An Ontology for Designing a Collaborative Platform Involving a
Multi-touch and Multi-user Interactive Table
C
´
eline Joiron
1
, Fr
´
ed
´
eric F
¨
urst
1
, Gilles Kassel
1
, Alistair Jones
2
, Jean-Paul A. Barth
`
es
2
,
Claude Moulin
2
and Dominique Lenne
2
1
MIS Laboratory, University of Picardy Jules Verne, 33 rue Saint Leu, 80039 Amiens Cedex 1, France
2
Heudiasyc, JRU CNRS 7253, Universit
´
e de Technologie de Compi
`
egne,
Centre de Recherches de Royallieu, BP 20529, 60205 Compiegne Cedex, France
Keywords:
Knowledge Engineering, Ontology Development, Collaborative Work, Interactive Device.
Abstract:
We have developed a platform running on a large multi-touch and multi-users table. Its intended application
domain is the collaborative preliminary design phase of engineering projects. We also developed an ontology
describing the virtual objects of the platform and the projects on which users collaborate. In this paper we
first present the originality of this ontology. It extends the DOLCE-CORE ontology in order to model the true
nature of the virtual objects that the users can manipulate on the device and the users’ actions. We then present
the different roles played by the ontology in the development of the platform. It serves as a reference of the
semantics for the designers of the collaborative platform and as a model of the environment including table,
participants, projects, etc. This model is mainly used by the intelligent agents of a multi-agent system whose
objective is to support the participants during a working session around the table.
1 INTRODUCTION
Collocated collaborative work environments have be-
come an increasingly popular field of research. Their
application is often focused on performing collab-
orative and conceptual design work, such as brain-
storming or project planning. The first goal of such
systems is to provide a method for saving the con-
tent of collaborative work and distributing the data
throughout the team. A secondary goal is to engender
communication and collaboration amongst the team.
The devices for capturing input data from the teams
are the same ones which inhibit the productivity of
group for socio-technological reason. For example,
several meeting systems have been proposed to fa-
cilitate brainstorming which places its users at dif-
ferent desktop workstations with users focusing pri-
marily on their screen. These systems diminish group
awareness and collaboration because the attention is
distributed throughout the system. Creativity and
productivity are negatively impacted (Hilliges et al.,
2007).
In response to the limitations introduced by the
traditional hardware repurposed for collocated group-
ware, researchers are capitalizing upon the increased
Figure 1: Devices.
availability of vertical and horizontal interactive sur-
faces to fashion interactive whiteboards and table-
tops capable of supporting a social framework more
advantageous for group collaboration (Geyer et al.,
2011). The TATIN-PIC project at the University
of Technology of Compi
`
egne continues with this
approach in order to build a collaborative multi-
display working environment for design and engi-
neering teams. The hardware is composed of a large
156
Joiron C., Fürst F., Kassel G., Jones A., Barthès J., Moulin C. and Lenne D..
An Ontology for Designing a Collaborative Platform Involving a Multi-touch and Multi-user Interactive Table.
DOI: 10.5220/0004539401560163
In Proceedings of the International Conference on Knowledge Engineering and Ontology Development (KEOD-2013), pages 156-163
ISBN: 978-989-8565-81-5
Copyright
c
2013 SCITEPRESS (Science and Technology Publications, Lda.)
multi-user multi-touch table, a large vertical white-
board, individual graphics tablets and interactive vo-
cal devices. The middleware is a multi-agent sys-
tem which provides ample extensibility and stability
to programmers when building applications for this
interactive environment. This multi-agent architec-
ture allows for easy integration of voice-controlled
personal assistant agents which can perform tasks for
the users around the interactive tabletop. Integrating
these personal assistant agents, is a matter of design-
ing a protocol for communication with these agents
with the middleware.
