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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Agent-Based Virtual Communities for Interactive Digital Television</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Federico Bergenti</string-name>
          <email>bergenti@ce.unipr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lorenzo Lazzari</string-name>
          <email>lazzari@ce.unipr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Università degli Studi di Parma Parco Area delle Scienze 181/A</institution>
          ,
          <addr-line>43100 Parma</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>104</fpage>
      <lpage>109</lpage>
      <abstract>
        <p>This paper describes a multi-agent framework designed to support the creation and effective management of virtual communities in an Interactive Digital Television (IDTV) scenario. The possibilities that this framework offers are demonstrated by means of two sample applications: a real-time community game and an asynchronous auction. For the sake of completeness, the paper also presents an overview of IDTV technologies.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Nowadays, a migration from analogue to digital TV
is taking place in TV. This change has two main
implications: the capability to broadcast more channels
in the same bandwidth, and the possibility to send
software applications mixed with audiovisual contents.
These two great advantages have permitted the great
diffusion of this new technology, which is becoming a
new power means to develop new types of services.</p>
      <p>In this paper we present our multi-agent framework,
developed starting from the idea to integrate the
technology of Interactive Digital Television (IDTV)
with the concept of virtual community, which we can
define as a technology-supported cyberspace, centered
upon communication and interaction of participants,
resulting in a relationship being built up. So, with this
type of integration, our aim is to offer to IDTV users, a
range of services (such as multiplayer games, on-line
auctions, etc.) which are very common if we think to
the idea of virtual community related to the Web.</p>
      <p>In this way, the potentialities of interactive DVT can
enormously grow allowing its users to take advantage
of a new number of useful applications and moving the
concept of interactivity from the simple interaction
user-application to a new type based on the cooperation
among a wide number of users.</p>
    </sec>
    <sec id="sec-2">
      <title>2. IDTV</title>
      <p>Interactive TV is a technology which combines
broadcast video, broadcast radio, computing power and
the Internet. This combination of different mediums
and services provides the viewer with a new
experience. This is possible because of an ongoing
transition from analogue TV to digital TV.</p>
      <p>We can clearly say that the digital technology is
driving television towards a new world of amazing
possibilities, where spectator is no longer limited to
observe contents selected by the operator. More and
more, new dynamic and interactive services are being
introduced in everyday digital TV: complementary
information to audio-visual contents, electronic
program guides, selection of properties in configurable
contents (language, camera angle or particularized
advertisement), pay-per-view, etc. So we can consider
the term “interactivity” as the possibility for the
consumer to actively influence the behavior of
broadcasted television, services and applications. This
can be accomplished, for example, by means of a
remote control for channel hopping, by fetching
information via teletext or by sending data via an
interaction channel. This all creates a context, which
allows to have a mutual influence between the viewer,
broadcaster and application provider.</p>
      <p>The interactive TV technology, as we will see in
next section, is based on the broadcasting of a digital
transport stream which permits operators to mix
traditional audio-visual contents with binary data, so
making possible to deliver multimedia applications to
be executed in a digital TV or in a set-top box. These
applications, synchronized with audio-visual contents,
adapt themselves to spectator characteristics,
implement interaction with users and provide return
channels for communication with content providers.</p>
      <p>
        The Multimedia Home Platform [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] is a standard
published by the DVB (Digital Video Broadcasting)
consortium in 2001, which consists of a combination of
broadcast and Internet, offering a common Application
Programming Interface (API) accessible for everyone
who wants to develop applications, set-top boxes,
television devices or the combination of all.
