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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Framework for Creating Cultural Interactive Guides</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Antonio Sorgente</string-name>
          <email>a.sorgente@isasi.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Calabrese</string-name>
          <email>a.calabrese@isasi.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gianluca Coda</string-name>
          <email>g.coda@isasi.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paolo Vanacore</string-name>
          <email>p.vanacore@isasi.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Francesco Mele</string-name>
          <email>f.mele@isasi.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Applied Sciences and Intelligent Systems “Eduardo Caianiello” of the National Research Council Via Campi Flegrei 34</institution>
          ,
          <addr-line>80078 Pozzuoli (Naples)</addr-line>
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>33</fpage>
      <lpage>40</lpage>
      <abstract>
        <p>The use of mobile technologies and Augmented Reality are necessary in all modern museum applications in which is required an active participation of the visitor. Many systems have been defined for this aim, but each one offers contents that has been strictly selected in the design phase. In this work, we present a platform to define and make programs that can be used for assisting a visitor by providing a particular interaction chosen during the visit.</p>
      </abstract>
      <kwd-group>
        <kwd>artificial guide</kwd>
        <kwd>multimedia presentation</kwd>
        <kwd>multimedia composition</kwd>
        <kwd>microservices architecture</kwd>
        <kwd>annotation events interface</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Experts and practitioners of museums, and generally those who work on cultural
heritage, make great efforts to improve the experiences of visitors in the cultural
spaces and the application of new technologies in such a domain is growing day
by day [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. The challenge in this area consist in/of offering contents to a visitor
in a natural and attractive way taking into account the spatial context of the
visit, in relation to what the visitor is seeing; his interests and available time to
spend on the visit [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ].
      </p>
      <p>
        In addition, the interaction based on speech and natural language
processing make the museum visit more attractive and improve the overall experience
quality [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Finally, to have an immersive and exhaustive interaction new
interfaces have to be designed to fit within the museum environment and meet user
needs. Such interfaces have to be adaptable to various devices, such as mobile
or wearable devices, personal computer, etc.
      </p>
      <p>
        In recent years, many systems of multimedia museum guides have been
defined to improve the dissemination of cultural heritage. They are of different
types, traditional audio guides presenting explanations only through audio,
mobile applications that show images and video in addition to audio [
        <xref ref-type="bibr" rid="ref4 ref6">4, 6</xref>
        ], and
systems that use Augmented Reality(AR) and/or Virtual Reality(VR) [
        <xref ref-type="bibr" rid="ref7 ref8 ref9">7–9</xref>
        ]. In
these systems, the type of information and its presentation is selected during the
design phase.
      </p>
      <p>
        In this paper, we present a platform deploying various services for the
developing of mobile systems for multimedia presentation of cultural content adopting
the visit with augmented knowledge paradigm [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The main aim is to propose
services for: loading information contents through an event formalism as
reference, using temporal reasoning services; defining services allowing the
understanding of users requests, submitting of the best answer and the composition
of multimedia response; for reproduction of the multimedia response.
      </p>
      <p>This work is focused on presentations regarding cultural contents. The
system has been defined using ARToolkit1. ARToolKit is a software library for
building Augmented Reality (AR) systems that contains useful algorithms for
image recognition both based on markers and marker less.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Architecture</title>
      <p>The system is designed to define and make services to assist a user during a
visit, but also, to assist the museum curator to facilitate the loading of new
information that will then be used by the virtual guide. Our attention in this
work is focused on the presentation of the information and not on its generation.</p>
      <p>
        The realised system is implemented adopting a Microservice Architecture
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. We have chosen this architecture as it offers high scalability and reliability
characteristics through fault tolerance mechanisms. Considering the real-time
nature of interaction systems, these features are crucial. The high degree of
decoupling, obtained through event-based communications, and the high services
cohesion, allow us to implement customised load balancing and scalability
mechanisms. Furthermore, a low impact evolution, through the introduction of new
services, duplication and/or modification of existing ones, is possible.
      </p>
      <p>
        Fig. 1 shows the overall architecture of the system. The services deployed
are split with respect to the type of developer. So, there are services for the
museum curators allowing them to prepare and organise the multimedia that
will be used during the visit. An example of such an application built on these
services is described in [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. There are services used to develop the interactive
guides which are useful for interaction in natural language. Some details of such
services are described in [
        <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
        ]. Finally, there are common services.
      </p>
      <p>Generally, the museum visit design takes a long time to be prepared, for the
definition of contents and presentation modes. Through these services, museum
curators can collect data and select the content that they want to convey to
visitors as well as defining a catalogue, although they may not also have specific
expertise about technologies and methodologies adopted. Also, the platform is
independent from a specific museum and it is easily adaptable and reusable in
different museums. In addition, other time is spent on the realisation of the
interactive guide and related user’s interfaces. Each system has its own presentation
style defined at the developing time.
