## 6 Conclusions and Future Work  
Notwithstanding the fact that the sample of users was small and unbalanced regarding the levels of previous knowledge about the topics of the pilot experience, the evaluation of the mobile app has yielded some findings that we consider useful towards building and publicizing the final version in 2019. The overall concept of the app is appealing, with the users apparently more interested in the Humanities content related to the cross-border associations among the venues, than in the graph-based visualizations of such associations. The meshes of concepts and connecting properties turned out to be especially hard to appraise on small screens. For the final version of the app, we are testing new mechanisms to unclutter the visualizations, and we are also considering supplementing the graph-based representation of associations with a table-based approach. Regarding the experts' tool, the fact that the associations retrieved from the knowledge bases inspired the definition of the reflective topics and helped start developing their contents (even if the experts ended up modifying around 90% of the text labels) can be taken as positive evidence that the concept is useful and accessible to people who are not familiar with the underlying technologies and knowledge representation models, and that the Linked Data resources brought into the CrossCult knowledge base can support the activities of Humanities experts. \begin{table}
\begin{tabular}{l c c c} \hline \hline  & **Disagree** & **Neutral** & **Agree** \\ \hline I enjoyed using the app & 25.7\% & 43.1\% & 31.2\% \\ \hline The story is a nice driver of the whole experience & 11.3\% & 42.4\% & 46.3\% \\ \hline The story made me reflect about the topics of the experience & 11.5\% & 30.5\% & 58\% \\ \hline The graphs of concepts and associations were informative and easy to understand & 38.7\% & 34.6\% & 26.7\% \\ \hline The graphs of concepts and associations made me reflect about the topics of the experience & 36.9\% & 28.6\% & 34.5\% \\ \hline The multiple-choice questions in the game made me reflect about the topics of the experience & 5.4\% & 31\% & 63.6\% \\ \hline I liked reading about historical facts and giving my feedback via emojis & 6.2\% & 50.3\% & 43.5\% \\ \hline The historical facts made me reflect about the topics of the experience & 8.1\% & 33.8\% & 58.1\% \\ \hline I enjoyed providing my reflection comments and my own associations in the end & 28\% & 41.3\% & 30.7\% \\ \hline I ended up with a richer understanding of life in the ancient times & 3.5\% & 61\% & 35.5\% \\ \hline The app triggers my curiosity about the distant venues & 14.6\% & 45.8\% & 39.6\% \\ \hline I think the app can enrich the experience of visiting one of its cultural venues & 0\% & 30.2\% & 69.8\% \\ \hline I think the app can be enriching if used BEFORE visiting one of its cultural venues & 6.3\% & 25.8\% & 67.9\% \\ \hline I think the app can be enriching if used AFTER visiting one of its cultural venues & 14.5\% & 41\% & 45.5\% \\ \hline I think the app is much more suited to tablets than smartphones due to the larger screen size & 7.3\% & 18.1\% & 74.6\% \\ \hline I think the app could be an interesting tool in a classroom, with teachers browsing/explaining the contents and playing the game as per the students’ instructions & 0\% & 24.6\% & 75.4\% \\ \hline \hline \end{tabular}
\end{table} 
Table 1: Summary of replies to the main questions about the mobile app. In the future, we plan to check whether different formulae than those of Equations (1) and (2) would allow the technological aids of the experts' tool to provide better results, e.g., involving geometric or harmonic averages, thresholds, and some notion of popularity for the terms in the Wikicategories. Likewise, we want to assess the impact of using different word embeddings, like those of ConceptNet Numberbatch [25] or word2 vec itself but trained on collections of documents focused on cultural heritage and history (such as the ones gathered by Europeana Collections).