smARTworks: A Multi-sided Context-aware Platform for the Smart
Museum
Salvatore Biondi, Vincenzo Catania, Salvatore Monteleone, Maurizio Palesi and Davide Patti
DIEEI, University of Catania, Italy
Keywords:
Internet of Things, Smart Museum, User-experience.
Abstract:
The technologies characterizing the Internet of Things domain allow realizing smart environments based on
user-oriented localized services. In the last years, IoT has gradually acquired an important role also in the
Cultural Heritage domain, in particular for Smart Museums, through the introduction of several solutions
aimed to ensure immersive and interactive cultural experiences. In this paper, we propose a Multi-Sided
Platform called smARTworks which relies on smartphones localization capabilities and Beacon devices to
automatically provide the user with multimedia contents related to nearby artworks. Moreover, the solution is
able to collect users’ opinions to provide a series of methods useful for the management of cultural items.
1 INTRODUCTION
The spread of the Internet of Things and other related
paradigms in everyday life is leading to a constant ef-
fort to introduce computational and communication
capabilities in everyday objects, which are increas-
ingly turned into smart objects (Kortuem et al., 2010;
Perera et al., 2014; Catania et al., 2012): objects able
to interact with each other, with the surrounding phys-
ical environment, and with people. These interactions
can be enhanced exploiting the information coming
from contextual data and, in particular, taking into
account the position of all the involved entities. In
facts, smart objects may adopt common indoor/out-
door localization technologies such as GPS and Blue-
tooth Low Energy (BLE) to be localized in scenarios
ranging from the Smart Home (Jiang et al., 2004) to
the Smart City (Nam and Pardo, 2011).
In the last few years, IoT is gradually acquiring an
important role also in the Cultural Heritage domain
valorizing artworks by means of innovative techno-
logical applications that create an interactive user ex-
perience able to reduce the distance among “cultural
things” and people.
Recently, several innovative approaches have been
adopted, the most relevant of which include the use of
headphones or robots for an immersive fruition of art-
works, supported by smart-phone applications to col-
lect opinions, wishes, and users’ suggestions.
This paper proposes smARTworks, a Multi-Sided
Context-Aware platform aimed to enhance the user
experience while visiting a museum, an archaeologi-
cal site, or the monuments in a city, and to simplify the
process of information retrieval connected with the
discovery of nearby artworks. The smARTworks plat-
form exploits widespread GPS and BLE technologies
available in personal devices, i.e., smart-phones, sup-
plying an application which exposes artworks multi-
media contents.
1.1 Motivating Example
In order to involve more users and, above all, young
ones it is necessary to provide for a significant tech-
nological improvement to ensure immersive and inter-
active user-experiences within cultural environments.
We here propose to analyze an use case to validate the
spread of IoT platforms within cultural spaces such as
museums and archaeological sites.
This solution aims to increase the interest toward
the Cultural Heritage domain according to the IoT vi-
sion. The introduction of new technologies does not
necessarily include a massive use of invasive and ex-
pensive instruments and, to further reduce infrastruc-
tures’ costs, it is possible to limit the use of additional
devices. For this reason, this work proposes the use
of widespread devices such as smart-phones to gather
information and multimedia contents about the art-
works within the surrounding environment.
Let us suppose that Sam is visiting a museum:
thanks to the smARTworks application, Sam is able to
retrieve the list of works in his nearby. In this way, he
Biondi, S., Catania, V., Monteleone, S., Palesi, M. and Patti, D.
smARTworks: A Multi-sided Context-aware Platform for the Smart Museum.
DOI: 10.5220/0006907301030109
In Proceedings of the 8th International Joint Conference on Pervasive and Embedded Computing and Communication Systems (PECCS 2018), pages 103-109
ISBN: 978-989-758-322-3
Copyright © 2018 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
103
can evaluate artworks details, included audio, video,
and texture multimedia contents.
In the case that the cultural environment includes
totems, TV or image projectors, it is possible to ex-
ploit them in order to enhance users’ experiences, in
support of sharing information.
