IoT for Playful Intergenerational Learning about Cultural Heritage:
The LOCUS Approach
Ana Carla Amaro
a
and Lídia Oliveira
b
University of Aveiro, Campus de Santiago, Digimedia - Digital Media and Interaction Research Center,
Aveiro, Portugal
Keywords: Intergenerational, Playful, Internet of Things, Cultural Heritage.
Abstract: LOCUS is a three-year multidisciplinary project with the goal of co-design, develop and evaluate an IoT
system and understand its potential to support playful intergenerational engagement in creating and exploring
cultural contents and learning about cultural heritage of rural territories from the Centre Region of Portugal,
namely Amiais village, in Sever do Vouga. By implementing a playful and immersive cultural heritage
tourism approach to foster Amiais' cultural and socioeconomic development, LOCUS will allow visitors to
have immersive gamified experiences, by using a wearable device (bracelet) and their smartphones to interact
with augmented everyday things around the village and to collaboratively learn about Amiais' culture and
produce and share multimedia georeferenced contents.
1 INTRODUCTION
Due to huge advancements in electronics and wireless
communication systems, mobile, pervasive and
ubiquitous devices and services have been providing
anytime-anywhere connectivity to the users,
interlinking physical and cyber world and leading to
the emergence of the Internet of Things (IoT), that has
been acting as a powerful innovation driver, coming
to revolutionize people and enterprises’ routines
(Borgia, 2014; Gonçalves, 2016; Park, et al., 2012;
Ray, 2018).
IoT refers to a highly dynamic and radically
distributed global infrastructure of networked
physical objects. Augmented by technology, these
objects became smart, gaining the ability to sense,
process and communicate on the network, being able
to interact with human users and other objects and to
trigger actions on the physical realm (Atzori, et al.,
2017; Borgia, 2014; Kortuem, et al., 2010; Miorandi,
et al., 2012).
Although research has been mainly focused on
IoT technical challenges, there is a growing interest
on how people can interact through it, in a
sociocultural and playful perspective (Darzentas, et
al., 2015; Wyeth et al., 2015).
a
https://orcid.org/0000-0001-7863-5813
b
https://orcid.org/0000-0002-3278-0326
The LOCUS project is particularly interested in
how playful interactions with smart objects can be
designed to promote intergenerational
communication, as a mean to avoid isolation of rural
populations and contribute to healthy ageing,
countering ageism and preventing the waste of older
adults’ experience and knowledge, while preserving
the cultural heritage of rural territories.
Since older adults are often reluctant to use
information and communication technologies (ICT)
(FCT, 2013; Neves, et al., 2013), the IoT approach,
by allowing the augmentation of everyday objects and
routines (Brereton, et al., 2015), seems an adequate
solution.
In this way, LOCUS main goal is to co-design,
develop and evaluate an IoT system and understand
its potential to support playful intergenerational
engagement in creating and exploring cultural
contents and learning about cultural heritage of
Amiais village, in Sever do Vouga. Amiais is a rural
space, with an aging population, that preserves
ancient rural traditions, which are still practiced by
the few permanent inhabitants, as is the case of the
maintenance of communal threshing floors, an old
gathering point for the farming communities linked to
the husking of corn and the ritual of desfolhada,
282
Amaro, A. and Oliveira, L.
IoT for Playful Intergenerational Learning about Cultural Heritage: The LOCUS Approach.
DOI: 10.5220/0007747202820288
In Proceedings of the 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2019), pages 282-288
ISBN: 978-989-758-368-1
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
which are still done today. Other traditions and rituals
remain alive, such as the midnight mass and singing
the janeiras, the slaughter of the pig and the
traditional rojoada after the slaughter.
The project also aims to propose an IoT model for
the promotion of rural territories in a playful and
immersive cultural heritage tourism approach. In this
approach, visitors will have immersive gamified
experiences, by using a wearable device (bracelet)
and their smartphones to interact with augmented
everyday things around the village and to
collaboratively learn about Amiais’ culture and
produce and share multimedia georeferenced
contents.
