Stamp-On: A Mobile Game for Museum Visitors
Ayako Ishiyama
1
, Fusako Kusunoki
1
, Ryohei Egusa
2
, Keita Muratsu
2
,
Shigenori Inagaki
2
and Takao Terano
3
1
Tama Art University, Tokyo, Japan
2
Kobe University, Hyogo, Japan
3
Tokyo Institute of Technology, Kanagawa, Japan
Keywords: Mobile Guidance, iPad Mini, Learning Game, Tangible, Explanatory Contents.
Abstract: This paper proposes Stamp-On, a mobile guidance aid for museum visitors. Stamp-On equips a tangible
interface in the form of a stamp, which is used as an input-device for visitors to show explanations on a
mobile device such as an iPad. The explanations will give the corresponding information about exhibiting
items with additional questions. By touching the screen of the mobile device with the Stamp-On near the
corresponding item, she or he will get visual information. We have conducted a preliminary experiment
with participants of school teachers in order to evaluate the effectiveness as an exhibition guidance system.
The results have suggested that Stamp-On system is an attractive and effective learning aid for elementary
school children visitors of a museum.
1 INTRODUCTION
Conventional mobile guidance systems in a museum
consist of tailored sound- or video-based equipments.
Therefore, their maintenance effort costs much.
Once they have been set up, it was difficult to deal
with the visitor diversity in terms of ages,
knowledge, and/or interests. To resolve these
difficulties, there have been an increasing number of
studies in recent years on mobile guidance systems,
which aims at flexible responses to various kinds of
visitors. Such systems usually combine location
sensors and mobile devices such as cell phones,
smart phones, or iPads (Cahill et al., 2011; Kusunoki
et al., 2005; Raptis et al., 2005; Rose et al., 2009;
Suzuki et al., 2009; Yamaguchi et al., 2010; Yatani
et al., 2004).
The interfaces of those existing mobile devices
are, however, hard to be used by every visitor, in
particular, young children. For instance, although
their operation methods look simple, most of the
operations require multiple steps to display the
contents. Furthermore, operating and maintenance
costs of such conventional guidance systems will
cause severe issues from the management of the
museums. To cope with these these issues, in this
paper, we propose Stamp-On system, a learning
game which has a tangible interface that emphasizes
the physical form as a novel design of an input
device for a mobile guidance aid in a museum.
Stamp-On is able to handle visitors’ diversity using
contents made up of videos and photographs. Stamp-
On system also contains an interface in a stamp
form, inspired by actual stamps. The paper provides
principles and overview of Stamp-On system, and
gives a preliminary experimental results of the
usability of the stamp form interface.
2 OVERVIEW OF Stamp-On
Stamp-on is a stand alone system run on an iPad
with the newly developed stamp-shaped interface.
The stamp equips plural small metal chips as are
used in stylus pens. The metal patterns represent
coded information related to the object to be
explained. Compared with the exhibition support
system in the literature in the references, Stamp-on
is characterized by the following unique features:
1) As all the information is held in the iPad appl
ications, it is not necessary to use any wireless
networks.
2) To identify the exhibited object, they are only
required to push the corresponding stamp on
200
Ishiyama A., Kusunoki F., Egusa R., Muratsu K., Inagaki S. and Terano T..
Stamp-On: A Mobile Game for Museum Visitors.
DOI: 10.5220/0004943602000205
In Proceedings of the 6th International Conference on Computer Supported Education (CSEDU-2014), pages 200-205
ISBN: 978-989-758-022-2
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
iPAD. If we would use wireless networks, to
distinguish different objects, the distances
among them would keep more than one meter.
3) It is easy to set up at any exhibited space
without special IT equipments.
Furthermore, compared with the research by Suga, et
al., in which they utilize pipe shaped devices in
order to move 3-d objects, the stamp interface in this
paper is very easy to make. Stamp-on is the first
system for such exhibition support task domains.