During his visit, Sam is also able to express opin-
ions, writing comments or putting ”likes” related to
the artworks he has seen. These pieces of information
are collected to provide data to Decision Support Sys-
tems (DSS) for the management of the cultural site
and of the artworks it hosts.
The remainder of this paper is organized as fol-
lows: 3 depicts our proposal with regard to the sys-
tem architecture, 2 presents the state of the art for
what concerns IoT solution within Cultural Heritage
domain. Finally conclusions are drawn in 4.
2 RELATED WORK
The term Cultural Heritage refers to a plethora of tan-
gible and intangible elements regarding the culture of
a group or a society (Vecco, 2010). Since most of
these elements are linked to a physical place or area,
the focus of the proposed work has been moved on
the enhancement of the environments connected to the
Cultural Heritage. These environments are, for exam-
ple, museums, archaeological sites, and cities. Sev-
eral solutions aimed to provide smart services within
the Cultural Heritage environments have been pro-
posed in literature (Chianese and Piccialli, 2014; Chi-
anese and Piccialli, 2015; Mighali et al., 2015). In
general, working with smart environments requires to
face several challenges, in particular, localization of
entities and proper exposition of services.
The most common localization techniques rely on
computer vision (which analyze images and tags), au-
dible sounds and ultrasounds, wireless Local Area
Network (WLAN), RFID, and Bluetooth technol-
ogy (La Delfa et al., 2016; Liu et al., 2013; Mandal
et al., 2005; Mainetti et al., 2014). Among the others,
the RFID technology is mostly placed within Smart
Museums. For example, in (Wang et al., 2007) Per-
sonal Digit Assistants (PDA) manage the sharing of
multimedia contents, with the support of RFID tech-
nology to uniquely identify each artwork and localize
the user. The RFID technology is also adopted within
the Smartmuseum solution (Kuusik et al., 2009) to
enable the tracking of activities together with ad-
ditional technologies such as mobile Internet, Geo-
localization, and NFC. As suggested by this solution,
the user is equipped with a mobile device to retrieve
cultural contents according to his context and posi-
tion.
Nevertheless, the use of RFID technology in smart
museums is subject to some limitations: just as an ex-
ample, not so expensive RFID-based solutions require
a short distance among users and tags associated to
cultural items.
Since the management of smart museums and/or
archaeological sites represents an important open
challenge, several systems able to support users
within these environments were proposed in litera-
ture (Kuusik et al., 2009; Chianese and Piccialli,
2015; Alletto et al., 2016).
A recent vision which involves concepts and tech-
nologies typical of web of things and social networks
has been proposed to enhance the world of smart ob-
jects (Catania et al., 2012; Atzori et al., 2014). In
line with these concepts, authors of (Amato et al.,
2012) propose a Social Network of Object and Per-
sons (SNOPS) framework to create a network of in-
terconnected people (e.g., citizens and tourists) and
objects (e.g., machines, edifices, and rooms).
To support this vision, in recent years, the low-
power version of the Bluetooth standard, namely
Bluetooth Low Energy (BLE), has been exploited in
indoor localization systems, since its low-cost tech-
nology is available in most of end-user devices (such
as mobile phones, laptops, and desktops computers)
and it is also easy to integrate in objects ranging from
simple tags (called beacons) to the more complex em-
bedded systems.
Indoor Location-Aware systems based on BLE are
proposed in (Chianese and Piccialli, 2014; Chianese
and Piccialli, 2015; Mighali et al., 2015; Alletto et al.,
2016) to bring museums into the IoT paradigm. In
these works authors combine computer vision algo-
rithms, BLE-based localization services, and wear-
able devices to deliver multimedia content related to
the artwork observed in a specific moment by users.
Other systems based on BLE technology have been
proposed in (He et al., 2015; Frasca et al., 2015) to
share artworks-related multimedia contents.