2 BACKGROUND
In an IoT-based system, smart objects became
pervasive and able to provide information and
services to users, through data sharing features,
standardized and interoperable communication
protocols and unique Internet addressing schemes
(Atzori, et al., 2010; Atzori et al., 2017; Miorandi et
al., 2012; Ray, 2018; Vermesan et al., 2011). These
objects may possess means to sense physical
phenomena, like temperature or light, thereby
providing information on the current context or
environment, or to trigger actions having an effect on
the physical realm (actuators) (Miorandi et al., 2012).
They are called smart objects because they show
intelligent behaviour when interacting with other
devices and operate autonomously over the internet
(Paul, et al., 2016), being able to create new services,
even without direct human intervention (Vermesan et
al., 2011).
Borgia (2014) describes the three phases of IoT
working way:
i) collection phase, referring to procedures for
identifying objects and sensing the physical
environment, most commonly through Radio-
Frequency Identification (RFID) and sensors;
ii) transmission phase, that includes mechanisms
to deliver the collected data to applications and to
different external servers, requiring methods for
accessing the network through gateways and
heterogeneous technologies (e.g., wireless, satellite),
for addressing and for routing; and, finally,
iii) process, management and utilization phase,
that deals with information flow, forwarding data to
applications and services, providing feedbacks to
control applications and being responsible for device
discovery and management, data filtering and
aggregation, semantic analysis, and information
utilization.
The IoT genesis is clearly utilitarian and it finds
applicability in many scenarios such as cities (e.g.
traffic control), homes (e.g. security systems), retail
(e.g. inventory optimization), etc. Considering the
“human” setting, specific IoT devices can attach to
human body to enable health and wellness
applications, like monitoring chronic disease or
exercise, and productivity-enhancing applications,
such as providing real time assistance in performing
complex tasks through devices like electronic glasses
and augmented reality technology (AIOTI, 2017;
Manyika et al., 2015).
In a more sociocultural and playful perspective,
there has been an increasing interest on how people
can connect and interact through IoT and what impact
it has on our lives (Darzentas et al., 2015; Girau, et
al., 2017; Wyeth et al., 2015). Schreiber et al. (2013)
suggests that IoT design should focus on interaction
and consider shared awareness, intimacy and
emotions, since objects’ smartness depends on how
people are able to interact with them.
On the other hand, play is a socially grounded and
cultivated activity, in which learning can be
undertaken without any repercussions (Huizinga,
1950), being an exploratory means for continuously
updating our interpretations of concepts, objects,
people and emotions and how these variables relate
(Arnab, 2017). By diminishing boundaries between
physical and digital spaces, IoT provide great
opportunities for the use of games in non-
entertainment contexts (Serious Games) (McGonigal,
2011), and of game design elements in non-game
contexts (Gamification) (Deterding, et al., 2011),
allowing for game-based informal learning
experiences in everyday contexts (Arnab, 2017), but
also for non-structured free play activities (Morrison,
et al., 2011) and even storytelling (Darzentas et al.,
2015).
Recently, some interesting projects and studies in
these domains have been developed. Ghost Hunter
(Banerjee and Horn, 2014) is an IoT interactive
system to engage parents and children in a game-
based activity for seeking out hidden sources of
energy consumption in their homes. Messaging Kettle
(Brereton et al., 2015) aims to foster social
connection with a distant elderly friend or relative, by
augmenting the routine of boiling the kettle to make
tea. The Storytellers Project (Boffi, 2017) is a library
remote reading aloud service connecting a
community of older adult readers, who borrow
children books and get an augmented bookmarker, to
children and their families, that borrows an
IoT for Playful Intergenerational Learning about Cultural Heritage: The LOCUS Approach
283
augmented storyteller doll: by playing with the doll,
the child requests a storytelling to the community of
storytellers, which will be notified through their
bookmarker, with a sound and light. The bookmarker
will also capture and transmit the readers voice, that
will be listen through the doll.
