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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>BDI Intelligent Agents for Augmented Exploitation of Pervasive Environments</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Alba Amato, Beniamino Di Martino, Salvatore Venticinque Dep. of Information Engineering Second University of Naples - Aversa</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-Agents based application should be able to use pervasive sensors as their own perceptors in order to let the users benefit of context awareness in services exploitation and in order to make mobile services really useful and profitable. The agents described in our approach adapt themselves in response to a changing environment and are able to respond differently, creating entirely new plans, and thus changing their own behavior depending on their past experience. We present a framework that implements the model to supports experts in the domain of the Cultural Heritage to augment the archaeological site with a set of multimedia contents which are delivered by intelligent services to the visitors in order to guide their tour and to enhance their perception of the reality.</p>
      </abstract>
      <kwd-group>
        <kwd>-Intelligent Agents</kwd>
        <kwd>BDI Agents</kwd>
        <kwd>Context Awarness</kwd>
        <kwd>Mobile Augmented Reality</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        Pervasive environments are really dynamic and enable
software applications to access to large amounts of
information from anywhere. However, context awareness involves
capturing and making sense of imprecise and sometimes
conflicting data and uncertain physical worlds [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Different
types of entities (software objects) in the environment must
be able to reason about uncertainty. Here we deal with
the exploitation of intelligent agents technology in order to
create and deploy various ubiquitous services for a mobile
audience in pervasive environments. Agents based
application should be able to use pervasive sensors as their own
perceptors in order to let the users benefit of context awareness
in services exploitation and in order to make mobile services
really useful and profitable. An application in the domain of
tourism is provided because museums, archaeological parks
and historical cities represent environments within which
visitors move. They are rich of pervasive artworks, buildings,
monuments and general points of interest which can be part
of the Internet of things once they can be perceived and
recognized by applications. Then their perception can be
used to support the user during his visit by enriching his own
knowledge of the environment by augmenting the reality
with digital information that is available in the web and is
relevant to the context.
      </p>
      <p>In this area the tourist guide plays an important role
because of the increasing of more exigent audience leading to a
request of more professional services for any kind of tourist
which best fit his needs and desire of gaining satisfying and
personalized information. Personalization and adaptation are
a key concept in this field because it is really difficult for
a mobile tourist in a dynamic environment to browse and
search desired information and services. In this kind of
contests, personalization and adaptation allow the system to
became a sort of intelligent personal assistant characterized
of being proactive and autonomously providing suggestions
and support.</p>
    </sec>
    <sec id="sec-2">
      <title>II. BDI AGENTS IN PERVASIVE ENVIRONMENTS</title>
      <p>The agent-oriented paradigm is highly suited for
applications dealing with complex and dynamic environments, that
are usually unpredictable (it is not possible to predict the
future state of the environment), unreliable (the action of
the agent can fail because of factors beyond its control).</p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] an agent is defined as a computer system that
is situated in some environment, and that is capable of
autonomous action in this environment in order to meet its
design objectives. An intelligent agent is further required to
be
reactive: the agent notices and reacts to changes in the
environment,
proactive: the agent is goal directed and takes the
initiative persisting in trying to achieve the goal,
social: the agent interacts with other agents to achieve
the goal.
      </p>
      <p>In particular BDI agents are a type of intelligent agents
characterized by flexibility with particular mental attitudes
based on human concepts, such as beliefs, goals and
intentions.</p>
      <p>
        In BDI architecture [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ],Beliefs, Desires, Intentions are
the basic components of an agent that should be able to
operate in a dynamic, uncertain world. Beliefs represent
agent’s knowledge of the world, Desires (or goals) represent
what the agent wants and Intentions are a set of plans used
to describe how an agent achieve its goals. BDI agents are
adaptive in the sense that they can quickly reason and react
to asynchronous events acting accordingly to them.
