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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>These authors contributed equally.
$ christian.muck@univie.ac.at (C. Muck); wilfrid.utz@omilab.org (W. Utz)
 https://ke.cs.univie.ac.at/ (C. Muck); https://www.omilab.org/ (W. Utz)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>A Recognition Service for Haptic Modelling in Scene2Model</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Neural Networks for Design Thinking</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christian Muck</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wilfrid Utz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>OMiLAB NPO</institution>
          ,
          <addr-line>Lützowufer 1, 10785 Berlin</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Vienna, Faculty of Computer Science, Research Group Knowledge Engineering</institution>
          ,
          <addr-line>Währingerstraße 29, 1090 Vienna</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Design thinking has gained popularity in recent years as a toolbox to support the development of innovative business models, product oferings and services. Applying a user-centric paradigm during the co-creation phase of stakeholders with various backgrounds, where ideas are created, prototyped, and iteratively evaluated. A challenge observed in such settings relates to how knowledge about novel ideas can be communicated and developed in collaborative settings, specifically from the perspective of processing artefacts realised. We will introduce the Scene2Model tool, developed in the OMiLAB@University of Vienna as a way to tackle this challenge. Scene2Model enables the digitalisation of design thinking artefacts, developed using haptic elements as conceptual models. The tool supports a dynamic metamodel representation and builds on training results to a) recognise the haptic elements as model concepts, b) elevate the Scene2Model metamodel continuously with domain-specific vocabulary and c) align these concepts with external definitions on type level. The digital models in Scene2Model become therefore digital representations that can be annotated and refined, queried or transformed as model value capabilities. This paper provides a demonstration of this idea.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Digital design thinking</kwd>
        <kwd>Conceptual prototyping</kwd>
        <kwd>Conceptual modelling</kwd>
        <kwd>Storyboarding</kwd>
        <kwd>Digitalisation of design artefacts</kwd>
        <kwd>Image recognition</kwd>
        <kwd>Concept recognition</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Design Thinking - as the use of designers’ problem-solving techniques applied to innovation
processes - has gained popularity in a variety of industry sectors.Held in closed workshops, it
paves the way for early exploration and validation of design alternatives regarding innovative
services, new product (and features), processes and disruptive business models by means of
collaborative agile ideation, prototyping and testing techniques [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. One possible result of
Design Thinking workshops is a low-fidelity prototype, used to gather early (user) feedback.
      </p>
      <p>
        A prerequisite to establish location and time-independent interaction during design relates to
the digitalisation of design artefacts within the iterative innovation process. Such a digitalisation
needs to go beyond digital drawing or photos of physical design results. Instead, semantically
rich representation enable interaction on a granular level. For this purpose, conceptual models
are suggested as a technique to represent the knowledge about innovative scenarios and expose
it to the community. Conceptual models require a vocabulary that is domain-specific and
well-understood by the participants. SAP Scenes [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] are a set of predefined graphical elements,
the combination of which allows to sketch storyboards during the empathise phase of design
thinking and about products or services that are created during the ideate phase.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. State of the Art:</title>
    </sec>
    <sec id="sec-3">
      <title>Digital Design Thinking using Conceptual Models</title>
      <p>
        Scene2Model [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4, 5</xref>
        ] is an environment that allows to digitise physical storyboards by using
QR codes to identify the conceptual model elements for each physical object. The Scene2Model
environment has been successfully demonstrated in various research and industrial initiatives
[6] as part of the OMiLAB Digital Ecosystem introduced in [7] and [8]. This ecosystem builds
on the notion of conceptual models that go beyond communication and establish model value
through processing, whereas the educational and training aspect as discussed in [9] is an
important aspect, specifically in the field of information systems design.
      </p>
      <p>As already outlined in [10], domain-orientation is considered a critical aspect as it "reduces
the large conceptual distance between problem-domain semantics and", generalizing Fischers
statement, the intended representation of the system-under-study. Co-evolution is realized as
the designer have agreed upon a common vocabulary that is adequate for the problem space
and have access to relevant knowledge of various stakeholders.</p>
      <p>The drawback of this approach is that it requires manual efort to attach QR codes to each
physical object and that only the QR codes are detected and not the attached figures themselves.
To overcome this drawback we developed machine learning approach for image recognition.
