Using artificial intelligence for supporting museum organization

Similar documents
The Minerva Multiagent System for Supporting Creativity in Museums Organization

AN INTELLIGENT TUTORING SYSTEM FOR LEARNING DESIGN PATTERNS

Managing Variability in Software Architectures 1 Felix Bachmann*

Distributed Database for Environmental Data Integration

Total Credits for Diploma of Interior Design and Decoration 63

Appendix B Data Quality Dimensions

A Framework of Context-Sensitive Visualization for User-Centered Interactive Systems

Designing an Adaptive Virtual Guide for Web Applications

A Simulation Analysis of Formations for Flying Multirobot Systems

ISSUES IN RULE BASED KNOWLEDGE DISCOVERING PROCESS

Meeting Scheduling with Multi Agent Systems: Design and Implementation

Reflection Report International Semester

Towards Rule-based System for the Assembly of 3D Bricks

IAI : Expert Systems

One for All and All in One

Information Broker Agents in Intelligent Websites

The Virtual Museum of Computer Science in Italy

On evaluating performance of exploration strategies for an autonomous mobile robot

Solar energy e-learning laboratory - Remote experimentation over the Internet

Multi-agent System for Web Advertising

Content Author's Reference and Cookbook

Module 9. User Interface Design. Version 2 CSE IIT, Kharagpur

Agent-Based Software and Practical Case of Agent-Based Software Development

General syllabus for third-cycle courses and study programmes in

IMPROVING RESOURCE LEVELING IN AGILE SOFTWARE DEVELOPMENT PROJECTS THROUGH AGENT-BASED APPROACH

Artificial Intelligence and Politecnico di Milano. Presented by Matteo Matteucci

Extend Table Lens for High-Dimensional Data Visualization and Classification Mining

Efficient Agent Based Testing Framework for Web Applications

Degree in Art and Design

Application of Information Visualization to the Analysis of Software Release History

Self-Management and the Many Facets of Non-Self

Program Visualization for Programming Education Case of Jeliot 3

A Review of Intelligent Agents

Johannes Sametinger. C. Doppler Laboratory for Software Engineering Johannes Kepler University of Linz A-4040 Linz, Austria

A Conceptual Approach to Data Visualization for User Interface Design of Smart Grid Operation Tools

LASER SCANNER APPLICATION ON COMPLEX SHAPES OF ARCHITECTURE. PROFILES EXTRACTION PROCESSING AND 3D MODELLING.

Cooperative Intelligent Agents

Standard 1: Learn and develop skills and meet technical demands unique to dance, music, theatre/drama and visual arts.

Data Quality Mining: Employing Classifiers for Assuring consistent Datasets

Engineering of a Clinical Decision Support Framework for the Point of Care Use

12 A framework for knowledge management

Ontological Representations of Software Patterns

A Multi-agent System for Knowledge Management based on the Implicit Culture Framework

Enterprise Integration: operational models of business processes and workflow systems *

Use Your Master s Thesis Supervisor

DIFFICULTIES AND SOME PROBLEMS IN TRANSLATING LEGAL DOCUMENTS

Integrating User Data and Collaborative Filtering in a Web Recommendation System

Using Software Agents to Simulate How Investors Greed and Fear Emotions Explain the Behavior of a Financial Market

Organizational Learning and Knowledge Spillover in Innovation Networks: Agent-Based Approach (Extending SKIN Framework)

Corporate Governance in D/S NORDEN

Development of a personal agenda and a distributed meeting scheduler based on JADE agents

Multi-Lingual Display of Business Documents

USING BACKTRACKING TO SOLVE THE SCRAMBLE SQUARES PUZZLE

Introducing diversity among the models of multi-label classification ensemble

CHAPTER 1. Introduction to CAD/CAM/CAE Systems

Virtualization of Virtual Measurement Machines as component of Distributed Artificial Intelligence System

CSE841 Artificial Intelligence

A framework for Itinerary Personalization in Cultural Tourism of Smart Cities

Design and Rules Development of Online Children Skin Diseases Diagnosis System

DEVELOPMENT OF A VULNERABILITY ASSESSMENT CODE FOR A PHYSICAL PROTECTION SYSTEM: SYSTEMATIC ANALYSIS OF PHYSICAL PROTECTION EFFECTIVENESS (SAPE)