      </p>
      <p>Beside intelligence is also provided from the capacity
to quickly adapt its behavior so an intelligent agent needs
knowledge about the environment to take decision finalized
to reach the goal. In fact an agent can be defined intelligent
if has a Knowledge Base. The elaboration of intelligent
plans needs a basic knowledge for interpreting perceptions
and for relating them to previous ones, to infer new or
hidden knowledge combining previous and new perceptions.
The capacity of reasoning of an intelligent agent is directly
proportional to the information included in the knowledge
base (KB), so is desirable to have a wide KB.</p>
      <p>
        In our approach an intelligent agent executes on the
user’s device to support services exploitation. It percepts
the surrounding environment using the on-board peripherals
and executes plans which are chosen by an ad-hoc reasoning
to optimize the user’s satisfaction. Besides as the device is
a PDA (Personal Digital Assistant), it has limited battery,
storage and computation capacities so also the agent running
on it has limited capacities. In order to extend the agent’s
capability another remote intelligent agent interacts with
the local one to achieve individual or shared goals. This
two-agent system is part of a loosely coupled network of
problem-solver entities that work together to find solution
to problems that are beyond the individual capabilities or
knowledge of each entity [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In fact the agent running on the
local device is able to collect perceptions, to communicate
believes and to execute actions locally. The remote one can
access a wide knowledge base and can perform a more
complex reasoning.
      </p>
      <p>The agents described in our approach are developed using
Jadex 2.0 and adapt themselves in response to a changing
environment and are able to respond differently, creating
entirely new plans, and thus changing their own behavior
depending on its past experience. Agents also have a library
of predefined plans that are invoked by events like the add or
removal of a belief, the reception of a message, and the add
of a desire. Besides each plan might consist of several
subplans to achieve the intention. In fact, to satisfy a specific
desire, it is necessary a plan that allows to reach that goal
starting from given beliefs.</p>
      <p>The interaction between the two agents has been modeled
according to a learning by teaching approach: a student on
the device and a teacher in remote. The student agent learns
from the teacher and the learning process can be started from
both of them. As PDA has limited capacities the teacher give
to the student a new plan directly and it will be stored in the
agents plan library. The common goal is the maximization
of the expected satisfaction of the user.</p>
    </sec>
    <sec id="sec-3">
      <title>III. PROBLEM MODELING</title>
      <p>The first thing to be considered when modeling this kind
of problem is the environment. In fact we have to model the
environment where the user is moving and to reconstruct the
perceptions of the user himself in order to get his particular
vision about what is surrounding him. A real representation
of the environment is necessary to identify landmarks and
possibilities of intervention using pervasive actuators and
sensors whose input will be stored in the memory of the
agent and will be updated as the environment changes.
The knowledge of the environment acquired by the agent
represents part of its own beliefs.</p>
      <p>In Figure 1 an high level representation of this model is
shown.</p>
      <p>The environment will be modeled as a geo-referred map
with itineraries, landmarks and points of interest. Of course
localization of users and objects is possible according to
the device technology, the available infrastructures and the
kind of environment. Indoor or outdoor localization can be
implemented using heterogeneous technologies, and often
absolute localization could not be performed, but only
nearby landmarks or object can be detected.</p>
      <p>In our model another set of believes describes user’s
knowledge about the surrounding environment that can be
acquired by using peripherals of his personal mobile device,
by recording and evaluating user actions or explicitly asking
for user feedbacks. Some examples are user’s position,
interest, nearby objects, landscape, etc. Interaction with the
environment and presentation of contents can be done again
using user’s device and his peripherals.</p>
      <p>Of course different components of the user’s knowledge
could have different weights according to their relevance or
the time of perception. We could consider the knowledge at
the current time, in a time window, or the complete history.</p>
      <p>Finally another set of believes is composed of contents in
the knowledge base of the teacher agent. But to maximize
the user’s satisfaction it is relevant the way they will be
delivered, to be used for augmenting the reality perceived by
the user. Services, in order to augment the user’s knowledge
and the their/user’s capability to interact with the
environment, have to choose, according their context awareness:
what content and application should be delivered;
when it needs to execute the application or to present
a specific content;
how this should be done.</p>
      <p>Plans are queries in knowledge base that select the
optimal set of contents and organize them according to user’s
profile, device and time availability. The optimal set, and its
organization, is chosen to optimize the user’s satisfaction.
