Alan J. Wecker, M.Sc., Doctoral candidate, Information Systems, University of Haifa, Israel, DISI, University of Trento, Italy, Senior ACM Member
The PIL Project
2016 EVA/Minerva Jerusalem International Conference on Digitisation of Cultural Heritage
http://2016.minervaisrael.org.il
http://www.digital-heritage.org.il
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
E3 wesker kuflik_novel_technologylivinglab
1. Automatic or Manual Path: a
Groupware application for Museum
Visit Planning using Interaction
with Situated Displays
Inna Belinky
February 3rd, 2016 UNINA 1
Novel technology at the fingertips of the visitors:
A living research lab
Alan J. Wecker
Tsvi Kuflik
EVA/Minerva 2016
Intelligent User Interfaces for
Cultural Heritage Exploration
2. Automatic or Manual Path: a
Groupware application for Museum
Visit Planning using Interaction
with Situated Displays
Inna Belinky
February 3rd, 2016 UNINA 2
Agenda:
• A modern adaptive guide
• The museum as a living research lab
3. The Hecht Museum (Movie)
February 3rd, 2016 UNINA 3
The Phoenicians Ancient arts and craftsThe Ma’agan Michael Ship
Second floor coins First floor - archeology Museum’s floor plan
4. • Our goal was to transfer a research prototype
of a museum visitors guide into a system that
is used by museum visitors on a daily basis
– This goal had two practical aspects:
• Museum visitors guide system – available to regular
museum visitors
• Living research lab that enables on going research
– Experimenting and evaluating novel technology in realistic
setting
Project goal
4
5. • Knowing where the visitor is
– Indoor positioning system
• What about the museum constraints?
– Invisible technology…
• What amount of information is needed?
• How can we let the visitors know that
information is available?
Challenges
5
6. • We examined the museum and selected 43 most
interesting positions
• We Installed almost invisible indoor positioning
system
• We prepared over 300 presentations * three
languages
• We introduced additional capabilities
– Navigation support
– Recommendations
– Messaging service
So what did we do?
6
8. Automatic or Manual Path: a
Groupware application for Museum
Visit Planning using Interaction
with Situated Displays
Inna Belinky
February 3rd, 2016 UNINA 8
Agenda:
• A modern adaptive guide
• The museum as a living research lab
9. • We can enable online visit planning
• We can enable onsite re-planning
• We can enable onsite interaction
• We can create a personalized visit summary
• We can study indoor navigation
• We can study interrupt management
• We can monitor visitors’ behavior
• We can provide feedback to the curator
So we have an instrumented museum, so what?
9
11. Results
Shared setting Private setting
• Speaking time was longer in the private setting.
• Private setting was perceived to stimulate more
discussion.
11
12. • We can enable online visit planning
• We can enable onsite re-planning
• We can enable onsite interaction
• We can create a personalized visit summary
• We can study indoor navigation
• We can study interrupt management
• We can monitor visitors’ behavior
• We can provide feedback to the curator
So we have an instrumented museum, so what?
12
14. • We can enable online visit planning
• We can enable onsite re-planning
• We can enable onsite interaction
• We can create a personalized visit summary
• We can study indoor navigation
• We can study interrupt management
• We can monitor visitors’ behavior
• We can provide feedback to the curator
So we have an instrumented museum, so what?
14
17. • We can enable online visit planning
• We can enable onsite re-planning
• We can enable onsite interaction
• We can create a personalized visit summary
• We can study indoor navigation
• We can study interrupt management
• We can monitor visitors’ behavior
• We can provide feedback to the curator
So we have an instrumented museum, so what?
17
19. Proactiveness allows systems to provide their users with
relevant information (or service) at the right time
• Proactive museum visitors guide is one example for
such system
• However, when considering proactiveness, two
questions pop up:
– When to provide information to the users?
• We do not want to interfere
– How to notify the users about the availability of a service ?
