EXPLOITING MOBILE DEVICES TO SUPPORT MUSEUM
VISITS THROUGH MULTI-MODAL INTERFACES
AND MULTI-DEVICE GAM
Carmen Santoro
ruzzi 1, Pisa, Italy
ES
Fabio Paternò and
ISTI-CNR, Via Mo
Keywords: Museum Mobile Guides, Multi-Modal Interfaces, Multi-Device Games.
Abstract: Mobile devices are enabling innovative ways to enjoy museum settings. In particular, their multimodal
interfaces can provide unobtrusive support while users are freely moving and new applications, such as
games, can benefit from the combined availability of mobile and stationary devices. In this paper we report
on our new solutions and experiences in the area of mobile support for museum visits.
1 INTRODUCTION
Seamless interoperability of intelligent computing
environments and mobile devices is becoming more
and more popular in various application domains. A
potential application area is the so-called “intelligent
guides”. Several location-aware, context-aware and
multi-modal prototypes have been developed since
the beginning of ubiquitous computing in the early
90’s, see for example (Oppermann and Specht,
2000).
In this paper, we present our recent solutions in
this area, by extending a previous museum guide
(Ciavarella and Paternò, 2004), which already
supported graphical and vocal modalities and
location detection through infrared beacons.
To this end, we have designed an interaction
technique based on two important concepts:
i) it should not be intrusive on the user
experience, by leaving the visual channel open
to enjoy the artwork;
ii) it should be able to somehow directly interact
with the available physical objects.
The first concept is motivated by previous
analysis of museum visitors and how they perceive
the support of computer-based devices. The results
clearly indicated that the user would not be
interested in spending much time understanding how
the electronic guide works, especially because they
will probably not visit the museum again. On the
other hand, the information usually provided by
museums regarding artworks is rather limited (e.g.:
mainly short textual labels), which raises the need
for additional support to be dynamically activated
when something interesting is found during the visit.
For this purpose, it would be useful for visitors to
have the possibility of pointing at the artwork of
interest and controlling audio information with small
hand gestures while still looking at the artwork.
In addition, a museum visit is often an individual
experience, even electronic guides and interactive
kiosks are usually not designed to promote social
interaction to increase user experience. In this
context, games for mobile guides can provide an
interesting and amusing way to enrich users
interaction and promote their collaboration. The use
of shared large displays can enable further
functionality, such as presenting the visitors’
position and different ways to represent individual
and cooperative games exploiting the large screen.
The paper is structured in the following way: we
first introduces related work in the area of mobile
guides, then we describe the original Cicero guide
and its main features. Next we discuss how we have
extended it in order to support innovative interaction
techniques through RFIDs and accellerometers.
Then, we describe another extension, which
provides the possibility of several games that can be
played by multiple players using both mobile and
fixed devices. Lastly, we draw some conclusions and
provide indications for future work.
459
Paternò F. and Santoro C. (2007).
EXPLOITING MOBILE DEVICES TO SUPPORT MUSEUM VISITS THROUGH MULTI-MODAL INTERFACES AND MULTI-DEVICE GAMES.
In Proceedings of the Third International Conference on Web Information Systems and Technologies, pages 459-465
DOI: 10.5220/0001292704590465
Copyright
c
SciTePress
2 RELATED WORK
The museum domain has raised an increasing
interest regarding the support that can be provided to
visitors through mobile devices. One of the first
works in this area was the Hippie system
(Oppermann and Specht, 2000), which located users
via an IR system with beacons installed at the
entrance of each section and emitters installed on the
artworks. The GUIDE project (Cheverst et al., 2000)
addresses visitors in outdoor environments
supported through several WLANs. In our work, we
focus on indoor visitors: it requires consideration of
different solutions for supporting them. While such
works provided a useful contribution in the area, we
noticed that in the museum domain innovative
interaction techniques were not yet investigated.
They can be useful to improve user experience by
making the interaction more natural.
Research on gesture interaction for mobile
devices includes various types of interactions:
measure and tilt, discrete gesture interaction and
continuous gesture interaction.
Our study differs from related work since we
extend the tilt interaction by associating tilt events
with a few easy-to-use interaction commands for the
museum guide, and combine such tilt interaction
with other modalities, following a consistent
interaction logic at different levels of the
application.