      </p>
      <p>Fundamentally the MHP standard defines a generic
interface between interactive digital applications and
the terminals on which those applications execute. This
interface decouples different provider’s applications
from the specific hardware and software details of
different MHP terminal implementations.</p>
      <p>The MHP extends the existing, successful DVB
open standards for broadcast and interactive services in
all transmission networks including satellite, cable,
terrestrial, and microwave systems.</p>
      <p>
        The applications downloaded to the MHP terminals,
typically set-top boxes, are Java applications called
Xlet, built on a suite of APIs tailored specifically for
the interactive TV environment: Java TV APIs [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],
HAVi (user interface) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], DAVIC APIs [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and DVB
APIs [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>The 1.1 version of the standard defines three
profiles:
1. Enhanced Broadcast: it is the basic profile which
only allows the enrichment of the audio-video
contents with information and images which can
be viewed and navigated by users on the TV
screen:
2. Interactive Broadcast: it is the intermediate profile
that uses the set-top box return channel to supply
services with a higher level of interactivity. In fact
this profile supports the loading of MHP
applications not only through the broadcast
channel but also through the return channel;
3. Internet Access: this profile, using the return
channel, allows the user to access to the Internet
contents.</p>
      <p>As we can understand from the previous description
of the MHP levels, the interactive TV paradigm is
based on two different channels: a broadcast channel
from the application/contents provider to the set-top
box and a return channel (dial-up, GPRS, ADSL,
Ethernet, etc.) from the set-top box to the provider.</p>
      <p>Figure 1 shows the use of a carousel to continue
play-out a Java application. The application and the
corresponding audio-visual material are then
multiplexed to form a single MPEG-2 transport stream.</p>
      <p>The resulting broadcast is received and decoded by
the set-top box, the audio-visual content played and the
Java application run.</p>
      <p>Subsequent user interactions with the application
lead to information being sent via the return channel to
a back-end server. Depending on the application, this
information may result in modifications to the current
application content (i.e. voting information) or stored
for later processing in a database present on the server
(i.e. for an online shopping application).</p>
      <p>About the transport, in digital TV MPEG-2 is not
only a standard for encoding audio and video, but it is
also used as the means by which raw data and
applications are transported in the broadcast stream. In
particular, DVB has extended the traditional scheme
and way to use MPEG-2 for MHP by specifying how to
embed a Java application within the stream, this
includes information on how to specify the main class,
class search path and the application argument list etc.</p>
      <p>Although MPEG-2 provides a means of transporting
the Java applications along the audio-visual content, to
support the possibility that the user may change
channel and select the Java program at any point of the
transmission, the same application has to be
broadcasted in loop. This is exactly what a broadcast
carousel does: it keeps playing the same application
around and around. The application is continuously
multiplexed with the audio-visual content for the
transmission, to allow the viewer to access to the
interactive TV application whenever he wants.</p>
      <p>About the applications, as we said previously, we
have Java applications, but they are not complete Java
applications in the normal sense. These applications are
much more like applets in that they are loaded and run
by a life cycle manager residing on the set-top box.</p>
    </sec>
    <sec id="sec-3">
      <title>3. MHP-based Virtual Communities</title>
      <p>In spite of the great research interest collected in the
last years and the high number of functionalities
already supported, in these days the research groups
that work on the IDTV MHP standard are focusing
their interest especially on the personalization of the
IDTV contents on the base of the analysis of the user
profile and preferences.</p>
      <p>In accordance with our point of view, at the moment
what is totally absent it is the collaborative aspect, that
is the integration, in the digital television technology,
of particular types of services to support groups of
users joined by particular types of interests or
necessities. These types of services are very common
on the Web, we can think about the enormous number
of forums, of blogs or of general services which allow a
direct interaction among their users (on-line auctions,
multiplayer games, etc.).</p>
      <p>So the starting point from which our project has
risen has been the aim to enrich the IDTV paradigm
based on MHP and described in the previous sections
with the introduction of the concept of “virtual
community” very common on the Internet network.</p>
      <p>A generally agreed upon definition of a virtual
community would be a good starting point. What we
need is a working definition of the virtual community, a
consensus found in the major stream of literature, a
definition that understood by most of people.</p>
      <p>
        In his definition of a virtual community, Howard
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], the primary early advocator of virtual communities
and often quoted in the literature, includes factors that
describe a virtual community as a social aggregations
that emerge from the Net when enough people carry on
those public discussions long enough, with sufficient
human feeling, to form webs of personal relationships
in cyber-space. Hagel and Armstrong [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] focus on the
content and communication aspects with special
emphasis on member generated content: for them
virtual communities are computer-mediated spaces
where there is a potential for an integration of content
and communication with an emphasis on
membergenerated content. The definition from Jones and
Rafaeli [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] uses the term “virtual public” instead of
virtual community. In particular, they say that virtual
publics are symbolically delineated computer mediated
spaces, whose existence is relatively transparent and
open, that allow groups of individuals to attend and
contribute to a similar set of computer-mediated
interpersonal interactions. Another interesting point of
view is the Romm and Clarke’s [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] definition, which
points out only the aspect of communication, that is via
electronic media: virtual communities are groups of
people who communicate with each other via electronic
media, rather than face to face.
