
dialogue model.
      </p>
      <p>
        We have been working on such an integrated methodology
and have stated in [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] the requirements we think it should
meet. Among them, we would emphasize that this
methodology must take into account the multiple
dimensions of the information to show (spatial,
timedependent, social and cultural aspects, etc.), the most
adequate approach to link them to elaborate a narration,
and the method employed to design the appearance of this
information using the means provided by the multimedia
and the augmented reality paradigms.
      </p>
      <p>SKETCHES
Such a methodology must we applied in close collaboration
with specialist in multiple domains, such as architects,
archaeologists, or experts in cultural tourism and with end
users. For communication among them and the designers,
we began using paper storyboards, but quickly we started
to use multimedia sketches.</p>
      <p>
        Actually, the case of guided tours is a special case of
multimedia narration. According to [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], designers
of multimedia applications prefer the development of
sketches over formal notations, authoring tool or other
prototyping application early in the design process.
Sketches allow us to be imprecise, which is needed in the
early design when not all the user requirements have been
completely gathered. It is also a fast method to have
something to check and refine [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>
        With respect to augmented reality interfaces, there is a lack
of tools for design, particularly for early design. The tool
presented in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] covers early design, but it requires
programming, which makes it inappropriate for
multidisciplinary design. Other tools, such as [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] and [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ],
are more oriented to development.
      </p>
      <p>In our case we use sketches not only for storyboarding the
presentation, but also in the first steps of the design, to
specify requirements, compile and organize the
information, and selecting and interpreting it.</p>
      <p>Multimedia sketches also let us see the overlapping of
computer-generated objects on real ones without treating,
in the first stages of the design, the problem of position
detection, which is a very desirable characteristic for the
design of any augmented reality application, and a
particularly difficult point in the case of AR interfaces for
guided visits.</p>
      <p>
        Of the various available tools for sketching multimedia
applications, we selected DEMAIS [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], mainly because of
its capability for expressing dynamic behavior through
designer's ink strokes and textual annotations. Originally
intended for sketching user interaction elements and
synchronization of time-based information display, we use
them also to help designers to navigate among the different
parts of the information.
      </p>
      <p>
        Apart from these advantages, DEMAIS helps us to map the
multi-dimensionality of our domain (time, 3-space, cultural
aspects, historical features) into the 4-dimensional world
(time, 3-space) of the historical place visited by the user.
A METHODOLOGY SUPPORTED BY MULTIMEDIA
SKETCHES
The methodology took as starting point the design of film
movies [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], which are a kind of non-interactive
multimedia narration. Later, we also took into account the
interactivity of these narration for the case of augmented
reality and the case of the cultural heritage domain.
The methodology is divided in several steps, that are
outlined below.
      </p>
      <p>Selection and interpretation of information
It consists on defining:
The target of the application
In this case the objective is more than presenting
information, but instead to transmit a comprehension of the
culture of the visited place.</p>
      <p>The target user groups, and their requisites
The typical users will be cultural tourists, but they could
also be students. They can also be divided in subgroups
depending on age, previous knowledge, distance between
their culture and that of the visited place, and so on. There
should be variations on the content, structure and
navigation for each one of these subgroups.</p>
      <p>The details of the information to be transmitted
The selection consists in determining which points are
going to be visited and what information is going to be
transmitted. As it implies an interpretation of the
information, which usually means to make hypotheses from
the known facts, it must be done in close collaboration with
domain experts.</p>
      <p>
        Though in this type of AR interface the user is allowed to
divert from the proposed path, most people prefer to be told
an itinerary (or a small set of them) and a basically lineal
narration [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>In this phase, we use multimedia sketches mainly as a mean
of communication between the different persons
intervening in the design, such as experts in cultural
heritage or cultural tourism, multimedia designers, etc. and
as a mean to organize the information obtained. Figure 1
shows how an itinerary is designed, using the plane of a
building as a base to lay out the paths and to mark elements
of interest. DEMAIS layers are used to organize the
multiple dimensions of information, and DEMAIS dynamic
behaviour elements, such as buttons, to relate elements,
acting somewhat as hyperlinks (Figure 2).</p>
      <p>When the place has suffered changes along the history,
multidimensional diagrams (figure 3) can be used to show
these changes.</p>
      <p>Establishing the form of the medium
First, the hardware where the application will run must be
selected: the computer platform, the type of display, the
method and devices to detect user position, because many
aspects of the design of the interface are dependent on
them.</p>
      <p>Next, the type of media to be used (sound, graphics,
images) for each information element is selected and these
information elements are designed in detail.</p>
      <p>As the multimedia contents have to be thoroughly
integrated with the physical objects that are seen by the
user, we use multimedia sketches to design the overlapping
between real and generated elements. In this case, the base
for the sketches is photographs and videos of the place
(figure 4). Moreover, they can be used to see the degree of
visibility of the real elements from each position.
Videos also help to design the temporal aspects of the visit,
pacing the oral contents with the time it takes the user to
cover a stretch of the itinerary (figure 5).</p>
      <p>As the objective is not only information transmission, but
to make the user enjoy the experience of the visit,
designing through sketches allow to experiment easily and
with a low cost with different design options and even
artistic expression forms. There is not much experience
with this type of application, so it is particularly important
to evaluate early the different aspects of the design, with
the participation of end users.</p>
      <p>Finally, elements for explicit interaction with the user can
also be designed by using the dynamic capabilities of
Demais.</p>
      <p>Designing the application software.</p>
      <p>It consists on selecting the software platform and designing
the software architecture, the mechanism for information
personalization, etc.</p>
      <p>
        Prototyping and evaluation
Though with sketches we can experiment and evaluate the
main aspects of the design, there are other factors, such as
synchronization and integration [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], that affect usability
and whose evaluation requires a working prototype and a
visit to the place.
      </p>
      <p>CONCLUSIONS AND FUTURE WORK
The design of augmented reality interfaces for visiting
cultural heritage places is a complex process, because it
involves both the design of the visit and the design of the
multimedia information presentation. It is also a
multidisciplinary process, because it needs the intervention
in the design of persons with different backgrounds, such
as multimedia designers, usability specialists,
archaeologists or architects.</p>
      <p>In this paper we have presented the steps of a methodology
for solving these problems, and the use of dynamic
multimedia sketches in supporting the different phases of
the design, from the selection and interpretation of cultural
information to the layout of the presentation.</p>
      <p>In the future, we plan to use DEMAIS also for early
prototyping, in order to experiment and evaluate different
interaction techniques and forms of presentation.
We also want to refine the steps of our methodology, and
particularly the transition from multimedia storyboards to
production, that is not trivial in this case because
presentation must be adapted in function of the position
and point of view of the user in each moment.</p>
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