Physical browsing (Valkkynen et al., 2003)
allows users to select information through physical
objects and can be implemented through a variety of
tag-based techniques. Even mobile phones that can
support it through RFIDs have started to appear on
the market. However, we think that it needs to be
augmented with other techniques in order to make
museum visitors’ interaction more complete and
natural. To this end, we have selected the use of
accelerometers able to detect tilt events, allowing
users to easily select specific information regarding
the artwork identified through physical pointing with
small hand movements, so that the user visual
channel can be mainly dedicated to looking at the
artworks.
The area of mobile guide support has received a
good deal of attention, see for example the Sotto
Voce project (Grinter et al., 2002). In this paper we
want to also present a novel solution able to exploit
environments with stationary and mobile devices,
equipped with large and small screens. There are
various types of applications that exploit such
environments (Paek et al., 2004):
“jukebox” applications, use a shared screen as
a limited resource shared among multiple
users (see Pick-and-drop interaction
paradigm);
collaborative applications, allow multiple
users to contribute to the achievement of a
common goal).
communicative applications, simplify
communication among individuals, see
Pebbles (Myers et al., 1998).
“arena” applications, support competitive
interactions among users.
CoCicero (Laurillau and Paternò, 2004) allows
collaborative games and interaction among visitors:
one feature is to individually solve games, thereby
enabling parts of a shared game, and supporting a
common goal. This new environment aims to
support multi-user interaction and cooperation in the
context of games for improving the learning of
museum visitors.
3 CICERO
Our interaction technique for museum visitors has
been applied to a previously existing application for
mobile devices: Cicero (Ciavarella and Paternò,
2004). This is an application developed for the
Marble Museum located in Carrara, Italy and
provides visitors with a rich variety of multimedia
(graphical, video, audio, …) information regarding
the available artworks and related items (see Figure
1).
Figure 1: User in the Marble Museum with CICERO.
This application is also location-aware. This is
implemented through a number of infrared beacons
located on the entrance of each museum room. Each
of them is composed of several infrared emitters and
generates an identifier that can be automatically
detected by the application, which thus knows what
room the user is entering and immediately activates
WEBIST 2007 - International Conference on Web Information Systems and Technologies
460
the corresponding map and vocal comments. This
level of granularity regarding the location (the
current room) was considered more flexible and
useful than a finer granularity (artwork), which may
raise some issues if it used to drive the automatic
generation of the guide comments.
In addition to information regarding artworks,
sections and the museum, the application is able to
support some services such as showing the itinerary
to get to a specific artwork from the current location.
Most information is provided mainly vocally in
order to allow visitors to freely look around and the
visual interface is mainly used to show related
videos, maps at different levels (museum, sections,
rooms), and specific pieces of information.
4 THE SCAN AND TILT
INTERACTION PARADIGM
Digital metadata on artwork facilitates electronic
guides for museums (e.g. it is easier to arrange
temporary exhibitions when metadata can be made
available to electronic guides). Also, our concept of
guide interaction potentially benefits from the fact
that artwork metadata can be structured in a nested,
tree-type structure.
The scan modality operates on a higher level (i.e.
it can be used to choose the main element of
interest), while the gesture modality enables
operations between elements in the metadata
structure (i.e. horizontal tilt allows navigating
among pieces of information at the same level).
These aspects make the interaction more immediate
and potentially easier for visitors to orient
themselves within the information presented by the
device.
When a visitor enters a space, this is detected
through the infrareds signals, and a map of the room
is provided automatically.
A visitor then scans a RFID tag associated with
an object by physical selection, and the object is
highlighted graphically on the room map. That is,
information on a mobile device is associated to an
object in the physical environment. In the detailed
data-view, navigation among different pieces of
information can be done by tilting horizontally.
Alternatively, when users enter a room and get
information regarding it, they can use the tilt to
identify/select different artworks in the room
through simple horizontal tilts. Whenever a new
artwork is selected, then the corresponding icon in
the room map is highlighted and its name is vocally
rendered. In order to access the corresponding
information, a vertical tilt must then be performed.
Note that the current interpretation of the tilt event
can also be enabled/ disabled through a PDA button.
Figure 2: Example of scan and tilt interaction.
In general, the tilt interface (see Figure 2)
follows a simple to learn pattern: horizontal tilts are
used to navigate through different pieces of
information at the same level or to start/stop some
activity, vertical tilt down events are used to go
down in the information hierarchy and access more
detailed information, whereas vertical tilt up events
are used to get up in the information hierarchy.