Some other projects and studies have been
exploring how augmented and traceable objects can
be enablers of memory, meaning and engaging
narratives, such as Tales of Things (Jode, et al., 2013)
and the study conducted by Darzentas et al. (2015)
about how Wargaming Miniatures acquire data
footprints.
Rural territories urge for cultural heritage
preservation, both tangible culture (such as
monuments, works of art, artefacts) and intangible
culture (such as folklore, traditions, knowledge) (Jara
et al., 2015). UNESCO (2017) states that protecting
our heritage and fostering creativity is crucial to
social identity and cohesion and to build open,
inclusive and pluralistic societies.
The understanding that heritage is actually
defined by ordinary people instead of heritage
organizations and places emphasizes that heritage
meanings and values emerge from dealing with
artefacts, places and practices in the lived world of
ordinary people, linking humans and nonhumans in
chains of connectivity (Giaccardi and Plate, 2017). It
is possible to list a very interesting set of projects that
demonstrate how IoT can bring those connections to
matter, in formal and informal cultural heritage
settings.
Moving People (Power of Art House, 2015) is a
guerrilla street art project in the context of which
10,010 3D refugees’ miniatures were placed around
Amsterdam public spaces, linking to a web page in
which their stories can be read. Tales of a Changing
Nation (Museum Diary, 2011) was an intervention at
National Museum of Scotland that augmented 80
objects from Scotland’s history with digital
information and also let visitors attach personal
memories do them. The EU project meSch (Petrelli et
al., 2016) provides an IoT platform for heritage
professionals to set up smart exhibitions, by enriching
objects with digital content that can be accessed
through augmented reality.
Research and Development in the role of IoT in
the preservation and promotion of the cultural
heritage of rural territories is globally reduced and
projects in Portugal are unknown. As such, LOCUS
presents itself as an innovative project, as it proposes
the co-design, development and evaluation of an IoT
system that incorporates and interconnects intelligent
and social objects, supporting tangible and playful
interactive experiences to promote the
intergenerational creation and exploration of
georeferenced cultural contents and learning about
the cultural heritage of rural territories.
3 METHODS
The development of the project will go through 5
fundamental stages, as shown in Figure 1.
In the first stage, the main goal is to develop a
holistic view and a comprehensive and descriptive
understanding of the culture and everyday life of
Amiais village and its inhabitants.
As such, and by employing an ethnographic
approach, two researchers will live in the village, in
order to:
i) uncover the culture, rituals, habits and stories of
Amiais and its inhabitants;
ii) get familiar with the motivations, wishes and
plans of the village’s inhabitants, visitors and
stakeholders;
iii) understand what people could find playful and
how they might establish playful interactions with
others and with objects;
iv) seek synergies with stakeholders (such as local
government entities, cultural and recreational
associations, schools).
Data will be collected mainly by using participant
observation, semi-structured interviews and focus
groups.
Figure 1: Stages of project development.
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
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The following stage of the project will comprise
the content analysis of transcripts of interviews and
focus groups, and the hermeneutic and semiotic
analysis of field journals, containing the data
collected through participant observation, as well as
the interpretation, discussion and consolidation of all
the information gathered and knowledge acquired
during the period of ethnographic immersion.
Also, during this stage, creative sessions with the
inhabitants, stakeholders and visitors will be
promoted, in order to discuss and consolidate the
results of the analysis and to brainstorm and envision
scenarios and narratives for IoT playful
intergenerational experiences in Amiais village.
Based on these scenarios and narratives, the
needed IoT infrastructure testbed is going to be drawn
and the technical specifications for its
implementation (specific network coverage, required
amount of hardware and middleware, and so on) are
going to be identified. Along with those, the issues
concerning the technical implementation of the whole
IoT system are also going to be defined, including the
functional and technical requirements for the
wearable device (bracelet) and the mobile App
prototypes, as well as a technical feasibility study for
the identification of the most suitable technologies
and development platforms.