To help designing the TATIN-PIC platform (Jones
et al., 2011; Moulin et al., 2011), we defined an on-
tology hereafter referred as OntoTATIN-PIC. It is pri-
marily aimed at helping the design team composed
of multidisciplinary researchers. It is provided as
a means to reduce the conceptual complexity of the
TATIN-PIC project. Indeed, one must account both
for the design projects done collaboratively by the de-
sign team, and for the platform itself. Concepts re-
lated to the project include project phases, individ-
ual and collective actions, designed artefact, used re-
sources, or team members’ roles. Concepts related
to the platform include all newly created objects, and
all actions allowed by the system. A second objec-
tive of OntoTATIN-PIC is to provide software agents
with the conceptual resources allowing them to build
a model of the on-going projects, which increases
their supporting capacities.
Because the ontology spreads across a vast do-
main, we propose to build it using a multi-level and
multi-component approach. Thus, OntoTATIN-PIC is
structured inline with the well known DOLCE-CORE
ontology in its more recent version (Borgo and Ma-
solo, 2009; Masolo, 2010), adding modules to de-
scribe sub-domains like actions or documents. To let
OntoTATIN-PIC answer the requirements, two ver-
sions of it have been designed using the OntoSpec
method (Kassel, 2005): (i) an informal specification
using the formalism of the OntoSpec method, used as
a semantic reference for the project team; and (ii) an
implementation using the MOSS formalism (MOSS,
2000), used by the software agents of the platform.
The purpose of this paper is to present and discuss
the content of the ontology and its purposes. Sec-
tion 2 summarizes the ontological framework; Sec-
tion 3 describes some resources used for defining
OntoTATIN-PIC, focusing on virtual objects appear-
ing on the graphics surface and on the actions needed
to manipulate them; Section 4 presents how the on-
tology is exploited; the conclusion presents ongoing
work meant to complement the ontology and improve
supporting features.
2 ONTOLOGICAL FRAMEWORK
We selected DOLCE-CORE (Borgo and Masolo,
2009; Masolo, 2010), to structure OntoTATIN-PIC.
This section summarizes the structuring principles of
DOLCE-CORE and presents two extensions required
to define OntoTATIN-PIC: (i) an extension to the do-
main of actions; and (ii) an extension to the domain
of entities bearing information.
2.1 Main Categories
DOLCE-CORE distinguishes four main categories of
concrete entities having spatio-temporal extensions
(Fig. 2).
Objects and Events are distinguished according to
the way they are located in space and time: Objects,
in particular physical objects like a person or a smart-
phone, are mainly linked to space, whilst Events are
mainly linked to time. Objects obtain a temporal posi-
tion through Events to which they participate. In par-
ticular Objects participate in their life, an Event with a
temporal extension. Conversely, Events obtain a spa-
tial location through Objects that generate them, e.g.
the physical space your body occupies corresponds to
the spatial extension of your reading of this article.
Qualities are dimensions or aspects according to
which agents perceive, classify and compare Objects
and Events. Individual Objects and Events possess
their own individual Qualities. Such individual Quali-
ties represent dimensions shared by classes of entities.
One should note (Fig. 2) that Object Qualities are dis-
tinct from Event Qualities: physical Objects have a
mass, have a shape, a texture, etc., whilst Events have
a duration, may be fast or slow, may overlap in time or
on the contrary happen before or after other Events.
Finally, Individual Qualities have a temporary lo-
cation in a space specific to their Quality kind (e.g.
”being a 2 meter length”, ”being a 36 second dura-
tion”).
Entities that we have just mentioned are linked
together through relationships. We mention here
two main relationships: Objects (resp. Events) have
for parts (hasForPart) other Objects (resp. Events);
Objects temporarily participate in (participatesIn)
Events.
Let us mention an important difference (in partic-
ular for OntoTATIN-PIC) among Objects. DOLCE
makes the distinction between Physical Objects hav-
ing a physical reality and Non-physical Objects hav-
ing a cognitive or social reality (Masolo et al.,
2004). Non-physical Objects exist because agents de-
sign them and communicate on them. Among Non-
physical Objects, Mental Objects depend on an agent,
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e.g. a mnemo-technical process belonging to a per-
son, whilst Social Objects depend on several agents,
e.g. a commercial company, rules of a game. Non-
physical Objects do have a spatial position, but only
indirectly, contrary to that of Physical Objects. As we
will see in Section 2.3, such a distinction is crucial to
account for the nature of objects being handled on the
tabletop. But in the mean time we extend DOLCE-
CORE with a set of minimal concepts to be able to
conceptualize actions.