• We would like to make sure that the user will get the message
19
Motivation
20. Content types
– Urgent
“The building is on fire! leave now!”
– Important
“Don’t make plans for tonight, we will go out for
dinner”
– Relevant
“Keep your head up even though Ido is boring”
20
21. • We can enable online visit planning
• We can enable onsite re-planning
• We can enable onsite interaction
• We can create a personalized visit summary
• We can study indoor navigation
• We can study interrupt management
• We can monitor visitors’ behavior
• We can provide feedback to the curator
So we have an instrumented museum, so what?
21
23. Visitor movement styles I
Sto(ry)chastics: A Bayesian Network Architecture for User Modeling and
Computational Storytelling for Interactive Spaces by Flavia Sparacino (2003)
• Busy
• Selective
• Greedy
24. Visitor movement styles II
Veron E. and Levasseur M. (Ethnographie de l'exposition, Paris, Bibliothèque Publique d'Information,
Centre Georges Pompidou (1983)
Classified visitor movements into four styles:
ant fish
grasshopper butterfly
26. • Visualization of visitors’ behavior
Online access to accumulated data
26
27. • We compared visit logs
– Regular visitors that used a mobile guide
– Regular visitors that did not use it
The effects of a mobile visitors guide on visitors’ behavior
27
28. Results: Conclusions
• Using a mobile guide increased visit time
• The mobile guide monopolized visitor’s time
– Both holding power and attraction power increased
• The use of the guide disrupted the social interaction
of visitors coming in a group
28
29. Alan J. Wecker
U of Haifa,
U of Trento
Tsvi Kuflik
U of Haifa
Oliviero Stock
FBK-Irst
Dynamic personalization based on
Mobile Behavior:
from Personality to Personalization:
A Blueprint
Joint work with:
Rose Ginosar, Eynat Sharon
Tower of David Museum
30. • General
– Can we use personality data to help our users?
• In what ways?
• Cultural Heritage
– What does this mean in a museum context?
• How?
– Coerce > Persuade > Influence
– Present in a manner which is the most amenable to
the user for his benefit
Problem
31. • Tower of David Museum a museum within a
castle
– 6 rooms + Entrance and Exit
– 15 Exhibits
Setting
32. • Some of the Tower of David Museum Exhibits
Setting
Canaanite Period
3200 BCE
First Temple Period
1006 BCE
Second Temple Period
515 BCE
Byzantine Period
324 CE
Roman Period
63 CE
Muslim Period
638 CE
Crusader Period
1099 CE
Ayyubid Period
1187 CE
Mamluk Period
1260 CE
Ottoman Period
1517 CE
British rule – State
of Israel
1917 CE
33. Museum Types- based on identity (Falk )
• Explorer
• Experience Seeker
• Hobbyist/Professional
• Recharger
• Facilitator
• Respectful pilgrims
• Affinity seekers
34. Type Formula
Fish
(NPV – PPS >= PPS) ||((PPS/NPV < = T1) &(NPS/PPS < T3
))
Ant (PPS/NPV > T1 ) &(NPS/PPS > T2)
Butter-fly (PPS/NPV > T1) &(NPS/PPS < T2)
Grass-hopper (PPS/NPV < T1) &(NPS/PPS > T3)
Table 2. Classification of users based on movement
The thresholds T1=0.5, T2=0.5, T3=0.3 were obtained by experimental trial and
error until a good clustering was obtained on visitor data at the Hecht Museum
(n=400).
35. Movement
pattern
Curiosity Attention
Span
Big 5 Falk type %
Grasshopper Low High NO Professional
Hobbyist
41
Fish Low Low NU Recharger 33
Ant High High IO Explorer 10
Butterfly High Low IU Experience
Seeker
16
Movement to personality
Table 3 Movement to Personality
36. • What can you do with personality?
– Develop, Exploit, Manage opportunities
• How can use personality to do this?