      </p>
      <p>In literature we can find a lot of other definitions,
but we can find some common aspects. The first similar
point is cyberspace. All of the definitions state that the
virtual community should be on the net, use
computermediated spaces, or cyberspace. This point
differentiates the virtual community from a real
community. The second aspect in common is the usage
of technology to support the activities in the virtual
community. The different definitions directly or
indirectly emphasize that access to the virtual
community is through the computer or electronic
media, i.e., technology. The third similar aspect is that
the content or topics of the virtual community are
driven by the participants. As mentioned, the
participant driven community, not the web site
coordinators, clearly distinguishes the virtual
community from online information services. The final
shared aspect is the successful virtual community
relationship culminating after a certain period of
communicating together.</p>
      <p>To sum up, a working definition of a virtual
community could be: a technology-supported
cyberspace, centered upon communication and
interaction of participants, resulting in a relationship
being built up.</p>
      <p>With our framework, in which the idea of virtual
community is integrated with the interactive digital TV
technology, we focus our interest especially on the
second of the common aspects that define the virtual
community concept: the support technology. In fact, we
increase the horizons and the possibilities of the virtual
communities by giving new types of services based on
a new and more user-friendly technology like the
IDTV.</p>
      <p>In fact, the possibility to integrate the increasing
IDTV technology with the idea of virtual community
can give two great profits: on one hand we have a large
increase of the digital television potentialities, opening
new ways of communication and new types of services
for the IDTV users; on the other hand, consequently,
we give the possibility to enter in a virtual community
taking advantage of his services also to a user range,
the IDTV users, that sometimes can have not enough
ability to surf the Web.</p>
      <p>We can say that the integration of the digital
television with the paradigm of virtual communities can
extend the basic concept of interactivity, moving it
from a simple logic user-TV to a more interesting logic
based on the interaction user-user or user-community
of users.</p>
      <p>In particular, the ideas at the base of the
development of our framework have been principally
two: the support for community games and a more wide
support for virtual communities involved in
cooperative activities such as on-line auctions.</p>
      <p>The technology used is a multi-agent technology,
this because the intrinsic characteristics of multi-agents
systems and of the agents themselves, such as
proactivity, make them very proper to our scope.</p>
    </sec>
    <sec id="sec-4">
      <title>4. The Framework</title>
      <p>
        Agents need resources to act and to communicate.
In FIPA [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] specifications, the run-time support
providing such resources is the agent platform. Agents
can run only in the scope of an agent platform
providing the basic services to support interoperability:
a means for sending and receiving messages and a
means for finding agents, i.e., white pages and yellow
pages. We do not request the platform to provide any
support for concepts from agent-oriented software
engineering such as autonomy or service-level
interoperability. Basically, the platform is only meant
to support the typed-message agent model.
      </p>
      <p>Agents communicate explicitly sending messages
and such messages may reach either agents within the
same platform or agents on different platforms. This
difference must be transparent to the developer and a
fundamental characteristic of agent platforms is
enabling this to support open societies where agents
running on different platforms can join and leave
dynamically.</p>
      <p>The distribution and cooperation of agents residing
on different platforms implies the conformance to a
standard. At the moment, only FIPA is producing
specifications for agent platforms.</p>
      <p>
        At the moment, a number of FIPA platforms are
available [
        <xref ref-type="bibr" rid="ref11 ref12 ref13 ref14">11, 12, 13, 14</xref>
        ], our middleware is
developing the enabling technology for allowing the
seamless deployment of agents to the Java-enabled
IDTV devices such MHP-compliant set-top boxes.