2.2 Actions
A central concept is that of Action. Following tra-
ditional approaches from the philosophy of action
(Searle, 1983) we define an Action as an intentional
process controlled by an entity capable of intentions
(i.e. processes referring to the world in which the ac-
tion happens). Such Actions (Fig. 2) contrast with
Happenings that have no intentional cause. In the
philosophy of action, one usually distinguishes sev-
eral categories of intentions, which leads to distin-
guish several categories of actions according to the
nature of the control(Pacherie, 2008). One can thus
distinguish premeditated actions (initiated and con-
trolled by a prior intention), from automatic or routine
actions (controlled by an intention-in-action). Such
a dimension corresponds to the first axis we select
to classify Actions, distinguishing between Deliberate
Actions and Non-deliberate Actions. We use a second
semantic axis, corresponding to the individual or col-
lective nature of the agent doing the Action. Thus, we
distinguish between Individual Actions and Collective
Actions, the latter having a collective agent, meaning
a set of agents having emerging properties like that of
being capable of action (Lawson, 2012). Within the
TATIN-PIC project, a design team is a Collective un-
dertaking a design project that is an example of Col-
lective Action.
Specific relationships allow to describe Actions.
In particular, an Action can be performed by the fact
of carrying another Action (isGeneratedBy)
1
; More-
over, to reflect the different ways in which entities
participate in Actions (e.g. an entity plays the role of
agent, another the role of instrument), we introduce
as many relations (called in the literature “casual re-
lations” or “thematic roles”) specializing the relation-
ship of participation (participatesIn) between Objects
and Events: hasForAgent, hasForInstrument, hasFor-
Result.
1
This generation can be causal in nature (e.g. I turn on
a lamp by pressing on the switch) or based on a social con-
vention (e.g. I indicate that I turn right by the fact to lift my
right arm).
Figure 2: Main generic categories of entities. A vertical link
indicates subsumption; an horizontal link indicates incom-
patible subsumed children.
2.3 Entities Bearing Information
A final extension we introduced concerns the con-
ceptualization of textual or graphical inscriptions that
bear some meaning for agents. Such inscriptions are
related to the objects being handled on the multi-
touch table, e.g. a drawing representing a Post-it note,
a graphical representation of a project step. To de-
fine OntoTATIN-PIC we reuse the I&DA ontologi-
cal module (Fortier and Kassel, 2004) that contains
a set of generic concepts concerning semiotics. Here,
we informally summarize the main concepts of I&DA
(Fig. 3).
Figure 3: Main concepts of I&DA.
A Conceptualization is a conceptual content.
I&DA distinguishes between two categories of Con-
ceptualizations, namely Concepts and Descriptions.
A Description loosely speaking, uses Concepts to re-
late to (refersTo) objects of the world. Among De-
scriptions, we distinguish between Propositions, cor-
responding to factual descriptions to which we can
assign a truth value, and Instructional Descriptions,
corresponding to imperative descriptions like ”do this,
then do that.
An Expression is an expression which represents
the code of a Conceptualization in a communication
language, like the linguistic expression ”The room
temperature is high” expressing a Proposition. The
coding language may be text, graphics, or gestures. It
can be low-level not understandable by a human, but
rather interpretable by a machine.
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An Inscription is the material embodiment, by
means of stuff, of the shape of an entity. Creating an
Inscription can be done from an entity directly, like a
trace of steps or fingerprints, or indirectly by embody-
ing an Expression referring to an entity, like a printed
image or text, or a Braille cell.
A Physical support is a physical object supporting
Inscriptions, that are temporarily stable in time. Some
Physical Supports play incidentally this role, like a
table being tagged, some dust in which something is
written. Other Physical Supports, known as Informa-
tion Media, are intentionally built to fill this support
function and are thus technical artefacts, like a piece
of paper, a board, a memory space inside a computer.