1 https://artoolkit.org/</p>
      <p>Fig. 1: System Microservices Architecture
3</p>
    </sec>
    <sec id="sec-3">
      <title>Application for the Museum Curator</title>
      <p>During the definition of an interactive guide, one of the main issue is related to
the selection and representation of information to be provided to visitors. Our
aim has been one to define an interface that allows a museum curator to load
texts and images related an artwork, and make sure that such information is
available for the interactive guide to enhance the experience of the visitors.</p>
      <p>
        Fig. 2 shows a screen-shot of Hunter Events Interface (HEI)[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The main
aim of HEI is to have an environment that allows an user to annotate temporal
entities (in automatic and in assisted way), and to interpret such annotations.
These latter are useful for services used by the interface for managing the user
interaction in natural language. Details of HEI system is presented in [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Cultural Interactive Guide</title>
      <p>
        The interactive guide, using services deployed by the the micro-services platform,
allows us to interact in natural language and receive multimedia response (audio,
images and video). A particular implementation in [
        <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
        ] was presented. In this
section we report some description modules and the interface that are used to
visualise the multimedia response produced by dialogue system.
      </p>
      <p>Fig. 2: HEI Annotation GUI</p>
      <p>Basic functionalities required by such an application are: to recognise user’s
requests; to give the response to the user; and to detect the user position. Fig. 3
shows the main modules built in Android environment2. The “User Request
Module” is responsible for acquiring the user’s requests. These can be written
in natural language through the keyboard device - “Keyboard Listener” - or
through a speech recognition - “Speech Recognition Module” - using the
Android Speech Recogniser. “User Positioning” is the module for the localisation
of visitor’s position in the museum. This can be done through many approaches
using different sensors and technologies. Currently, we have implemented the
image recognition module (“Image Recognition”) based on the Open Source
software ARToolKit3. The realised framework can be extended easily adding
others way to locate the user, and so it is able to detect, in a non-exclusive
manner, the user’s position through modules that make use of Beacon, Global
Positioning System (GPS), Wireless Positioning System (WPS), Depth sensors
and so on. Finally, the multimedia responses generated by the dialog system, are
interpreted and reproduced through one of the “MMResp Player” modules. In
the next section we present how the guide plays the multimedia response.
4.1</p>
      <p>MMResp Player
The task of MMResp consists of analysing the response of dialogue system and
visualises it. An example of multimedia response is shown in listing 1. It is
represented in JSON format. Such a script contains references and execution times
2 Minimum API Level 15 (Android Ice Cream Sandwich - ver.4.0.3-4.0.4), Target API</p>
      <p>Level 24 (Android Nougat - ver.7.0)
3 https://artoolkit.org/
of media files (images and audio) that the module MMResp Player reproduces
on the user’s device.</p>
      <p>Listing 1: json of multimedia response
"images": [
{ "regionId": "region1",
"timing": {"duration": 2290, "start": 0 },
"mediaUri": "http://smcm.isasi.cnr.it/SIMArt/media/giulio_cesare.JPG",
"mediaId": "1559",
"subimage": { "size": { "width": -1, "height": -1 },</p>
      <p>"origin": { "x": 0, "y": 0 }
],
"audios": [
{ "timing": { "duration": 39000, "start": 0 },
"mediaUri": "http://smcm.isasi.cnr.it/SIMArt/tts/contenuto-12.mp4",
"mediaId": "1491",
]</p>
      <p>}</p>
      <p>The module reproduces the answers in three different way: audio only, when
the screen is locked (for example the device is put in a pocket); 2D mode when the
user watches the multimedia response without aiming the device at the artwork;
finally, in 3D mode when the artwork is framed by the device. Our attention was
focused on 3D mode. Some systems statically position the extra information in
the space. So, one has found such information in the environment. Our idea
is to fix additional information in the museum space taking into account the
users point of view. We have based the 3D media projection on “useful/useless
areas” concepts (Fig. 4). When the system recognises an artwork captured by
the device camera, the screen area around the artwork is analysed. In this way
we can project the 3D multimedia responses on the best free space of the screen
without media overlapping the artwork. As shown in Fig. 4, after the device
captures the artwork and it is recognised, we detect the green areas that have
enough space to contain an image, video or 3D object.</p>
      <p>After the detection of an artwork, the screen is partitioned (all rectangles
shown in Fig. 4) by lengthening the extremities of the rectangle that contains
the recognised artwork. In the first step, all the areas that have a minimum size
are labelled as useful (1,2,4). Then, for each area not labelled, if it borders with
an Useful Area, then it becomes Useful (3,7). In the latter case, it can not be
used alone, but always combined with useful areas detected in the first step. The
remaining areas are useless (6,8,9).
5</p>
    </sec>
    <sec id="sec-5">
      <title>An example of application</title>
      <p>We have implemented an interactive guide based on the modules presented in
the previous sections. In this phase of the project, the aim is to evaluate the
system from a functional point of view and evaluate the communication among
all modules.
In this work, we have presented a micro-service platform that deploys services
for preparing and organising information contents about cultural assets, and
defining interfaces for the interactive guides building where the interaction is
made through a mobile device. The next research steps will be: 1) to adapt
these services and evaluate their usability with respect to other typology devices,
such as smart-glasses; 2) to evaluate the satisfaction of the visitors and museum
curators with respect to the use of such applications.</p>
    </sec>
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