      </p>
      <p>Our framework is deployed as a multi-agent
platform which we can split in two main sides: a server
and a client side. The server side is set on a web server
and it is deployed using the standard FIPA
specifications, instead the client side is the more
innovative one, because, since it is set on the set-top
box, it requires to enable FIPA Agents on these types
of devices.</p>
      <p>In the next sections we give a first description of the
platform architecture, starting from the client side, and
then we will talk about the behaviour of the global
platform, giving some example of virtual communities
support.</p>
    </sec>
    <sec id="sec-5">
      <title>4.1. Client side</title>
      <p>The agent container set on the client side must be
flexible enough to allow the integration of new services
for the virtual community users. For this reason, we
think that the best choice is to conceive the client-side
of our framework as a MHP interactive application.</p>
      <p>In the DVB MHP standard, applications are
executed in the context of concrete services or events
in a service, and, usually, they do not survive after
finishing that context. In order to support services for
virtual communities, we have to take into account that
our system needs to store all the viewers’ preferences
about a particular topic (i.e. the user profile in a
community game). So our approach integrates a special
agent, named User Agent, which has the basic roles to
work as an interface between the user and the rest of
the system and to store the user preferences.</p>
      <p>The User Agent is responsible of building the user
profile, maintaining it when its user is on-line and
notify to the system when his related user is active. The
communication UA-user is performed by a standard
GUI by which the user can manage his profile and the
different services. Clearly, on the other side, the
communication between the UA and other agents is
based on FIPA specifications.</p>
      <p>In order to support particular services for virtual
communities, such as the possibility for a user to
delegate to her/his personal agent the negotiation of a
price in an on-line auction, this basic type of agent is
always active on the user device.</p>
      <p>The framework allows the development of other
types of agents to guarantee other particular types of
services, but for the moment our idea of the client side
is that it must be based on “thin” software, so the
reasoning mechanisms for the moment are delegated to
the server side agent platform.</p>
    </sec>
    <sec id="sec-6">
      <title>4.2. Server side</title>
      <p>The server side of our framework consists in an
agent container set on a standard Web server connected
with the clients through the return channel of the
settop boxes.</p>
      <p>In order to support services for virtual communities,
the server side of the system has to include at least five
different types of agents: a SP Agent (Set-top box
Proxy Agent), a MP Agent (Mux Proxy Agent), a User
Profile Manager, one or more Service Agent and a
Directory Facilitator.</p>
      <p>The SP Agent represents the interface between the
server side multi-agent architecture and the client-side
device: this agent receives the requests which came
from the User Agent set on the user set-top box and
manages them interacting with other kinds of agents.</p>
      <p>On the other side, we have another proxy agent,
called MP Agent, which is responsible to update the
state of the application and to notify it to the
Multiplexer, in order to update the raw data related to
the Xlet embedded in the MPEG-2 stream and,
consequently, the state of the interactive application
displayed on the user’s TV screen.</p>
      <p>Between the two proxy agents have a specific kind
of agent, named Service Agent, which is responsible of
a particular type of service offered by the framework to
the virtual organization. In example, if we think to a
multi-player game, the Service Manager related to this
type of service will be responsible to manage the state
of the game, to find one or more appropriate partners to
play, etc.</p>
      <p>The User Profile Manager agent is responsible of
maintaining the profile of the users and the
information/preferences of the users themselves in
relation to the particular types of services offered by
the system (i.e. game preferences, skill level, etc.).</p>
      <p>In the end, the Directory Facilitator is responsible to
inform an agent about the address of the other agents of
the system.</p>
      <p>Figure 3 gives a graphical representation of the
architecture of the system, focusing both on the
interactions between agents and between the different
devices. In figure 3 groups of three agents means that
there can be one or more agents of that type.</p>
    </sec>
    <sec id="sec-7">
      <title>5. Sample Services</title>
      <p>In this last section we give some example of
services supported by our system. In particular, as we
said when we introduced our framework, the ideas at
the base of the development of our system have been
principally two: the support for community games and
a more wide support for virtual communities involved
in cooperative activities such as on-line auctions.</p>
    </sec>
    <sec id="sec-8">
      <title>5.1. Community games</title>
      <p>The idea to play a game in a virtual way with other
people connected by a network or, in general, by a
technology supporting the real-time interaction
between the game participants is very common and
diffuse on Internet. With our system we match this idea
with the TDV interactive television, allowing IDTV
users to play a community game without using any type
of computer and of network, but through their IDTV
device.</p>
      <p>To describe quickly the system behavior relatively
to such type of service, we can consider a simple type
of game like “Othello”, which requires two players.