3 OntoTATIN-PIC
Building OntoTATIN-PIC consisted first in defining
the various phases of the design process, namely,
Brainstorming, Causal Analysis or Functional Anal-
ysis. In order to describe them semantically, we first
examined the various objects that were generated and
handled on the platform. The section focuses on the
definition and characterization of the different ob-
jects, especially in the combination table/interactive
board, and on the possible actions on such objects.
3.1 Manipulated Entities
TATIN-PIC device, composed of several media of
type Information Medium (an interactive tabletop and
an interactive board display which are coupled with
tablets and smartphones), allows participants to ma-
nipulate, through tactile interaction and / or voice,
light projections and act on entities that these lights
represent. Each participant thus has a tactile menu
and a tactile keyboard. Post-its notes are created and
grouped. Several diagrams can be constructed and ar-
ranged.
Light projections are Inscriptions, in the sense of
I&DA, more precisely Inscriptions of expression: they
materialize Expressions. From the point of view of
actions that the participants can complete, two main
categories of Inscriptions are to be distinguished: first,
Inscriptions that pictorially represent physical objects
(e.g. a Post-it note) and permit on these Inscriptions
actions similar to those carried out on the physical ob-
jects; secondly, Inscriptions representing non physical
objects such as texts, groups of Post-its notes, tasks,
risks, etc. In this section, we present these two cate-
gories of Inscriptions.
3.1.1 Virtual Objects
Among all inscriptions we identified in OntoTATIN-
PIC, we defined the concept of Virtual Object (Fig. 4).
This Inscription can on one hand represent a physical
object of the real world as a Picture (an Expression),
and on the other hand accept actions that can be done
on such an object. Take an apple for example. Its
projection onto the TATIN-PIC table is the image of
an apple (thus an expression). If it is possible to act
on this inscription, like peeling the apple or slicing
the apple, as could be done on the real object, then
that inscription becomes a ”Virtual Apple” instance
of the category Virtual Object as we have defined it.
On the TATIN-PIC table a first inscription having
this feature is the touch keyboard given to each partic-
ipant. It is a faithful representation of a standard key-
board with all the keys and is immediately received as
such by the participants. By using it, one can do the
same actions as with a real keyboard: type a letter,
erase text, validate commands, etc. We therefore in-
troduce the Keyboard Picture expression to represent
the picture of a keyboard, and the Virtual Keyboard
expression of the Virtual Object category.
Another Virtual Object that we have characterized
is the virtual Post-it note. Indeed, Post-it notes are an
essential part of brainstorming phases. Participants
use a large number or such notes to represent their
ideas, to organize them, progressively grouping them
before switching to other design phases. Post-it notes
on the TATIN-PIC tabletop appear as yellow rectan-
gles, like with standard paper Post-it notes, and offer
some of their options (only those that are relevant to
the application - for example it is not possible to tear a
virtual Post-it note on TATIN-PIC) permitting a triv-
ial and similar usage. Each participant can thus create
a new Post-it note, write down a text, move the note,
or else discard it. Thus, as for the virtual keyboard,
we distinguish the expression representing a Post-it
note picture (Post-it Picture) from the inscription of
the expression on the tabletop that can be handled by
a participant, i.e. the Virtual Post-it.
Figure 4: Virtual objects and inscriptions.
We refine OntoTATIN-PIC, distinguishing several
types of Virtual Post-it. Thus, Blank Post-it represents
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an empty virtual Post-it note, i.e. a Post-it note bear-
ing no text. A Filled Post-it identifies a virtual Post-it
note with a text. A Filled Post-it is an inscription that
has for part (hasForPart) another inscription that is
textual (Text inscription). This distinction allows us to
differentiate between the action of creating a Post-it
note (leading to a Blank Post-it), from that of filling a
Post-it note, transforming a Blank Post-it into a Filled
Post-it.
Likewise, in order to perform some actions, a par-
ticipant must first identify a Post-it note on the table-
top, by selecting it, for example to discard it. This led
us to introduce the notion of Selected Post-it that is a
Virtual Post-it with the state ”selected”. In this case,
the color of the Post-it note on the table is modified
(the image changes). Conversely, an Unselected Post-
it represents any Virtual Post-it that is not selected.