The maximization of user satisfaction represent the desire
to reach.</p>
      <p>IV. ONTOLOGY BASED KNOWLEDGE REPRESENTATION</p>
      <p>AND REASONING</p>
      <p>In a multi-agent system agents communicate among them
in order to reach the global goal or their local goals but
they can disagree about what that knowledge means. For
this reason, ontology is used to enable knowledge sharing
among different agents and to improve the quality of the
service provided by agents.</p>
      <p>An ontology implements the representation of the global
knowledge. It is necessary to share a common dictionary
and to describe the relationships among the entities/objects
which are part of the model. In our model a common
ontology includes all the general concepts which are useful
to describe a pervasive environment where mobile users are
moving, using their devices and interacting with available
facilities and other users. The general ontology is
complemented with a domain ontology that is designed by an expert
of the specific application field. Concepts of the ontology
are used on client side to describe a representation of the
reality as it is perceived by the user. On the back-end
the ontology is used to annotate digital resources like POI
(point of interests), contents, applications. It is also used
to support reasoning. Each agent knows how to translate
its knowledge into the common ontology before sending
a message and after receiving a message from another
agent. Users’ behaviors, information from pervasive devices
or from other users, device properties, external events are
heterogeneous data are used to build a dynamic changing
representation of the user knowledge about the reality within
which he is moving. The applications are knowledge driven.
The user’s knowledge can be used by the application that
is running on the device to adapt its logic locally and is
updated remotely to improve the awareness of services at
server side.</p>
      <p>Applications are events based. Events can be updates of
the user’s knowledge or can be explicit service requests
raised by the user. At each invocations some semantic
queries, that depend on the user’s knowledge, are built and
processed to get the action to be performed and the contents
to be delivered. Results of the query are individuals of the
ontology that are described by semantic annotation.</p>
      <p>The user’s knowledge is composed of many semantic
concepts with static, dynamic or locked properties.</p>
      <p>Components of the knowledge are:</p>
      <sec id="sec-3-1">
        <title>Device technology and capability. Among the static</title>
        <p>properties here we means hardware resources, on board
peripherals, display size, total memory and storage.
Dynamic ones can be power level, available memory
and storage and bandwidth ;
User’s position. It is a dynamic property that can
change over the time and can be evaluated using
different techniques and technologies, depending on the
devices, on the available infrastructures and the kind of
environment (indoor or outdoor);
Pervasive objects. They are dynamically discovered
by the device. They can be sensors which provide
information about the environment or actuators. They
can be accessed and used by the services themselves
using the device or eventually using the network if
pervasive objects are directly connected;
Time information. We intend the current time at user
side and the time that the user is spending, or has spent
within the environment.</p>
        <p>User’s interests. This part of the knowledge could be
dynamically changed by the application according to
user’s behaviors and to his feedbacks. The user could
choose to start from an empty or a standard profile, to
change it or to lock some properties interactively.</p>
        <p>Semantic techniques are used for intelligent content and
application discovery and delivery. Knowledge
representation, ontology and annotations of digital resources are used
to filter, organize and deliver contents and software to the
device. Different techniques for reasoning can be experimented
such as graph matching, description logics, neural networks
or more simple ones like SPARQL (SPARQL Protocol and
RDF Query Language) queries. Furthermore semantic can
be integrated with other kinds of techniques to take into
account constraints such as user’s position and available time
for exploitation.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>V. REQUIREMENTS AND DESIGN In Figure 2 the architectural solution of a framework that allows to apply the described approach is shown.</title>
      <p>Users, agents, services and producers are actors in this
scenario.</p>
      <p>On the left side the user is using his device that hosts an
agent that is able to perceive information from the field by
pervasive sensors.</p>
      <p>The agent student executes autonomously and proactively
in order to support the users’ activity within the environment
he is moving. It discovers surrounding objects, uses them to
update the representation of user’s knowledge, reacts using
the local knowledge to organize and propose the available
contents and facilities by an interactive interface. It could
also communicate with close devices. If the connection
works the device can access remote services which can
exploit a wider knowledge and reasoning capabilities to look
for additional contents and applications.</p>
      <p>The agent teacher runs different reasonings, according to
user’s profile, that make queries to the Fedora1 repository
and returns the selection of contents that best fit user’s
needs of information. Teacher’s beliefs are the ontology, a
repository of semantically annotated content, and the beliefs
sent by the agent student. During the deliberation process a
SPARQL query is generated. The SPARQL client submits
it to the SPARQL engine of the Fedora repository in order
to collect a set of structured and organized media contents
representing the plan that student agent has to execute. The
execution of a plan by the student agent supports the user in
the exploitation of the pervasive environment by augmenting
his itinerary with media contents. The agent student has a
limited intelligence so his task is to organize and propose
the available contents according to its beliefs.</p>
      <p>In Figure 3 is described the interaction between agent
student and teacher student.