Since there are different levels of information
supported (the museum, the thematic sections, the
artworks, and the information associated to specific
artworks and its rendering,.), when a specific
artwork is accessed, it is still possible to navigate by
horizontal tilting to access voice control (to
decrease/increase the volume), control the associated
video (start/stop), and access information regarding
the author.
The scan modality is used to orient users in a
physical environment and to select data on a higher
level. After summary information is provided on the
mobile device, gesture modality is used to navigate
between various views/levels of detail by tilting.
Tilt RIGHT:
next object
Tilt LEFT:
prev object
Tilt DOWN:
select object
RFID reader (SCAN action)
Accelerometer
(TILT action)
EXPLOITING MOBILE DEVICES TO SUPPORT MUSEUM VISITS THROUGH MULTI-MODAL INTERFACES
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461
When users receive scan data through the RFID
manager, it is communicated to the museum
application, and when the device is tilted, the tilt
manager feeds the tilt data to the application
accordingly.
The gesture modality in our approach utilizes 2D
acceleration sensor hardware from Ecertech. The
sensor hardware is attached to an iPAQ PDA with
Pocket PC operating system and can be used also in
other Pocket PC PDAs and SmartPhones. The sensor
produces signals that are interpreted as events
(TiltLeft, TiltRight, TiltBackward, TiltForward) by
the tilt manager-data processing module of the
mobile device. User-generated tilt-based events can
then be used to execute interactions (selection,
navigation or activation) according to the user
interface at hand.
The scan modality employs RFID technology by
Socket Communications. The RFID reader (ISO
15693) is connected to the Compact Flash socket of
a PDA. Artworks in the museum environment are
equipped with RFID-tags containing identifiers of
the given artwork. A user can obtain information
related to a work of art by placing the device near
the tag and having the data associated with the tag
code passed to the guide application through the
RFID reader hardware.
The first release of the software prototype uses a
simple tilt monitoring algorithm based on static
angle thresholds and taking into account the initial
tilt angle of the device when the application starts.
The tilt of both horizontal and vertical axes is
measured every 1/10 second. These values are then
compared to the original tilt measurement performed
at application start-up time, and if a 15 degree
threshold is exceeded for over 500ms in one of the
axes, this is interpreted as the appropriate tilt gesture
for that axis: 'forward', 'backward', 'left' or 'right'.
Although the algorithm might be deemed as a simple
solution, its usage has allowed us to obtain valuable
preliminary good user feedback (see “Evaluation”
section).
5 MULTI-USER INTERACTION
THROUGH GAMES
As we introduced before, another extension of
Cicero museum guide deals with allowing
collaborative games and interaction among museum
visitors. In CoCicero the objective is to individually
solve games, thereby enabling parts of a shared
game, and supporting a common goal. This
environment aims to support multi-user interaction
and cooperation in the context of games for
improving the learning of museum visitors.
The environment supports both individual and
cooperative games. Users are organised in groups.
Each user is associated with a name and a colour.
The environment supports five types of individual
games (see Figure 3):
The quiz is a question with some possible
answers. For each right answer the user gets
two points and one piece is removed from the
shared enigma.
In the associations games users must
associate images with words, eg the author of
an artwork, or the material of an artwork.
In the details game an enlargement of a small
detail of an image is shown. The player must
guess which of the artwork images the detail
belongs to.
The chronology game requires the user to
order chronologically the images of the
artworks shown according to the creation date.
In the hidden word game, the users have to
guess a word: the number of characters
composing the word is shown to help the user.
In all types of exercises, when the user solves the
problem then points are increased and a piece is
removed from the puzzle associated with the shared
enigma. The social games such as the shared enigma
are an important stimulus to cooperation.
The enigma is composed of a series of questions
on a topic associated with the image hidden by the
Figure 3: Five types of games supported.
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puzzle. At any time a player can solve the shared
enigma: for each correct answer, one piece is
removed from the puzzle, and the group earns seven
points. This favours numerous groups (the maximum
is five members) because they can earn more points,
and it is a stimulus to cooperate. When a member of
the group answers the corresponding question, such
question is no longer available also to the other
players in the team. This stimulates an interaction
among visitors so that they can first discuss the
answer and agree on it. The PDA interface of the
shared enigma has two parts: the first one shows the
current player’s scores and the hidden puzzle image,
the second shows the questions (with possible
answers).