The stage three of the project development will
begin with the installation of the IoT infrastructure
testbed previously drafted and the development of the
prototypes of the bracelet and the App. In the
meanwhile, the design and development team will be
formed, namely through the selection of the
inhabitants, stakeholders and visitors to participate
and by ensuring a high degree and quality of their
participation in Participatory Design processes.
Participatory Design is about the direct
involvement of people in the co-design of ICT they
use and how design processes can be adjusted to
embrace that involvement (Simonsen and Robertson,
2012). As the degree and quality of this participation
depends on the technology potential awareness of
people involved, it will be necessary the design and
deliver of training sessions to foster this awareness,
thus ensuring that the inhabitants, stakeholders and
visitors have, in fact, a voice in the outcome.
Agile Development, on its turn, is an iterative
time-boxed methodology, involving design,
development and testing sprints or iterations, which
imply a continuous incremental improvement of what
is being developed, greatly reducing costs and time to
market (Cockton, et al., 2016; Meyer, 2014).
A strategy to bring together Participatory Design
and Agile Development methodologies will be
assembled and tested, and it must consider the need
to adapt the overly abstract representations of
traditional design and development tools and
processes, in order to facilitate participation, using,
for example, design games, cardboard mock-ups and
case-based prototypes (Simonsen and Robertson,
2012).
Sprints of design, development and testing (by the
target audience through direct observation methods)
will bring to life consecutive versions of the IoT
system, until a final prototype version is achieved.
Once a sufficiently robust version of the IoT
system prototype has been developed, it will be
possible to start the user testing phase, by carrying out
case studies with different user groups (children,
young people, seniors, intergenerational, foreigners,
etc.), for large-scale testing and evaluation of the
developed IoT system prototype. According to the
results of this phase, the architecture, functionalities,
interaction design, content, etc., of the IoT system
will be tuned.
The analysis of the data collected during these
studies will also allow:
i) to understand how the individual characteristics
such as age, background, culture, digital literacy,
goals, roles, etc., - may impact the way people interact
in/with a playful social IoT system and how they
cooperate in creating and exploring cultural contents;
and,
ii) to develop an insight on how the physical and
technological characteristics of smart objects impact
playful and intergenerational interactions and
collaborative exploration and creation of cultural
content.
Based on the results of all the previous stages,
LOCUS final stage aims to ensure the sustainability
of the IoT system beyond the lifetime of the project.
The involvement and commitment of the stakeholders
will be fundamental to guarantee the sustainability of
the IoT system; thus, the strategies to do so - which
may include, for example, commercially exploiting
the system, integrating it into advertised national
tourist offers, etc. - should be jointly designed and
negotiated.
This last stage also comprises the development of
a model for the promotion of rural territories in a
playful and immersive cultural heritage tourism
approach that will make possible the migration of the
used methodology and of the developed IoT system,
to other rural territories that share cultural heritage
aspects with Amiais village.
The pursuit of this goal will depend on the prior
definition of the key elements to be integrated into the
model, which will certainly consist of different
IoT for Playful Intergenerational Learning about Cultural Heritage: The LOCUS Approach
285
interrelated layers, such as a methodological layer
(which may translate into guidelines, for example), a
technical layer (related with the infrastructure and all
the physical and logical dimensions of the IoT
system), an anthropological or ethnographic layer
(which will consider the particular elements of the
cultural heritage) and an intergenerational
communication layer (which will address the
characteristics of this communication and the
essential elements for its promotion).