Experts of the application domain define the ontology
1http://fedora-commons.org/
for the specific case study. They use or design a map to
represent the environment. They add POIs to the map to
georefer multimedia contents and can link them to a concept
of the ontology. Furthermore they select relevant contents
and annotate them using concept and individuals from the
ontology.</p>
      <p>Remote applications implement context aware services.
They use personal devices to collect perceptions and for
content delivery.</p>
      <p>In order to support these activities in a real scenario we
need to provide:
back-end tools for enabling content production, their
semantic annotation publishing and retrieval;
services for content discovery, adaptation and delivery;
a client application to support user interaction with
services, with the environment and with available
contents.</p>
    </sec>
    <sec id="sec-5">
      <title>VI. A REAL CASE STUDY</title>
      <p>Exploitation of archaeological sites can be very
difficult because of a lack of supporting infrastructures and
because of the complex recognition and comprehension of
the relevant ruins, artworks and artifacts. The availability of
personal devices can be used to plan and support the tourist
by suggesting him the visit tours, the point of interest and by
providing multimedia contents in the form of digital objects
which can semantically augment the perceived reality.</p>
      <p>
        In this context a relevant issue is the profiling of the
user, the selection and the presentation of the contents
which can improve the user’s satisfaction, by providing new
models of interactions with reality, trough his device. In
this context the Second University of Naples is engaged
on a multidisciplinary project with both cultural and a
technological aims [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>Following the approach defined above we are
implementing a technological framework that supports the experts
in the domain of the Cultural Heritage to augment the
archaeological site with a set of multimedia contents which
are delivered by innovative services to the visitors through
their mobile devices in order to guide their tour and to
enhance their perception of the reality and learning.</p>
      <p>Three case studies have been chosen to test the approach
and the framework. The S. Angelo in Formis Basilica, in
Campania, near S. Maria Capua Vetere, the ancient town of
Norba and on the amphitheater of Capua.</p>
      <p>To satisfy the requirements of the presented case studies
we need to provide a technological solution that does not
need infrastructures for letting the software know the user
location and his feeling about the environment. It means
that Bluetooth, RFID (Radio Frequency Identification), GPS
(Global Positioning System ), electronic compass, camera,
network connection and others are the technologies which
can be used together or independently to get information
about the user perceptions and to augment his exploitation
of the archaeological site. The user will be able to download
at home, before to leave, or on site, if the network will be
available, the map of the area to be visited. The map will
include all the points of interest that identifies the relevant
objects of that area and different cultural itineraries which
could be exploited on site. Also contents can be discovered
and downloaded in advance. On board software and remote
services will assist the cultural visit by augmenting the
reality by the user’s personal device. In the following we
detail the technological choices which have been taken to
implement each component of the framework.</p>
      <sec id="sec-5-1">
        <title>A. Environement Map</title>
        <p>To provide a description of the environment within which
the user is moving we need a geo-referenced map that
describes buildings, roads, bans, itineraries and Points of
Interest. We used the OpenStreetMap format to design open
maps. In Figure 4 the map of the S. Angelo in Formis
Basilica is shown. It has been built by exporting a model
that was originally built by Autocad and has been exported