One important feature of our solution is to
support game applications exploiting both mobile
and stationary devices. The typical scenario is users
freely moving and interacting through the mobile
device, who can also exploit a larger, shared screen
of a stationary device when they are nearby. This
improves user experience, otherwise limited to an
individual mobile interaction, and also stimulates
social interaction and communication with other
players, although they may not know each other.
A larger shared screen extends the functionality
of a mobile application enabling the possibility to
present individual games differently, to share social
games representations, and show the position of the
other players in the group. Since a shared display
has to go through several states, the structure of its
layout and some parts of the interface (e.g.: date,
time, number of connected players and list of users
with associated scores) remain unchanged so as to
avoid user disorientation. A game can be shown in
two different modes, selectable through the PDA
interface: normal and distributed. In the normal
mode the PDA interface does not change while on
the large screen a higher resolution image of the
game is shown along with the player state. This
representation is used to focus the attention of
multiple users on a given game exploiting the screen
size. In the distributed mode, the possible answers
are shown only on the PDA, while the question and
a higher resolution image are on the larger screen.
The result of the user answer is shown only on
the PDA interface. In case of social games (e.g. the
shared enigma) if only the PDA is used, the shared
enigma interface visualises sequentially two
presentations (the hidden image and the associated
questions) on the PDA; if the shared screen is
available, the hidden image is shown on it, while the
questions are on the PDA (see Figure 4).
Providing an effective representation of players’
position on the PDA is almost impossible, especially
when they are in different rooms. Thus, the large
shared screen is divided into sections, one for each
player. Each part shows the name and the room
where the player is located and a coloured circle
shows the last work accessed through his/her PDA.
Figure 4: Example of game interface distribution.
5.1 Software Architecture
The main elements of the software architecture are
the modules installed in the mobile devices, in the
stationary device and the communication protocol
designed for the environment. The PDA module is
composed of four different layers, each providing
the other layers with services according to specific
interfaces. From the bottom they are:
Core, which provides the basic mechanisms;
Communication, implements the network
services for sending/receiving messages;
Visit, supports interactive access to museum
info;
Games, supports the interactive games.
In particular, the core implements data structures
useful for the upper layers, e.g. support for
configuration and help, and the XML parsers. It also
contains the concurrency manager of IRDA signals
(infrared signals used to detect when the user enters
a room). The communication layer provides
functionality used to update the information
regarding the state of the players, to connect to
shared stationary displays and to exchange
information among palmtops, and therefore
implements algorithms for managing sockets,
messages, and group organisation. Such layer is
exploited by the visit and game layers. The visit
layer supports the presentation of the current room
map and a set of interactive elements. Each artwork
is associated with an icon identifying its type
(sculpture, painting, picture, …), and positioned in
the map according to its physical location. By
selecting such icon, users can receive detailed
EXPLOITING MOBILE DEVICES TO SUPPORT MUSEUM VISITS THROUGH MULTI-MODAL INTERFACES
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information on the corresponding artwork. In
addition, this part of the application allows users to
receive help, access videos, change audio
parameters, and obtain other info.
The games layer has been designed to extend the
museum visit application. The artworks that have an
associated game show an additional white icon with
a “?” symbol, through which it is possible to access
the associated game. If the game is solved correctly
the icon turns green, otherwise it becomes red. In
addition, an additional menu item enabling access to
social games, such as the shared enigma, is available
to the user, and the scores are shown in the top left
corner. The games are defined through XML-based
representations, so as to allow easy modifications
and additions. The game layer exploits the parser
implemented at the core level and the services
provided by the communication layer to inform all
players of the score updating.
The module associated with the stationary
devices is structured into layers as a server:
The core, provides basic data structures, a
monitor to synchronize threads, and a parser.
The communication manager receives and
sends messages to the mobile devices,
monitors messages in order to update their
scores;
The UI manager updates the information
presented according to the messages received.
The system uses a peer-to-peer protocol, which
has been designed for the target environment. The
players and the associated PDAs can organise
themselves in groups without the support of
centralised entities through a distributed algorithm.
All the devices (both mobile and stationary)
monitor a multicast group without the need to know
the IP addresses of the other devices. When
messages are received, the PDAs check whether
they are the target devices: if so, they send the
corresponding answer, otherwise the message is
discarded. The connection with the fixed devices is
performed through TCP by a dedicated socket in
uni-directional manner (from the mobile devices to
the stationary one). The responses from the fixed
device are confirmation or failure messages, relevant
for all players and are thus sent through the multicast
group.