When an IDTV user wants to play an Othello match
versus another user he has fundamentally to complete
two steps before starting the match: the service
configuration and the choice of the opponent. The
service configuration is a task that the user has to
perform only the first time she/he uses the application:
the user has to insert some information like the game
preferences, the skill level, etc. Once the game has
been configured, the User Agent communicates them to
the server side of the system to update the user profile
managed by the User Profile Manager agent.</p>
      <p>At this point the user is able to play: when she/he
run the game by his set-top box, the User Agent
notifies the server-side that his associated user wants to
play. At this point the Service Agent related to that
game creates a new game instance and the User Profile
Manager agent find a possible opponent (the other user
has to be “on-line” and has to be a compatible skill
level).</p>
      <p>Once the opponent has been chosen, the match can
start: the system, e.g. the Service Agent, continuously
updates the state of the application in relation to the
moves made, one after the other, by the participants
until the end of the match. Obviously, in relation to the
result, the system updates users’ profiles.</p>
    </sec>
    <sec id="sec-9">
      <title>5.2. Online auctions</title>
      <p>Also the paradigm of the on-line auctions is very
common for the Web users, we can think about the
famous eBay Web site to quickly understand the
enormous success that these types of services have
collected in the last years. The behavior of the system
is very similar to the previous case, in the sense that
also for this type of service the user has to make an
initial configuration of the application inserting her/his
data which are used to update his profile.</p>
      <p>Differently from the community game, in this type
of service we have not a real-time interactions among
the involved users but we have an asynchronous
communication. When a user wants to sell something
she/he opens a new auction inserting the initial price,
the deadline, etc., then the User Agent notify the server
side of the system and the Service Agent related to this
type of service creates a new auction instance. From
this moment all the users using this type of service can
participate to the auction making their offers or
selecting a maximum budget and delegating to their
related User Agent the task. Once the auction has
expired, the Service Agent deletes the related auction
instance and the User Profile Manager agent updates
the user profiles related to the involved users.</p>
    </sec>
    <sec id="sec-10">
      <title>6. Conclusions</title>
      <p>This paper presents a multi-agent framework that we
realized to support the effective and fruitful
implementation of virtual communities in an Interactive
Digital Television scenario. Our framework gives
IDTV application developers and service providers the
possibility of running virtual communities to support
the realization of interactive end-users applications,
e.g., real-time multiplayer games and on-line auctions.</p>
      <p>We strongly believe that the tight integration
between IDTV and virtual communities that our
framework provides can put a new perspective on
IDTV. On the one hand, our framework opens new
ways of communication and new types of services for
the IDTV users and, on the other hand, it expands
enormously the range of users that are possibly reached
by everyday Internet-based virtual communities.</p>
      <p>
        At the moment, our framework is under
development. For the server-side of our multi-agent
system we are using JADE (Java Agent DEvelopment
Framework) [
        <xref ref-type="bibr" rid="ref11 ref15">11, 15</xref>
        ], which is a software framework to
aid the realization of agent applications in compliance
with the FIPA specifications for interoperable
intelligent multi-agent systems. Client-side is based on
new, yet somehow consolidated, IDTV technologies,
e.g., MHP.
      </p>
      <p>Our future work is related to the development of
new types of applications and services expanding the
functionalities and the multi-agent architecture of the
framework.</p>
    </sec>
  </body>
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