into a GPX format. The JSON (JavaScript Object Notation)
tool allowed us to import the GPX trace and to add manually
details and POIs. Each point represents an artifact, a ruin or
any other entities of cultural relevance and can be described
using a list of key-value pairs. Some of them have been
used to link the POIs to URLs of multimedia information,
or to provide a semantic description of the POIs itself. The
tool allow to export the map in an open format that can be
read and used by the client application that is presented in
Section VI.F.</p>
      </sec>
      <sec id="sec-5-2">
        <title>B. Ontology and annotation</title>
        <p>An ontology has been designed to describe the sites
of interest and to annotate the related media. A general
part include the concepts which are common to all the
class of applications that can be modeled according the
proposed approach. Among the others the Time class and
his properties (CurrentTime, AvailableTime, ElapsedTime,
ExploitationTime) allow to organize and assist the visit
taking into account time information and handling time
constraints. Position class and its properties allow to localize
the user and objects around him. An application specific
part of the ontology include the concepts that belong to the
domain of the cultural heritage and additional classes and
individual which are proper of the case studies introduced
in the previous section.</p>
        <p>The ontology is used also for annotating the multimedia
contents. To annotate texts, images and any kind of contents
we chose the AktiveMedia tool2. In Figure 5 a picture of
the Amphitheater of S. Maria Capua Vetere is annotate with
the Column and the Arc classes which are part of this kind
of building.</p>
        <p>2http://sourceforge.net/projects/aktivemedia/).</p>
        <p>The output produced by the annotator is an RDF file that
use concepts and properties of the AktiveMedia ontology
and of the domain ontology.</p>
      </sec>
      <sec id="sec-5-3">
        <title>C. Digital repository and semantic discovery</title>
        <p>The Fedora repository 3.4.2 is used to store digital objects
and supports their retrieval. Into the Fedora repository a
digital object is composed of a set of files which are:
object metadata: used by the client application to
understand how to deliver the content;
binary streams: which are images, video, text ... any
kind of raw information to be delivered;
RDF annotation: that describe the semantic of the
object according to the ontology;
disseminations: filters to be eventually used for
adapting the object according to the target client.</p>
        <p>We loaded the Aktive-Media ontology and the domain
ontology into the Fedora repository in order to exploit
its embedded SPARQL engine that is used to select the
optimal set of individuals that means contents. Multimedia
contents are automatically stored into the repository after
the annotation phase. The RDF output is automatically
processed using an XSL transformation to make it compliant
with the format required by the Fedora repository.</p>
      </sec>
      <sec id="sec-5-4">
        <title>D. Content types</title>
        <p>Different types of content models have been defined and
simple examples have been produced.</p>
        <p>Multiple images whose transparency can be graduate by
the user to compare changes in different periods. In the
same way real picture can be compare with paintings.
Old picture can be compared with what is seen by the
camera.</p>
        <p>Part of the image acquired by the camera are recognized
and linked to related multimedia contents;
Virtual reconstructions which are synchronized with the
camera output or the detected RFIDs;</p>
        <p>Text, audio, video and composite media.</p>
        <p>A content descriptor is attached to every digital object. It
is used by the device when the content must be delivered.
The descriptor defines the right player for that media,
configuration parameter and necessary input.</p>
        <p>In Figure 6 an example of delivered content is shown.
The user focus the camera on a particular view of the S.