All the works described above require an expen-
sive (in terms of time and cost) setup. In contrast with
them, this paper proposes an simple and effective plat-
form that includes, other than the use of BLE Bea-
cons, a simple Sensor layer thought to easily main-
tain BLE Beacons data. Furthermore, the platform
here introduced, combines the use of BLE technol-
ogy with the capabilities of users’ smartphones and
the CDWA Lite standard to realize an unambiguous
DB to describe artworks, enabling the interoperabil-
ity and scalability of the platform itself. The CDWA
Lite schema is an XML schema to describe core
records for works of art and material culture, based
PEC 2018 - International Conference on Pervasive and Embedded Computing
104
Table 1: Comparison of main Smart Museum Solutions.
Solution Indoor positioning Outdoor positioning Support to DSS CDWA Lite
(He et al., 2015) IBeacon No No No
(Frasca et al., 2015) BLE Beacon No No No
(Chianese and Piccialli, 2015) BLE Discovery/Advertising No No Yes
The Narrator (Ali, 2014) Wi-Fi No No No
(Yoshimura et al., 2017) Bluetooth tracking system No Yes No
(Mighali et al., 2015) BLE Landmarks No No No
smARTworks BLE Beacon GPS Yes Yes
on the Categories for the Description of Works of Art
(CDWA) and Cataloging Cultural Objects (Stein and
Coburn, 2008).
Table 1 reports a comparison among some Smart
Museum solutions that have in common several fea-
tures with our proposal. This table compares different
solutions, focusing on differences in terms of Indoor
and Outodoor positioning technologies, APIs and/or
dashboards able to support DSSs, adoption of the
CDWA Lite schema, and availability of code sources.
3 SMARTWORKS
ARCHITECTURE
The smARTworks platform is thought to provide ed-
ucational visits according to user’s context and pref-
erences by means of widespread devices (i.e., smart-
phones). These device exploit a centralized architec-
ture, depicted in 1, which exposes ”Artworks as Ser-
vices”.
Then, the smARTworks smart-phone application
highlights the most interesting artworks, with the goal
of optimize the quality and duration of each visit.
Through this application, a user can also choose to
view multimedia contents related to nearby artworks
and express opinions such as ”likes” and textual com-
ments. These ”likes” are very meaningful to build
statistics aimed to the maintenance of cultural envi-
ronments. For example, an artwork that has attracted
more interest than others, could be supported by ad-
ditional elements such totems or image projectors in
order to improve the quality of experience.
Furthermore, the proposal involves the use of BLE
Beacon devices to localize items within a Cultural
Heritage environment. During the deployment phase
the transmission power of these Beacons is regulated
to reduce coverage overlapping.
In the following subsections, an overview of plat-
form’s layers is provided to detail the architecture of
the proposed system.
3.1 Sensor Layer
The first tier in the architecture is represented by the
Sensor Layer. This Layer manages all the Beacons
able to cover the considered environment. Through a
configuration phase, each Beacon’s Identifier is linked
(with an one-to-one relation). In this way, the BLE
broadcasting process allows users to recognize an art-
work and to retrieve proper pieces of information and
multimedia contents.
3.2 Service Layer
The Service Layer includes all existing services con-
nected to the network, and enables the management of
artworks within the cultural environment. Each sin-
gle service is able to give a ”Virtual Sense” of an art-
work and to handle the related information. In facts,
a Database containing entries’ descriptions (in JSON
format) can be queried. In particular, Table 2 shows
some artwork’s features such as, id, indoor and out-
door coordinates, and URIs of multimedia content,
stored in the DB.
Built in line with RESTFul paradigms, the service
exposes several managing APIs for cultural items.
Below, has been listed a series of the most relevant
functionalities provided by Services.
Method for the association of single artwork to a
specific beacon.
Method for the update of the artwork’s descrip-
tion.
Method for the addition of multimedia content as
Video o Audio.
Method for the retrieving of the artwork’s infor-
mation.