As we mentioned previously, participants gather
Post-it notes together, making groups. These groups
are an opportunity to discuss in the next section, in-
scriptions of non physical objects called collections.
3.1.2 Collections
To conceptually represent the notion of group we
called upon the concept of Collection presented in
section 2. A Collection is a non physical object.
Participants do not manage a collection on the ta-
ble but its representation taking the shape of an im-
age on the tabletop. Thus, OntoTATIN-PIC, follow-
ing the I&AD principles, distinguishes the image of
the collection - an Expression called Collection Pic-
ture - a graphical representation of a Collection, from
the lighted inscription of that Expression, as projected
onto the tabletop and called Collection Inscription. A
Collection Inscription has for part (hasForPart) other
inscriptions: Virtual post-it or Collection Inscription.
Two types of expressions represent different ”views”
of the same collection: Expanded Collection Picture is
an image which allows viewing the entire content of
a collection, meaning all its elements and links. Con-
tracted Collection Picture is a compact view of that
collection that does not show its internal structure but
allows applying some actions to it.
As a non-physical object, a Collection exists only
when it is discussed. In other words, a collection
of Post-it notes (or of other collections) exists only
when the participants’ brainstorming evoke and rec-
ognize its existence. It could be the case without
the Collection being represented (by a Collection In-
scription). In this regard removing from the table a
collection inscription does not necessarily lead to the
removal of the collection (as a non physical object)
that it refers to. Finally, any action on an inscription,
has no de-facto effect on the collection itself. These
aspects will be developed in section 3.2 about possi-
ble actions on collections. The next section concludes
our presentation of objects evoking the contributions
of the triptych Inscription-Expression-referenced en-
tity in the project.
3.1.3 About Triptych
Inscription-Expression-Referenced Entity
As we have seen previously, OntoTATIN-PIC is based
on a triptych Inscription Expression and referenced
entity. This ontological framework can account for
different situations:
A same Inscription materializes different Expres-
sions. This case occurs when, for example, a vir-
tual Post-it note color changes, which is equiva-
lent to materialize a different picture. This case
corresponds to a change of state of the Virtual
post-it, which retains its identity. A similar case
arises if participants have the possibility to cus-
tomize the appearance of the keyboard (Keyboard
picture change).
A same entity is duplicated on one (or more) In-
formation medium. This case occurs, for exam-
ple, when a Virtual post-it or a Collection is copied
to another Information medium. Duplication is to
create a new Inscription with the same properties,
except the location. Subsequently, the conceptual-
ization can accompany different strategies: should
the changes on an Inscription (e.g. change of the
referenced entity, modifying only the Expression)
be reflected on to the Inscription of origin or not?
A same couple (Inscription, Expression) changes
its referent. This case occurs, for example, when
a Virtual post-it comes to represent a task, a risk
in the project, or any other entity. This is a con-
venience that designers of the platform use, for
example, to represent a chronogram. Conceptu-
ally, this change is reflected in the reference link
(relationship RefersTo).
A same entity is visualized using various Pictures.
This is particularly the case of a Collection assum-
ing an extended view (revealing images of its el-
ements) and a contracted view (corresponding to
the only presentation of its label).
To maintain such a model and act selectively on its
different components, e.g. to change the visual repre-
sentation of a Collection without changing its content,
participants can perform various actions. In the next
section, we present the conceptualization of these ac-
tions.
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3.2 Actions
Following the modeling of actions that we introduced
in Section 2, collective actions must be distinguished
from individual actions. Collective actions essentially
correspond to the different phases of the preliminary
design process, performed in a collaborative manner.
We focus here on the individual actions carried out by
the participants on the objects described in the pre-
vious section and place emphasis on two aspects of
our modeling of actions: i) precision in the identifica-
tion of the objects on which actions bear and ii) usage
of different conceptual relationships to finely describe
actions.