– Increase Awareness
– Increase Commitment
– Manage the opportunity in an optimum way
(marketing sense)
What do you want to do with personality?
37. • When increasing Awareness use:
– Subtlety
– Frequency
– Length
– Marketing strategy (in the door, in your face…)
– Incentive type (different wordings)
– Context
• Location
• Temporal
– Social (not in this study)
How to do this using personality (Factors)
38. • Calibration of beacons
– Range & Frequency
• People follow a general path (not much chance to
express personality)
– Physical Constraints
• Stairs
• Side Rooms
• Natural Flow
– Time Constraints
• “Museum Fatigue” (rooms seen at end…)
• Developing Solution
– Examine the small variants
Initial insights
39. A Novel Image-Based Positioning Technique Using
Mobile Eye-Tracker
For Enhancing the Museum Visit
Moayad Mokatren, Tsvi Kuflik and Ilan Shimshoni
Department of Information Systems
The University of Haifa
Sep 2016 Mobile-CH 39
40. Research Question
How can we use mobile eye tracker to identify
location and object of interest?
Sep 2016
Mobile-CH
40
42. Towards Using Mobile, Head-
Worn Displays in Cultural
Heritage: User Requirements
and a Research Agenda
NataliaVainstein
TheUniversityof Haifa
Haifa,Israel
nataliashtepa@gmail.com
TsviKuflik
TheUniversityof Haifa
Haifa,Israel
tsvikak@is.haifa.ac.il
Joel Lanir
TheUniversityof Haifa
Haifa,Israel
ylanir@is.haifa.ac.il
43. The research
• This study focuses on exploring
the potential of HWD to enhance
the museum visit experience.
• We first aim to fully understand
user requirements for such a
guide.
• These requirements drive the
development of a smart glasses
museum visitors' guide prototype
which later will be evaluated in a
museum setting
System
Requirements
Design and
implementationEvaluation
44. User Requirements for Glasses-Based
Guide
• System Proactiveness – most
participants preferred to keep the
user in control, where the user
decides when to receive
information.
November 2016 EVA/Minerva 2016
45. User Requirements for Glasses-Based
Guide
Interaction with the device
control the
glasses with an
accompanied
mobile device
using physical touch
on the side of the
glasses (through
buttons or slide
gestures)
voice
commands
mid-air hand gestures
46. User Requirements for Glasses-Based Guide
• Device characteristics
light weight device the ability to
adjust/remove the display
display for both eyes located at
the center of the glasses
47. User Requirements for Glasses-Based Guide
Information delivery
Text audio video images having information registered
to the real-world position of
the museum objects (i.e., see-
through AR)
March 2016 IUI 2016
48. User Requirements for Glasses-Based Guide
Personalization and Privacy
multiple content items personalization
March 2016 IUI 2016
49. Future Work
• Comparing the use of HWD with a more
conventional museum visitor's guide at a real
museum.
50. Visualizing Proximity-Based Behavior of
Museum Visitors using Tangram
Diagrams
J. Lanir, P. Bak, & T. Kuflik: The
University of Haifa in cooperation with
IBM Research / Haifa Lab, Israel
50
51. Tangram Diagrams – Exploring the design space
1. Problem characterization:
1. Encode the ratio between
2D variables
2. Judgment of relative size
3. Pattern detection
4. Comparison of patterns
2. Visual Variables:
1. Absolute Size (outer)
2. Relative Size (inner)
3. Orientation
4. Planes
5. Color
51
52. Visiting Patterns – Engagement
Show the trade-off between holding power
(time spent at an exhibition) and attracting
power (% of visitors at an exhibit).
Information requirements:
1. What is the engagement of visitors by
exhibit and how do different exhibits
relate to each other?
2. How does the usage of the mobile guide
affect the engagement of the visitors at
every exhibit?
3. What are the different engagement
patterns of exhibits expressed by the
differences of holding-to-attraction ratio?