Angelo in Formis Basilica and sees the original temple of
Diana Tifatina. In particular the perspective viewed by the
camera is the same shown by the video.</p>
      </sec>
      <sec id="sec-5-5">
        <title>E. Remote services</title>
        <p>A remote service has been conceived to support content
discovery and delivery.</p>
        <p>It uses multiple criteria to discover and filter relevant
multimedia contents. Some criteria are the available time
for the visit, the user’s position, the device technology, the
user interests. The service is implemented by independent
filters. Filters are executed on the occurrence of such event
that update the user knowledge, or by direct asynchronous
request from the user himself.</p>
        <p>For example a change of the user position is used to
filter POIs which are close to him or are relevant to his
position. For example we could get information about a
building located close to the user or about some other
building located elsewhere but which have been designed
by the same architect.</p>
        <p>When the user shoots a new picture, a search by sample
facility is used to find the image which are similar to the
the current subject. This can be used to suggest a new set
of contents which relevant to what the user is looking at.</p>
        <p>Each time the interest of the users changes, or also
when any other event occur, a reasoner generates dynamic
SPARQL queries, by which the repository is searched, and
organizes the retrieved contents according to their relevance.
The ontology is used to perform additional reflexive
reasoning.</p>
        <p>Additional filtering rules can be implemented using time
information if they are available. For example it could be
relevant to know the current time (to suggest a sunshine
rather than to avoid a closed attraction or museum). The
available time for the visit is important to limit the number
of contents and to plan an itinerary. A delay is important to
dynamically cut what is less relevant and cannot be exploited
anymore.</p>
        <p>We implemented a search by sample filter that exploit the
position of the user to select all the picture which represent
the subjects he shoot, such as landscapes, monuments or
buildings around him. Within this set a matching algorithm
is able to identify an image that is the most similar to the
picture. All the annotation for that image are also matched
with on the display of the user’s device.</p>
        <p>Let us suppose that one of agent’s goals is to augment the
visitor’s itinerary with multimedia streams, supported by his
device and relevant to his interest. We have to search for all
multimedia contents that are compliant with the encoding
supported by the user’s device and describe the specified
architectural element of a particular historical period. An
example is provided in the following:
PREFIX device:
&lt;info:prist/profile/device#&gt;
PREFIX prist:
&lt;http://www.dcs.shef.ac.uk/˜ajay/image/annotation#&gt;
SELECT ?a
FROM &lt;#ri&gt;
WHERE {?a prist:hasConcept "Arcata"}</p>
        <p>OR {?a prist:annotationText "Arcata"}
AND {?a prist:hasInstance "96-217_DC"}</p>
        <p>AND {?a device:hasEncoding "mpeg"}</p>
        <p>Obviously the list of retrieved objects will be also filtered
and ordered according to other criteria like time availability
and semantic relevance.</p>
      </sec>
      <sec id="sec-5-6">
        <title>F. A Mobile Archaeological Guide</title>
        <p>At client side we extended an open source software
navigator called Navit 2.0 3. We extended the android version.
The navigator provides basic facilities for map visualization
and to guide the user along some pre-defined itineraries
by using the on-board GPS receiver. By new extension the
guide is able to sense the environment by the available
peripherals, to understand the situations according to which
the visit will be adapted, and to enhance the user experience.
Even if many experiences on augmented reality are proposed
nowadays, the exploitation of vision is used only to overlap
real and virtual images. The extensions provide the following
functionalities:
access to device peripherals to sense the environment
and to update the representation of the user’s knowledge
about the reality around him;
access to remote services to update the user knowledge
and to ask for available contents
a local cache of objects for exploiting the visit without
connection;
a limited reasoner that is able to organize the content
by itself when the connection does not work.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Perceptors are implemented by:</title>
      <p>GPS positioning to localize the user in open spaces and
to guide him on cultural itineraries;
RFID for positioning and detection of nearby POIs.