On the first point, it should be noted that actions
can bear both on Inscriptions (e.g., Moving a post-it,
Moving a collection), Expressions (e.g., Ro-sizing a
post-it, Expanding a collection) or other non-physical
objects (e.g., Adding a member to a collection). Thus,
for example, when a Collection is concerned, three
types of action are distinguished: those on the Col-
lection itself (aiming at changing its elements), those
dealing with its graphical representation (an extended
view integrating the presentation of its elements and
a contracted view are available) and those bearing on
its materialization on the table (the inscription can be
changed of place). Of course, actions on objects have
repercussions on other objects. For example, the addi-
tion of a Collection creates de facto a new Inscription.
These effects must be described because they partici-
pate in the semantics of the actions.
Concerning the second point, namely the level of
detail of the modeling of actions, we illustrate it on the
identified actions involving Virtual post-its (see Figure
5).
Each class of actions is firstly described by means
of casual relationships. Thus, Selecting a post-it is an
action that: hasForAgent a Participant; hasForData an
Unselected virtual post-it and hasForResult a Selected
virtual post-it (which is actually the same instance of
Virtual post-it, whose background color has been al-
tered as a side effect of the action, in the sense that this
is not an outcome intentionally targeted by the agent).
The instrument used to perform the action may also be
specified. Thus, Creating a filled post-it by voice is a
kind of action performed by means of an earphone in
which the participant gives the corresponding order.
In addition, several relationships between actions
are exploited:
The relationship of specialization. For example,
Filling a post-it is a special case (specialization) of
Editing a post-it: its data is a Blank post-it, which
is filled with an editor. By contrast, Modifying
a post-it amounts to modifying the contents of a
Filled post-it.
The relation of composition. For example, Cre-
ating a filled post-it is composed of two actions
in sequence: Creating a blank post-it and Filling
a post-it.
The relationship isGeneratedBy. It allows to ex-
press that an action is consequence of another
(in particular that gestures or speech acts gener-
ate previously described actions). Thus, Adding a
member to a collection is a kind of action which
isGeneratedBy an action of the type Bringing to-
gether two inscriptions. Indeed, in order to add an
item to a Collection, one has to bring together on
the table the item and the Inscription of the Collec-
tion.
Figure 5: Individual actions concerning the manipulation of
Virtual post-it in the project TATIN-PIC.
Up to now, OntoTATIN-PIC does not contain the de-
scription of the gestures of the participants. For ex-
ample, Moving a post-it is performed by a gesture of
the hand which consists in pointing the finger towards
the Virtual post-it and moving it to its final position. In
the future, we plan to complete OntoTATIN-PIC with
a conceptualization of these gestures in order to be
more accurate and complete in our reference seman-
tics.
4 ROLE OF OntoTATIN-PIC
We present in this section the different roles played
by OntoTATIN-PIC.
4.1 Reference Semantics
The first role of OntoTATIN-PIC was to serve as a
common representation of the project for all members
of the team. The act of collaboratively building an on-
tology of the project gave the team the opportunity to
identify and define critical aspects of the system that
would have otherwise been left implicit and ambigu-
ous (e.g. the notions of project, phase and session).
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This act of building a common vocabulary is espe-
cially important for multi-disciplinary teams.
The ontology of possible user actions in the
TATIN-PIC system was also helpful to the design-
ers of the user interface of the system. Explicitly
specifying the requirements and outcomes of each ac-
tion allows the designers to perform a cognitive walk-
through of the entire system. For example, when a
user copies a Post-it note from one surface to another,
user interface designers much explicitly examine the
outcomes of such an action to decide whether future
modifications of this Post-it note should be propa-
gated throughout the system and also appear in its
copies. For another example, when an inscription of
a collection of Post-its notes is delete, the user inter-
face designers must determine what happens to the
collection, i.e. whether it is recorded somewhere as an
undoable action or if it simply ceases to exist. Such
questions often provoke helpful discussions on user
experience and intention.