6 EVALUATION
We performed first evaluations of the extensions of
the prototype we described in the previous sections
The tests involved more than 10 people recruited in
the institute community.
Before starting the exercise, users were
instructed to read a short text about the application
Then, a short description about the task that they
were expected to carry out was provided. After
carrying out the exercise, users were asked to fill in
a questionnaire, which was divided into two parts. In
the first part some general information was
requested by the user (age, education level, level of
expertise on using desktop/PDA systems, etc.). The
second part was devoted to questions more
specifically related to the exercise.
6.1 The Scan and Tilt
As far as the scan and tilt paradigm is concerned,
users were asked to scroll a number of artworks
belonging to a specific section (main window); then,
they were expected to select one artwork (secondary
window) and navigate through the different pieces of
information available (e.g.: author, description,
image, ...), to finally get back to the initial window
in order to finish the exercise.
People involved in the tests reported to be, on
average, quite expert in using desktop systems, but
not particularly expert in using PDAs. Roughly half
of them had already used a PDA before the exercise
(7/12), only a few reported to have ever heard about
scan and tilt interaction. On average they judged
scan and tilt useful, with interesting potentialities.
The majority of them (8/12) reported some
difficulties in performing the exercise. Only 2
reported no difficulty, while other 2 reported many
difficulties. People that experienced difficulties,
generally self-explained this fact saying that it could
have been motivated by the novelty of the technique
and their complete lack of experience with such an
interaction technique.
As for the kind of difficulties encountered, there
were aspects connected to the initial difficulty in
using the technique and understand the tilt
thresholds expected for activating the tilt event, but
most of these problems diminished after the initial
interaction phases. Vertical tilt was found to be the
most difficult interaction, while horizontal tilt was
found the easiest one for the majority of users.
Almost all the users judged the application user
interface to be clear (in a 1-5 scale, only one
reported a value of 2, whereas the others reported 4
or 5). Users judged scan and tilt interaction fairly
easy to use (on average, the mean value was 3 in a 1-
5 scale) and in fact several of them pointed out that
it is just a matter of time to get used to it. They
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judged that scan and tilt makes interaction slightly
easier with respect to traditional graphical interfaces,
even if they conceded that it would be quite difficult
to use it without looking at the PDA. All in all the
feedback was positive, even if we are aware that
more empirical test is needed in order to draw
definite conclusions.
6.2 Collaborative Games
As far as the collaborative games are concerned,
users were asked first to access (and possibly solve)
at least one example of each different type of game,
then try to solve the shared enigma exploiting the
large screen emulated on the screen of a desktop PC.
People involved in the tests reported to have, on
average, a medium (3/5) experience in using PDAs.
Although they judged the application especially
suitable for schoolchildren, the general feedback
about the application was very good: in a 1-5 scale,
the games were judged amusing (4), intuitive (3.9),
helping the learning process (4.2), and successful in
pushing people collaborate and socialise. The UI of
individual games was rated good (4,3/5), as well as
the way in which the functionality was split between
the PDA and the large screen (4.7/5); also the UI
supporting such splitting was rated very good
(4,8/5). Testers were also asked to report the games
they liked most and those they appreciated less: the
detail game collected the highest number of positive
feedbacks (it was not surprising as it was the game
which enabled the user to select the answer from a
very limited set (3) of possible answers, thus with a
good probability of success even with a limited
knowledge about the artworks). Also not
surprisingly, the hidden word was the game users
liked less, self-explained by them by the fact that
this game is more difficult as it required more
knowledge since it is a quite open question (only the
length of the answer is disclosed to the user) and it
also requires the user to enter a word (and text
editing is not very easy on a PDA, especially for
users with little dexterity with such devices). All
agreed that the large screen facilitates collaboration.
7 CONCLUSIONS
We have reported on recent experiences in
exploiting mobile technologies for supporting
museum visitors. They provide useful indications
about important aspects to consider: multimodal
interfaces, including use of RFID technologies and
games in multi-device environments able to exploit
both fixed and stationary devices.
Future work will be dedicated to identifying
new ways for promoting socialization and
cooperation between visitors. Further work is also
planned for improving the algorithm that manages
the scan-and-tilt interaction paradigm, in order to
enable a more natural interaction with the device.
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