2.1 The Stamp Shape Interface
Figure 1 gives an overview of Stamp-On system. A
tangible object in the shape of a stamp is physically
attached to an exhibit (the rocks in Figure 1). By
pressing this stamp on the iPad mini screen, the iPad
mini acquires an ID, then the contents corresponding
to this ID are displayed. The contents are installed
on the iPad mini. The most important and unique
feature of Stamp-On is its exceedingly simple
content-matching by the attached stamp. Moreover,
there will be no misidentification of exhibits as the
stamp is physically attached to the exhibit.
Figure 1: The overview of the Stamp-On system.
The stamp uses multi-touch technology used by the
iPad and/or Android devices. For this study, 10
electrification patterns are configured on the bottom
of the stamps to represent the corresponding IDs.
When a user take the stamp and presses it on the
iPad mini screen, the iPad mini detects the pattern,
thus displays the contents associated with the exhibit
(Figure. 2). As illustrated in Figure 3, the stamp is
30 mm high with a 40 mm * 100 mm rectangular
base. To distinguish the top and bottom of the stamp,
the top has engraved lettering. As an electric current
runs through the stamp, aluminium tape has been
used to the bottom as well as on the sides, as they
come in contact with human skin.
Figure 2: Relation among Stamp-on tags and iPad
contents.
Figure 3: The shape of the stamp interface (upper photo)
and patterns embedded in the bottom of the stamp (lower
photo).
2.2 Explanation Contents
Figure 4 shows examples of the explanation
contents incorporated in Stamp-On system. The
contents consist of interactive explanations as
Stamp-On:AMobileGameforMuseumVisitors
201
quizzes. The quizzes are developed to identify nine
typical types of rocks found around the Hyogo
Prefecture, Japan. We are currently making contents
good for school children. As shown in Figure 4, the
touchable area with the same size of the bottom of
the stamp is displayed on the iPad mini screen. By
pressing the stamp on the touchable area, its ID is
recognized, then corresponding contents depending
on the ID are displayed. Specifically, the name of a
rock the visitor observes and its characteristics are
shown on the screen of the mobile device, then, the
visitor is requested to find the rock among the
exhibited items.
When the visitor presses the stamp on the
rectangular ‘reply’ box on the content displayed, the
answer is judged to be either right or wrong. If the
answer is correct, further detailed information on
that rock is displayed. Pressing the stamps and
answering the quizzes encourages the visitor to have
a look around and examine the rocks in more detail.
The questions have predetermined points and
corresponding hints. When a user refers to the hint,
however, her/his points are decreasing by the points.
After answering each question, a user are requested
whether she/he would like to add the stone
information to her/his collections, if she/he would
have enough points to get. Accordingly, let her/him
observe the exibit better to avoid to decrease her/his
points.
The software running on the iPad mini was
implemented with Adobe Flash CS6.
3 PRELIMINARY EXPERIMENT
We have conducted a preliminary experiment on the
usability of the Stamp-On system through
questionnaires and interviews with elementary
school teachers. We asked teachers to evaluate the
system by imagining an educational trip to the
museum for school children.
3.1 Questionnaire-based Evaluation
3.1.1 Purpose
The Stamp-On system evaluation specifically
focused on the stamp usages.
Figure 4: Parts of iPad Contents.
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3.1.2 Participants
The participants of the experiment are 15 elementary
school teachers (45.4 years old on average) taking
part in a workshop held by the Hyogo Prefecture
Science Museum, Japan (Hyogo Prefecture Museum
of Nature and Human Activities).
3.1.3 Task
The questionnaires are designed to evaluate the
usability of the system. For all questions related to
the usability, the participants are asked to grade five
possible responses ranging from ‘I completely
agree’ to ‘I completely disagree.’
The questions use the term ‘game’, because the
Stamp-On system is presented as a game, with
which one has to find the rocks based on the
provided hints. Six questions focused on the stamp
as a tangible interface.
These questions include such ones as “Did you
think this game was interesting?”, “Do you consider
the system of pressing a stamp tied to an exhibit
onto an iPad mini a good one?”, “Would you want to
use this kind of system as a teaching resource?”,
“Did you find the way the stamp was used easy to
understand?”.