52
54. • We cover major aspects of the museum visit and we will cover more
So what did we get
Web-based visit
planning (at
home)
Onsite
individual
visit
Group
interaction with
large displays
SSP and
Interrupt
management
Individual and group navigation and
communication support
Post visit
summary
54
55. And if we connect everything
Planning
Summary
55
Onsite visit
Planning
Summary
The visit becomes a link in a lifelong chain of cultural heritage experience
56. Automatic or Manual Path: a
Groupware application for Museum
Visit Planning using Interaction
with Situated Displays
Inna Belinky
Questions?
February 3rd, 2016 UNINA 56
גם מימשנו אפשרות של תכנון אוטומטי- המערכת מציעה תכנון על סמך הדירוגים האישיים של המשתתפים.
Finally, Falk (2009) suggests the “Identity-related Museum Visit Experience Model” that contains a typology of five visitor-identity prototypes: (i) “Explorer,” whose visit to the museum is motivated by curiosity or general interest in discovering more about the subject matter introduced by the museum; (ii) “Experience Seeker,” often a tourist, whose visit is typically motivated by the main attraction the museum is known to offer; (iii) “Professional/Hobbyist,” who is interested in specific topics out of the full collection of the museum visit; (iv) “Recharger,” who comes to the museum to reflect, rejuvenate, or relax and absorb the atmosphere; and finally, (v) “Facilitator,” who visits the museum to satisfy the needs and desires of someone she or he cares about rather than just her/himself. The identity of a “Facilitator” is actually a social identity that is manifested only within groups.
System Proactiveness – most participants (11 out of 17) preferred to keep the user in control, where the user decides when to receive information.
Device characteristics – The users wanted a light weight device (17), and the ability to adjust/remove the display (11). Some users preferred a display for both eyes located at the center of the glasses (7)
Information delivery – visitors expressed a wide variety of preferences towards different types of media: text (6), Audio (14), video (11), and images (11).
Having information registered to the real-world position of the museum objects (i.e., see-through AR), was also important (13).
a large number of users objected to text (10) as they said it is not easy to read with the glasses. Some objected to video (4) as it distracts the visitor from the museum and some (4) objected to audio.
Personalization and Privacy – Most users want to be able to choose from multiple content items (13), yet they still expect personalization (10).
The next step will be comparing the use of HWD with a more conventional museum visitor's guide at a real museum. Two versions of a museum visitors guide system will be used. One is an existing handheld, personalized, context aware museum visitors' guide system that has been developed and deployed in the museum, while the second will be the same system, adapted to enable users' interaction through the mobile glasses. In the user studies, with regular museum visitors, the following aspects will be evaluated: usability, the overall visit experience and the impact of the systems on group interaction when the visitor comes with a group of friends – a common scenario. Data will be collected in two complementary ways: by system logs that will enable to analyze visitors' movements through the museum, time spent at POIs and information viewed, and by questionnaires and interviews.
Results reveal
several interesting points. First, we can easily see several exhibits with high holding power. Not surprisingly, two of these are in the main attraction area of the museum – a 2000 year old ship extracted from the sea bottom and then reconstructed (annotated e and f in Figure 4). It is also clear that visitors spent much time at the first few exhibits (a, b, c which are located at the museum entrance hall) with visitor’s attention span quickly getting shorter. Second, we notice several exhibits with a high attracting power. Most people stop and look at the first exhibit (a), as well as the next exhibits at the entrance hall (b and c). Other high attraction points are point (d) which is the major junction of the museum, and (e) which is the main point to observe the ancient ship. The high attracting power at point (e) reflects the fact that most visitors arriving at the museum indeed go and see its prominent attraction. On the other hand, it seems that very few visitors go up to the second floor (g), with most exhibits on the second floor showing a very low attraction power.
Third, it is easy to see the effect that the mobile guide had on visitor engagement. In most locations, the holding power is larger for visitors who used the mobile guide compared to those who did not use the guide.