4.2 Semantics fo Human-Machine
Dialog
In the TATIN-PIC system, users wear headsets and
can trigger specific actions through vocal commands
given to virtual personal assistants who can under-
stand natural language. These virtual personal assis-
tants are coded in OMAS (Barth
`
es, 2011). In this en-
vironment, each assistant can have its own ontology
for a semantic representation of the tasks and domain
in which it is operating. Such local ontologies are
derived from the general ontology of the TATIN-PIC
project and is implemented using a representation lan-
guage called MOSS.
MOSS is a complex frame-based representation
language, allowing us to describe concepts, individ-
uals, properties, classless objects, default values, vir-
tual concepts or properties. MOSS is centered on the
concept of property and adopts a descriptive (typical-
ity) rather than prescriptive approach, meaning that
defaults are privileged. MOSS has a query mecha-
nism, allows multilinguism, and has other features de-
tailed in its documentation (MOSS, 2000). Reasoning
is done via the query system. An example of imple-
mentation can be found in (Bettahar et al., 2009).
When a participant uses vocal commands, those
are analyzed with respect to the content of the ontol-
ogy and the description of the tasks to achieve, them-
selves described by concepts of the ontology. When
a task is selected, a dialog allows adding the neces-
sary information to perform the task, or if the task is
dangerous (e.g. deleting a collection) to ask for a con-
firmation before the action is completed.
4.3 Semantics for Exchanges among
Agents
OntoTATIN-PIC also helps defining the protocol by
which the different software components of the plat-
form exchange information. Though the details of the
software architecture are outside the scope of this ar-
ticle, the components of this system (i.e. interactive
tabletop, whiteboard, headset) each have numerous
software processes responsible for sending and re-
ceiving information when a user performs an action.
The TATIN-PIC system is composed of two multi-
agent platforms having different agent communica-
tion languages (ACL). Transfer agents (gateways) re-
structure the messages from and to the other platform.
The exchange format follows the JSON grammar and
syntax and use performatives derived from FIPA, e.g.
inform, request, answer, cancel, or failure. The mes-
sage content is also a JSON object, the properties of
which correspond to concepts of the OntoTATIN-PIC
ontology and are parameters of the action to perform
by the agent receiving the message. The following
message is a request for creating a collection of Post-
it notes.
{"action" : "create",
"args" :
{"category" :
"collection",
"content" : "Structure",
"ref" : ["p3-2-1", "p3-2-2"]}}
Here, parameters depend on the nature of the ac-
tion requested. The content argument is the text to be
inserted in the Collection label and the ref argument
is the Post-it note list to be added to the collection
created.
5 CONCLUSIONS
In this paper we have presented the OntoTATIN-PIC
ontology used as a resource for the design of a collab-
orative platform involving a multi-touch and multi-
modal interactive work environment. This ontology
plays a fundamental role as a reference semantics for
the project team itself, but also for the human machine
dialog and the exchanges between middleware agents
of the platform.
OntoTATIN-PIC proposes a conceptualization of
collective and individual actions achieved by the par-
ticipants during collaborative activities and a concep-
tualization of objects created or produced during these
activities and objects that the platform allows users to
manipulate.
KEOD2013-InternationalConferenceonKnowledgeEngineeringandOntologyDevelopment
162
OntoTATIN-PIC is an extension of the founding
DOLCE-CORE ontology. This approach gives to the
necessary rigor for defining the true nature of the dif-
ferent objects involved in actions. In particular, we
distinguish the actions having effects only on inscrip-
tions and the actions which can also have effects on
the expressions of these inscriptions or on the entities
they reference.
Today we have an informal specification of our
ontology in the language of the OntoSpec methodol-
ogy and a partial implementation in the MOSS lan-
guage. Two research opportunities emerge: on a con-
ceptual level, it seems interesting to identify between
DOLCE and the applicative concepts of OntoTATIN-
PIC, an intermediate (and reusable) layer correspond-
ing to an ontology of virtual reality; on an operational
level, the issue of creating a detailed model of per-
formed actions (by populating the identified classes
with instances) is raised: it would help provide soft-
ware agents with a better understanding of the work
done.
ACKNOWLEDGEMENTS
The TATIN-PIC project is supported and funded by
the region of Picardy in France and the European
Union. Europe is engaged in the region Picardy
through FEDER
2
.
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