This technology can be used to alert the user but also
for his positioning in indoor environments;
CODBAR recognition to get information about artifact,
monuments, ... when a RFID reader is not available;
image recognition by search by sample techniques
which are speed-up and improved using a position
based filtering;
monitoring of device resources and configuration;
collection of user interest by feedback and by an
analysis of his behaviour;
time monitoring
3http://www.navit-project.org/</p>
      <p>On the other hand a list of functionalities are provided to
deliver contents and to guide the visit. Content management
(discovery client,organization and fruition) is supported both
at client side and at server side. Knowledge visualization
and management to allow the explicit specification of user’s
own interest is provided. The output of the camera is used
as a component of the user’s knowledge as well as a
map on which semantic additions are anchored, not simply
superposed.</p>
      <p>The user will be able to ask for and exploit available
multimedia contents, which are related to points of interest,
or to personal interests expressed by semantic concepts.
Multimedia content will be adapted at server side according
to the device/user/session profile to provide to the user the
best quality of service.</p>
      <p>Figure 7 shows the output of the result of the content
discovery service. The service invocation starts the camera
that is used to take a photo of the landscape or of a subject
of interest. Image upload, discovery of relevant contents and
download of retrieved information run in background
meanwhile the user is interacting with other facilities provided
by the client. The list of contents is presented to the user
when it is available. Other events which open dialog for
suggesting action, itineraries, POIs or media can be related
to new perceptions.</p>
      <p>
        Many research contributions focus on the development of
software/hardware architecture and frameworks for mobile
context-aware tourist guide, also based on agent technology
and semantic techniques. In [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] authors present iJADE
FreeWalker, a framework that integrates GPS, ontology and agent
technologies to support location awareness for providing
assisted navigation and classification of tourist information
for the users. The system implements a context-aware tourist
guide for the city of Hong Kong. The ontology is extracted
using structural information from travel websites.
CRUMPET, Creation of User Friendly Mobile Services
Personalised for Tourism [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], is an agent based framework that
provides a context-aware tourist guide adapting the information
content and presentation according to user profile, device
and connection characteristics. It is developed in
microFIPAOS, an agent platform based on the FIPA-OS that is an Open
Source implementation of the FIPA standard4. CRUMPET
is modeled as a multi-agent system (MAS) whose agents
are autonomous and share their knowledge using
FIPAACL (Agent Communication Language). The agents use
a common ontology in order to understand each other.
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] describes Gulliver’s Genie: an ubiquitous computing
application that has been designed as an agency. Mobility
and adaptivity are exploited provide value added services.
The framework is structured as a multi-agent system (MAS)
in which agents are designed according to the BDI model
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Agents are hosted both at server side and on the device
and communicate each other using Agent Factory ACL. The
framework we proposed support assisted navigation, but by
integrating heterogeneous technologies, not only GPS. In our
approach semantic is used for knowledge representation and
management but, differently from the framework above, the
ontology is designed by experts of the application domain. It
is used both as a common vocabulary for agents organization
and for intelligent discovery of media contents.
      </p>
      <p>Beside pervasive technologies and augmented reality are
used to enhance the visit experience and enabling visitors to
explore easily the museum according to their interests.</p>
    </sec>
    <sec id="sec-7">
      <title>VIII. CONCLUSION</title>
      <p>In this paper we presented an approach for exploitation
of intelligent agents technology in order to create and
deploy various ubiquitous services for a mobile audience
in pervasive environments. We introduced two agents who
interact according to a learning by teaching model. A student
agent is running on a mobile device and a teacher agent
on remote. The common goal is to maximize the expected
satisfaction of the user adapting applications and contents to
be delivered and augmenting and improving his perception
of the reality. Personal devices have been exploited to
interact with the environment, to run interactive applications
and to present contents to the user. We described a
framework that implements the proposed approach. It represents
preliminary research results about the aided exploitation and
context awareness of complex archaeological sites by mobile
devices. The framework supports the experts in the domain
of the Cultural Heritage to augment the archaeological site
with a set of multimedia contents which are delivered by
innovative services to the visitors in order to guide their
tour and to enhance their knowledge of the reality.</p>
    </sec>
    <sec id="sec-8">
      <title>ACKNOWLEDGMENT</title>
      <p>This work has been supported by PRIST 2009, Fruizione
assistita e context aware di siti archelogici complessi
mediante terminali mobile, founded by Second University of
Naples.</p>
    </sec>
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