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
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