These functionalities, with other, are described by
means of a JSON Template, which aims to give details
of RESTFul request like type, request and response
parameters. Practically, this template aims to describe
the Service interface which has an high important in
communication process between the Service and the
Engine. For this reason, Template information are
maintained in a Database accessible from the Engine
smARTworks: A Multi-sided Context-aware Platform for the Smart Museum
105
Service Layer
Sensor Layer
Id Artwork 1 Id Artwork 2 Id Artwork n
RESTFul API
RESTFul API
Presentation layer
Artwork 1 Artwork 2 Artwork n
DB Artworks’ Description
Engine
DB Artworks’ Template
Figure 1: smARTworks Architecture.
Level. According with architectural requirements, it
is possible to select until two type of implementation
patterns: the first, which needs a single Service for
each artwork(one to one), and the latter that provides
a single service able to manage more artworks reach-
able from different URI.
3.3 Engine Layer
The Engine represents the core of the platform. As
central part of the architecture, it covers several tasks
including the collection of user context’s information
and the production of a list of artworks. Therefore,
the Engine aims to share the artworks’ descriptions
towards smart-phone application as response to an in-
coming request. In details, the implementation of this
layer is in line with the RESTFul paradigms, and it
equips the platform with a series of APIs, includ-
ing functionalities for the management of opinions
and affluence related to users and artworks. In line
with results obtained, the managers can take decision
aimed to increase the quality of visits. In order to give
a complete vision of Engine capabilities, a full list of
functionalities is reported below:
Management of users’ profiles.
Retrieval of JSON descriptor for a specific art-
work
Retrieval of artworks’ information.
Management of comments and LIKEs for a spe-
cific artwork
Retrieval of statistics information for each art-
work(number of likes, number of user that express
interest for artworks).
Retrieval of statistics related to affluence.
In addition to these functionalities, the Engine
take-charge of communication with all Services aim-
ing to retrieve cultural items’ information.
PEC 2018 - International Conference on Pervasive and Embedded Computing
106
Table 2: Artwork’s Attributes.
Attribute Description
Id The artwork identifier
IndoorPosition The ID related to the Beacon
OutdoorPosition A geometric polygon representing the area that contains the artwork,
represented through a GeoJSON format
ObjectWorkTypeWrap Wrapper of work type information
TitleWrap Wrapper of title information
DisplayCreator Creator information
CultureWrap Information about art movement
Images Array of Images’ URIs
Videos Array of Videos’ URIs
Audios Array of Audios’ URIs
Tags Keywords useful for categorizing artworks
3.4 Presentation Layer
The presentation layer includes applications aimed to
provide a User Interface (UI) that allow to exploit the
functionalities of platform. For example, a smart-
phone application is able to give an overview of the
surrounding environment in term of services and mul-
timedia contents linked to artworks. Is important to
highlight the use of a Dynamic User Interface (DUI)
to generate the appropriate graphical interface for the
cultural item. The notation chosen to represent this
description is SWAGGER. The DUI block is essen-
tially a java-script script which transforms the SWAG-
GER definition of the artworks into an HTML page
which contains the appropriate User Interface.
Furthermore, in order to supply functionalities for
supporting managers decisions, an DSS dashboard ca
be equipped with graphic instruments built on top of
Engine layer.
3.5 Artwork Description
The structure of descriptive JSON file follows the
CDWA Lite schema(Stein and Coburn, 2008). Thus,
the CDWA Lite element set consists of twenty-two
elements of which nineteen are for descriptive meta-
data, tree for administrative metadata and only nine
are required. A main characteristic of the CDWA Lite
format is the division of the descriptive metadata in
display elements on one hand, optimized for presen-
tation purposes, and indexing elements, optimized for
retrieval on the other hand. Indexing elements, as they
usually should refer to authorities for actors, places,
or to controlled vocabularies, are provided with at-
tributes for storing a respective URI (termsource and
termsource ID), assuring the identity of a term in a
larger context.
The use of CDWA standard allows to introduce the
smARTworks platform within exiting environments
that hold CDWA Lite description database. For this
reason, a converter module has been developed, and
generates a conversion from XML format to JSON
format.