3.1.4 Procedure
The experiment is conducted as a game, by which
participants are required to find nine types of rocks
out of the twelves ones on a display (Figure 5). The
time required was approximately 20 minutes.
Participants are then asked to answer individual
questions on the usability. This took approximately
3 minutes. The evaluation experiment was
conducted on August 22, 2013.
Figure 5: Snapshot of the experiment.
3.1.5 Results
Table 1 shows the head-count distribution of the
responses. Most participants respond a positive
answers for all questions. We investigate response
trends after separating the responses obtained from
the questionnaire surveys into two groups: positive
responses including “completely agree” and “agree”
and negative responses including “somewhat
disagree” and “completely disagree.” Fisher’s exact
tests (1×2) showed statistical significance at a 1%
level for the all items.
3.2 Post-Interview Evaluation
3.2.1 Purpose
The purpose is to obtain a qualitative results from
participantts regarding the effectiveness of the stamp
form interface of the Stamp-On system.
3.2.2 Participants and the Task
The participants were two randomly selected from
respondents of the previously mentioned
Table 1: Stamp-On system usability test results.
5 4 3 2 1
(1) Did you think this was an interesting game?
**
11 3 0 1 0
(2) Do you think this game will be popular with children?
**
7 5 2 1 0
(3) Did you think the system where you press a stamp tied to an exhibit onto an
iPad mini is a good one?
**
7 6 2 0 0
(4) Do you think you would want to use this kind of system where exhibits and
device are linked as a teaching resource?
**
7 6 2 0 0
(5) Did you find the way the stamp was used easy to understand?
**
5 6 3 0 1
(6) Did you think pressing the stamp on the device was fun?
**
10 5 0 0 0
**
p<.01, 5= completely agree, 1= completely disagree
Stamp-On:AMobileGameforMuseumVisitors
203
questionnaire. The evaluation task is to ask for
opinions about the system’s effectiveness. The
question is given: “What impression do you receive
after using the stamp?”
3.2.3 Procedure
We have conducted semi-structured one-on-one
interviews, just after the Stamp-On system
experiment. The interviews takes approximately 5
minutes per participant.
3.2.4 Results
Table 2 shows the results of the interview-based
survey. Firstly, positive answers (‘interesting’, ‘fun’)
are obtained from the participants. Some participan
emphasizes the significance of the interface when
they stand in front of the rocks, the exhibit, and
pressing the stamp on the device. The following
statements are given by them: “With the stamp, I
always stand in front of the rocks,” “Actually
touching the rock and then pressing the stamp is
easy to understand.” They indicate the stamp’s
potential as an effective intermediary between a
child and an exhibit.
4 CONCLUSIONS
This paper has describes the design principle of
Stamp-On system and its preliminary experiment.
The Stamp-On system is characterized by a tangible
interface in a stamp form, which is easy to use.
Results of the experiment have shown that the
Stamp-On system is an attractive and effective
learning aid for school children at a museum.
Our future work include the improvement of the
interface focussing on the stamp, further
experiments with school children, and development
of new contents and support functions for a variety
of visitors.
ACKNOWLEDGEMENTS
This research was supported in part by JSPS the
Grants-in-Aid for Scientific Research (A) (No.
24240100) and Grant-in-Aid for Challenging
Exploratory Research (No.
24650521)
Table 2: Participants’ replies in the interviews.
Participant A:
Firstly, I thought the system was interesting and
fun. Pressing a stamp on something, that kind of thing
is enjoyable. I think it is great that there are
movements involved, it will keep children interested
and I thought that it was enjoyable.
The important thing is that you have to stand in
front of the rocks to be able to do it, is it not? When
you use a finger, you can just tap anything while
looking at the rocks from afar, but this system has a
definite advantage because with the stamp, you have to
stand in front of the rocks and press it on the device.
Participant B:
Pressing a stamp on something is something
children like, as well as me, so my impression of the
stamp was that it was an interesting idea. Actually
touching the rocks and pressing the stamp that is there
is easy to understand, I thought.
Because you want to get the questions correct,
something you would not be able to do unless you
observe it in more detail, I think that the quiz allows
for even more in-depth learning.
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