4 EXPECTED RESULTS AND
MAIN OUTCOMES
As a springboard to accomplish LOCUS goals, a
network architecture of an IoT testbed will be
developed and installed in Amiais. Over this testbed,
several use cases will be implemented:
i) Environmental monitoring - IoT devices will
measure environmental parameters, such as light,
presence of vehicles or people;
ii) Location-based information points of interest and
objects will be digitally tagged, according to playful
intergenerational co-designed scenarios/narratives.
When read by the users’ smartphones, those
tags/labels allow the distribution of georeferenced
information, namely through Augmented Reality;
iii) Playful interactions - a wearable device taking the
form of a bracelet with embedded sensors will be
developed, to recognize accelerations, movements
and rotations of the wearer’s hand. The bracelet will
communicate with an App, allowing that, based on
the object identification and the gestures performed
(shake, roll, etc.), the system may send specific
feedback (playing certain sounds, asking users to
perform additional actions, delivering Augmented
Reality contents…). For example, the husking of corn
traditions and rituals can be one of the
scenarios/narratives for an IoT immersive gamified
experience. Listening, learning about and producing
traditional music, such as the music linked to the
desfolhada or janeiras rituals, through
technologically augmented instruments, is another
IoT experience that can be foreseen;
iv) Participatory sensing and cultural content
production users utilize their mobile phones to send
physical information (e.g. GPS coordinates) and to
produce and send multimedia cultural contents
(videos, sound or photos), which feed the IoT
platform and can be posteriorly accessed both through
the App and the online platform. Also, users can
subscribe to different services, such as getting alerts
for future new experiences occurring in the village.
Besides the IoT system, LOCUS will provide for
the realization of a diverse set of processes, actions,
contents, documents and technologies that will
materialize in three more main outcomes:
i) a set of guidelines that will translate the strategy
used to bring together Participatory Design and Agile
Development methodologies;
ii) a Sustainability model, referring to a set of
strategies to ensure the sustainability of the IoT
system beyond the lifetime of the project; and
iii) a Migrability model, to guide the migration of
LOCUS methodologies and IoT system to other
similar rural territories (Amiais assumes itself as a
prototypical village).
Additionally, the project will provide context for:
Cultural artistic productions and creations, such
as promotional multimedia and video materials to
disseminate the project, inspire people and raise
social awareness on the need to preserve the Cultural
Heritage of rural territories; Video documentaries on
Amiais’ everyday life and cultural heritage;
Multimedia and 3D contents (e.g., for Augmented
Reality) to integrate the IoT playful and
intergenerational experiences;
The edition of a book, which will aggregate the
most relevant contributions of the project for the
national and international scientific community;
The publication of research papers in peer-
reviewed international journals and prestigious
international scientific events proceedings, indexed in
the major scientific databases;
The organization of annual seminars, aimed at
postdoctoral, doctoral and master's students, peer
researchers and stakeholders, in which LOCUS’s
activities and results will be presented and discussed,
allowing a critical analysis and evaluation of the work
developed, as well as the integration of the knowledge
generated in higher education activities;
The development of pluri- and multidisciplinary
masters dissertations and doctoral thesis, enabling
students to develop skills and knowledge in LOCUS’
intervention areas and simultaneously facilitating the
project development and the achievement of the
project goals.
5 CONCLUSIONS
LOCUS implements a playful and immersive cultural
heritage tourism approach to foster social, cultural
and economic development of portuguese rural
territories, namely Amiais village, and promote
intergenerational communication, as a mean to avoid
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
286
isolation and contribute to healthy ageing. By
employing an ethnographically based and agile
participatory design methodology, LOCUS will
deliver an IoT system, which will enable Amiais’
visitors to have immersive gamified experiences,
collaboratively learn about the cultural heritage of the
village and produce and share multimedia
georeferenced contents.
ACKNOWLEDGEMENTS
This project is co-funded by FCT - Foundation for
Science and Technology, through national funds, and
by the European Regional Development Fund,
framed in the Operational Programme for
Competitiveness and Internationalisation -
COMPETE 2020, under the new partnership
agreement PT2020.
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