An example of User interface generated by DUI
is depicted in 2. In particular, this picture shows the
UI as result of a specific use case, which involves the
use of a service named Artwork-service. This service
is able to give information related to several artworks
by means of a Database that includes several JSON
descriptors. Therefore, we have assumed to localize
”il David di Michelangelo” sculpture by means of a
Beacon device, accompanied by a JSON descriptor
object that include two multimedia contents (image
and video).
3.6 Setting of Preferences
After the installation process, this phase aims to col-
lect information related to interesting art movements
for users. In particular, the user has available a list
that includes artistic movements, types of artworks
and artists. Supported by this list, the user can select
several meaningful options saved in a JSON object
(Listing 1), in order to highlight the interesting items.
The database of artworks, is queried in order to
retrieve the nearby items that meet the user’s prefer-
ences, through discriminants such as artistic move-
ments, types and authors of artworks. In relation to
a selected item, a series of additional linked artworks
provided, aimed to enhancing the cultural level of the
visit.
Listing 1: Preferences JSON.
Preferences = {
id_us e r : 00232 ,
art_mo v e m e n t s :[ id _ a rt_mo v _ 1 ,
id_art_mov_2 ...] ,
typ e s :[ type1 , ty pe2 ...] ,
artis t s :[ id _ a rtis t _ 1 , id_artist_2
... ]
}
smARTworks: A Multi-sided Context-aware Platform for the Smart Museum
107
Figure 2: HTML Interface as output of DUI.
4 CONCLUSIONS
In this paper, a low-cost system that introduces the
IoT vision into Cultural Heritage environments has
been proposed. The system aims at making the user
experience more interactive taking into account con-
texual information and preferences. It also may help
administrations to better understand which are the
visitor-flows in order to manage exhibitions.
As reported on the table 1, the proposed platform
is able to provide users’ location within an indoor/out-
door smart environment, expose lists of nearby art-
works of interest, and offer APIs to support the devel-
opment and use of management tools such DSSs also
thanks to the CDWA Lite schema thought to maintain
a standard description of artworks.
ACKNOWLEDGEMENTS
This work has been partially supported by the Ital-
ian Ministry of Education, University and Research
on the “PAC” call funding the “SERVIFY (SER-
VIce FirstlY)” project, ref. PON03PE 00132 1, CUP
B72F14000300005.
REFERENCES
Ali, A. (2014). The narrator: A smart data offloading sys-
tem for interactive navigation in museums. In Com-
puter Engineering Conference (ICENCO), 2014 10th
International, pages 149–154. IEEE.
Alletto, S., Cucchiara, R., Del Fiore, G., Mainetti, L.,
Mighali, V., Patrono, L., and Serra, G. (2016). An
indoor location-aware system for an iot-based smart
museum. IEEE Internet of Things Journal, 3(2):244–
253.
Amato, F., Chianese, A., Moscato, V., Picariello, A., and
Sperli, G. (2012). SNOPS: a smart environment for
cultural heritage applications. In Proceedings of the
twelfth international workshop on Web information
and data management, pages 49–56. ACM.
Atzori, L., Iera, A., and Morabito, G. (2014). From “smart
objects” to “social objects”: The next evolutionary
step of the Internet of Things. IEEE Communications
Magazine, 52(1):97–105.
Catania, V., Torre, G. L., Monteleone, S., Patti, D., Ver-
celli, S., and Ricciato, F. (2012). A novel approach
to web of things: M2m and enhanced javascript tech-
nologies. In 2012 IEEE International Conference on
Green Computing and Communications, pages 726–
730.
Chianese, A. and Piccialli, F. (2014). Designing a smart
museum: When cultural heritage joins iot. In 2014
Eighth International Conference on Next Generation
Mobile Apps, Services and Technologies, pages 300–
306. IEEE.
PEC 2018 - International Conference on Pervasive and Embedded Computing
108
Chianese, A. and Piccialli, F. (2015). Improving user expe-
rience of cultural environment through iot: the beauty
or the truth case study. In Intelligent Interactive Mul-
timedia Systems and Services, pages 11–20. Springer.