The knowledge about the visualisation of the haptic elements, in our case paper figures, is
trained and represented as a convolutional neural network to support the later recognition of
elements via a video stream, observing the design thinking workshop.</p>
      <p>Additionally, the approach applies the Agile Modelling Method Engineering (AMME)
approach [11], to adapt the Scene2Model domain concepts to the needs of the concepts in the
workshop. The focus hereby is on the design and formalise phase, when new concepts and their
graphical notation are added. While in [12] an approach is presented that allows to extend the
SAP Scenes, in this work we deal with the linkage of the physical world and the digital world.</p>
    </sec>
    <sec id="sec-4">
      <title>3. Method and Concept: Recognition of Haptic Elements</title>
      <p>The scope of this paper is the extended Scene2Model environment, graphically shown in Figure
1 above. Participants of a workshop utilise haptic objects, typically paper figures to describe
and discuss scenarios. Scene2Model supports these workshops by a) constantly capturing
the design space as a video stream and b) translating the physical scene developed into a
model representation. Various approaches have been evaluated to perform this task: the initial
prototype operates on QR tag recognition as introduced above. Each haptic element is extended
by a tag that can be detected. The position information is then retrieved and the ID within the
QR code is used to query an ontological representation of the concept. Utilising the capabilities
of ADOxx [13], the information is imported in the tool as individual modelling objects that form
the scene discussed. The challenge in this setting is the synchronisation of the metamodel used in
Scene2Model for the realisation of processing functionality with the ontological representation
and QR codes available. Extension or domain-specific adaptation implies a (re-)engineering of
these artefacts.</p>
      <p>The objective of the research presented in this paper is to combine image recognition with
conceptual modelling and knowledge representation. Adding a new graphical system typically
consists of two steps: First a drawing of the object is made that is adequate for the specific
domain. Second, the knowledge base of conceptual elements is extended to enable a digitalisation
within the tool. The second step is now supported by neural networks: the image retrieved is
trained beforehand and dynamically extends the metamodel. Therefore, adaptation becomes
feasible and it is not required to manually engineer the knowledge base. The recognition server
is responsible to provide the interface between the image providing service (e.g. camera, video
stream, mobile phone) and the Scene2Model modelling tool. This interface is established via
the OLIVE micro-service framework [14].</p>
      <p>Therefore we distinguish between a training phase which is used to prepare the
domainspecific workshop vocabulary and provide the network to the recognition server. Based on the
training outcomes, the metamodel is extended and the graphical elements are not only available
as haptic figures but also understood by the tool.</p>
      <sec id="sec-4-1">
        <title>3.1. Scene2Model Recognition Architecture</title>
        <p>This section introduces the object recognition architecture for conceptual models, including
input to the training and executing the detection. For our implementation we use the
YOLOv4tiny [15], which is based on YOLOv4 [16] and supports the requirement of real-time object
detection and a fast training. Both are relevant for the Scene2Model environment as results
should be available directly in the workshop situation. The initial definition used was the
YOLOv4-tiny definition available online at [17].</p>
      </sec>
      <sec id="sec-4-2">
        <title>3.2. Preparation Phase: Training and Metamodelling</title>
        <p>As the preparatory activity to capture the domain (conceptual analytics), the visual elements are
identified, the semantics of identified elements are elevated in a machine supported manner using
open accessible dictionaries and the convolutional neural network is trained for recognition. The
objective of this phase is to establish a domain-specific metamodel for Scene2Model dynamically
as the vocabulary to be applied. This has an impact on the Scene2Model tool as it is dynamically
adapted to support the semantics of the domain and trained concepts.</p>
        <p>Technical, this requires the creation of a labeled dataset. Example pictures are prepared
(photos and labelling) and further data augmentation is applied [18] resulting in a moderate
dataset that includes artificially blurred, cut-out or distorted versions of the image. The training
itself is performed using darknet [19].</p>
        <p>As an outcome, the trained network is provided on one hand to the recognition server and
on the other hand acts as input for the knowledge base represented by the metamodel in
Scene2Model. The Scene2Model tool dynamically adapts to these changes and includes the new
elements as a domain-specific version.</p>
      </sec>
      <sec id="sec-4-3">
        <title>3.3. Recognition Phase: Design Thinking Workshop Support</title>
        <p>After the network is trained it is used to detect objects in the image stream from the workshop.
The recognition server implemented in Python provides the necessary interfaces to perform this
recognition and manages the trained networks. As an interchange format a JSON representation
is returned from the recognition that is embedded in the Scene2Model tool utilising the OLIVE
micro-service environment [14]. The stream is transformed into the conceptual model, and since
the training network is aligned with the Scene2Model metamodel model processing capabilities
can be applied.</p>
        <p>Managing multiple networks is considered an opportunity to include pre-trained information
directly, without the need to extend manually and run through the training phase.</p>
        <p>The synchronisation of the knowledge base adapts the known concepts in Scene2Model.
The knowledge base, represented as a knowledge graph, is parsed and mapped toward the
abstract metamodel definition. Mechanisms in ADOxx enable that the metamodel can be update
during runtime. The modelling panel therefore represents the trained concepts structurally.
Syntactically properties are dynamically retrieved through openly available sources such as
DBPedia.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Conclusion and Next Steps</title>
      <p>This iteration of the Scene2Model prototype demonstrates how the metamodel is dynamically
updated based on training of neural networks for object detection. The approach presented
builds on pre-existing approaches in object detection and related techniques for training of
neural networks and applies it to design thinking and conceptual modelling.</p>
      <p>Further work and next steps relate to the evaluation of the approach, specifically how
domainspecific libraries can support various settings in workshops and capture domain-specific aspects
dynamically.</p>
      <p>These steps are currently worked on in the context of the FAIRWork EU project [20] where
Scene2Model is utilised in the requirements engineering phase.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>All material provided and developed is provided via the OMiLAB.org as the community hub
of the Open Models Initiative. This includes software artefacts, models created, and content
discussed. This is specifically relevant for the open software “Scene2Model” used for this
contribution. The artefacts are openly accessible at https://www.omilab.org/design-thinking/.</p>
      <p>The work presented in this paper received funding from the Horizon Europe programme
in the context of the FAIRWork research project (“Flexibilization of complex Ecosystems
using Democratic AI based Decision Support and Recommendation Systems at Work”), Grant
Agreement Number 101069499.
Conference of Service Science and Innovation (ICSSI 2018) and Serviceology (ICServ 2018),
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Sciences, Hawaii International Conference on System Sciences 2019, 2019, pp. 541–550.
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    </sec>
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