Frasca, R., Mazzeo, A., Pantile, D., Ventrella, M., and
Verreschi, G. (2015). Innovative systems for the en-
joyment of pictorial works the experience of Gallerie
dell’Accademia Museum in Venice. In 2015 Digital
Heritage, volume 1, pages 349–352. IEEE.
He, Z., Cui, B., Zhou, W., and Yokoi, S. (2015). A proposal
of interaction system between visitor and collection in
museum hall by ibeacon. In Computer Science & Ed-
ucation (ICCSE), 2015 10th International Conference
on, pages 427–430. IEEE.
Jiang, L., Liu, D.-Y., and Yang, B. (2004). Smart home
research. In Machine Learning and Cybernetics,
2004. Proceedings of 2004 International Conference
on, volume 2, pages 659–663. IEEE.
Kortuem, G., Kawsar, F., Sundramoorthy, V., and Fitton, D.
(2010). Smart objects as building blocks for the Inter-
net of Things. IEEE Internet Computing, 14(1):44–
51.
Kuusik, A., Roche, S., and Weis, F. (2009). Smartmuseum:
Cultural content recommendation system for mobile
users. In Computer Sciences and Convergence Infor-
mation Technology, 2009. ICCIT’09. Fourth Interna-
tional Conference on, pages 477–482. IEEE.
La Delfa, G. C., Monteleone, S., Catania, V., De Paz, J. F.,
and Bajo, J. (2016). Performance analysis of vi-
sualmarkers for indoor navigation systems. Frontiers
of Information Technology & Electronic Engineering,
17(8):730–740.
Liu, Y., Dashti, M., and Zhang, J. (2013). Indoor localiza-
tion on mobile phone platforms using embedded iner-
tial sensors. In Positioning Navigation and Communi-
cation (WPNC), 2013 10th Workshop on, pages 1–5.
IEEE.
Mainetti, L., Patrono, L., and Sergi, I. (2014). A survey
on indoor positioning systems. In 2014 22nd Interna-
tional Conference on Software, Telecommunications
and Computer Networks (SoftCOM), pages 111–120.
IEEE.
Mandal, A., Lopes, C. V., Givargis, T., Haghighat, A., Jur-
dak, R., and Baldi, P. (2005). Beep: 3d indoor posi-
tioning using audible sound. In Consumer commu-
nications and networking conference, 2005. CCNC.
2005 Second IEEE, pages 348–353. IEEE.
Mighali, V., Del Fiore, G., Patrono, L., Mainetti, L., Alletto,
S., Serra, G., and Cucchiara, R. (2015). Innovative iot-
aware services for a smart museum. In Proceedings
of the 24th International Conference on World Wide
Web, pages 547–550. ACM.
Nam, T. and Pardo, T. A. (2011). Conceptualizing smart
city with dimensions of technology, people, and insti-
tutions. In Proceedings of the 12th annual interna-
tional digital government research conference: digi-
tal government innovation in challenging times, pages
282–291. ACM.
Perera, C., Zaslavsky, A., Christen, P., and Georgakopoulos,
D. (2014). Context aware computing for the Internet
of Things: A survey. IEEE Communications Surveys
& Tutorials, 16(1):414–454.
Stein, R. and Coburn, E. (2008). CDWA Lite and muse-
umdat: New developments in metadata standards for
cultural heritage information. In Proceedings of the
2008 Annual Conference of CIDOC, pages 15–18.
Vecco, M. (2010). A definition of cultural heritage: From
the tangible to the intangible. Journal of Cultural Her-
itage, 11(3):321 – 324.
Wang, Y., Yang, C., Liu, S., Wang, R., and Meng, X. (2007).
A RFID & handheld device-based museum guide sys-
tem. In Pervasive Computing and Applications, 2007.
ICPCA 2007. 2nd International Conference on, pages
308–313. IEEE.
Yoshimura, Y., Krebs, A., and Ratti, C. (2017). Noninvasive
bluetooth monitoring of visitors’ length of stay at the
louvre. IEEE Pervasive Computing, 16(2):26–34.
smARTworks: A Multi-sided Context-aware Platform for the Smart Museum
109