Basics of Dimensional Modeling

Journal of Global Research in Computer Science RESEARCH SUPPORT SYSTEMS AS AN EFFECTIVE WEB BASED INFORMATION SYSTEM

An eclipse-based Feature Models toolchain

Unit Information Form (UIF)

Social Informatics Today and Tomorrow: Status, Problems and Prospects of Development of Complex Lines in the Field of Science and Education

A Multi-Agent Approach to a Distributed Schedule Management System

Remote Usability Evaluation of Mobile Web Applications

ONTODESIGN; A DOMAIN ONTOLOGY FOR BUILDING AND EXPLOITING PROJECT MEMORIES IN PRODUCT DESIGN PROJECTS

Research Investments in Large Indian Software Companies

How To Evaluate Web Applications

Automatic Timeline Construction For Computer Forensics Purposes

ONTOLOGY-BASED APPROACH TO DEVELOPMENT OF ADJUSTABLE KNOWLEDGE INTERNET PORTAL FOR SUPPORT OF RESEARCH ACTIVITIY

Fairfield Public Schools

Proposal for a Virtual 3D World Map

Lesson 4: Surface Area

A Slot Representation of the Resource-Centric Models for Scheduling Problems

A Conceptual and Computational Model for Knowledge-based Agents in ANDROID

A MOBILE SERVICE ORIENTED MULTIPLE OBJECT TRACKING AUGMENTED REALITY ARCHITECTURE FOR EDUCATION AND LEARNING EXPERIENCES

Improving the Performance of a Computer-Controlled Player in a Maze Chase Game using Evolutionary Programming on a Finite-State Machine

Component visualization methods for large legacy software in C/C++

Writing learning objectives

Interactive Information Visualization of Trend Information

EXPLOITING FOLKSONOMIES AND ONTOLOGIES IN AN E-BUSINESS APPLICATION

An Ontology Based Method to Solve Query Identifier Heterogeneity in Post- Genomic Clinical Trials

Rotorcraft Health Management System (RHMS)

TOWARDS A COMPETENCE BASED CURRICULUM FOR STM TEACHERS: A COGNITIVE MODE

KNOWLEDGE-BASED IN MEDICAL DECISION SUPPORT SYSTEM BASED ON SUBJECTIVE INTELLIGENCE

COMPARISON OF DESIGN APPROACHES BETWEEN ENGINEERS AND INDUSTRIAL DESIGNERS

KEY CONCEPTS AND IDEAS

Big Ideas in Mathematics

1&1 SEO Tool Expert Call

CATIA V5 Surface Design

Going Interactive: Combining Ad-Hoc and Regression Testing

Healthcare Measurement Analysis Using Data mining Techniques

Expert System and Knowledge Management for Software Developer in Software Companies

Three types of messages: A, B, C. Assume A is the oldest type, and C is the most recent type.

Overview Basic Design Studio A (MCD1330) Visual Arts Studio A (MCD1340) Drawing A (MCD1270)... 4

Description of the program

Integrating Multi-Modal Messages across Heterogeneous Networks.

Transcription:

Using artificial intelligence for supporting museum organization F. Amigoni 1, V. Schiaffonati 2 1 Artificial Intelligence and Robotics Laboratory - DEI - Politecnico di Milano - amigoni@elet.polimi.it 2 Artificial Intelligence and Robotics Laboratory - DEI - Politecnico di Milano - schiaffo@elet.polimi.it Abstract The application of artificial intelligence tools to cultural heritage is acquiring an increasing importance, promoting new technological solutions for museums and art exhibitions. We present a system, called Minerva, able to automatically organize virtual museums, given the set of works of art and the environments in which they must be displayed. We discuss an experimental implementation of Minerva that arranges a part of the archeological finds belonging to the collection of the Archeological Museum of Milan. 1. Introduction The study of computational tools for enhancing the fruition of cultural contents is a topic of increasing importance in current research [3]. In particular, the application of artificial intelligence (AI) tools to cultural heritage is acquiring a central role, promoting new technological solutions for museums and art exhibitions. We present a software system, called Minerva, able to automatically organize virtual museums, given the set of works of art and the environments in which they must be displayed. By organization we mean two distinct processes: the preparation, which is the arrangement of works of art in conceptually relevant ordered groups, and the allocation, which is the placement of these groups within a given geometrical space trying to preserve their arrangement. We present an experimental implementation of Minerva that settles some archeological finds belonging to the collection of the Archeological Museum of Milan. Minerva is an example of how traditional and recent AI techniques can be successfully applied not only to the fruition of works of art, but also to their organization and management. From a technical point of view, Minerva blends together the classical inferential techniques of AI [6] and the recent paradigm and technology of multiagent systems that is very influential in current AI research [8]. It is thus composed of agents that are programs designed to be modular and independent in their activation and operation. In designing Minerva we have emphasized the possibility to interact with the user: the final organized museum is the expression of the inferential processes performed by the system supported by a dialogic interaction with the user. This paper is organized as follow. The next section describes a typical scenario of employment of Minerva as supporting a museum organizer during the organization of an archeological museum. Section 3 presents an overview of the technical implementations of the system. Section 4 concludes the paper. 2. A scenario of use The main purpose of Minerva is the automatic organization of museums, given the works of art and the environments in which they must be displayed. The task of organizing a museum is usually thought as a typical human-exclusive activity based on aesthetic and personal judgments. The final result is a global coherent setting that allows an effective visit of the museum. However, the organization follows explicit criteria and some of them can be considered for an automatic organization. Among the latter ones, there exist physical criteria: for instance, some works of art cannot be inserted in some rooms, some rooms can be scarcely lighted, too hot, or too cold to host works of art. In addition, also artistic criteria can be taken into account: they can play a central role in

the final result, since they concern, for example, how to give emphasis to particularly important works of art or how to build connections among different works of art. It is worth noting that the purpose of Minerva is not to substitute humans in organizing museums; rather it aims at supporting them in their work by enhancing their creativity, while providing a sophisticated computational tool for automatizing some tasks related to the museum organization. The museum produced at the end of the organization process is the result of both the intelligent abilities of the system and the decisions of the human user. Indeed, the user interacts with the program and intervenes when the system is not able to manage some part of the process. In order to describe the functioning of the system, let us consider an implementation of Minerva that organizes an archeological museum. The works of art the system manages are a subset of those belonging to the collection of the Archeological Museum of Milan. The user (typically, a museum organizer) can select a set of works of art and an environment in which to display them. Moreover, he or she can tune the various criteria driving the processes of preparation and allocation of the selected works of art in the selected environment (Figure 1). Fig. 1 The criteria of the preparation process for an archeological museum. The criteria of the preparation process determine the groups of works of art and the order in which are shown. For an archeological collection the chronological criterion is, of course, the most important one. Besides that, other five criteria can be selected: they have been chosen on the basis of what a small group of archeological experts told us to be relevant in organizing archeological museums. They are: the place of origin of the works of art, their material, their culture, their function, and the kind of objects (such as statues, steles, and busts). According to these criteria, the works of art are classified in homogeneous ordered groups (Figure 2). During the preparation process, the user has the possibility to change both the groups (e.g., by splitting a group) and their order.

Fig. 2 The ordered groups of works of art. The parameters of the allocation process control all the aspects of the placement of the works of art in the environment, including the maximum and minimum occupation of rooms and shrines and the order (clockwise or anticlockwise) in which the works of art are placed in the rooms. When the preparation and the allocation activities have been performed, the user can visit the automatically organized museum in a VRML virtual reality setting, as shown in Figure 3. Fig. 3 The VRML virtual visit of an automatically organized archeological museum. Each work of art is virtually reproduced according to its three-dimensional model obtained from the real object or from its representations (e.g., pictures). In the virtual museum, the user can follow a list of viewpoints and access the detailed information (including a better VRML model and a number of textual descriptions at various levels of detail) associated to the works of art by clicking on the works of art themselves.

3. Overview of technical implementation Minerva is implemented as a multiagent system composed of autonomous computational entities, called agents: some of them exploit the inferential techniques of AI in order to carry out the organization and management of the works of art. The museum organizations are the result of the cooperation activity of the agents of Minerva. A preliminary description of the archeological version of the system can be found in [1], while a more detailed technical description of Minerva can be found in [2]. The central concept of our system is that of agent. The agents are intelligent and autonomous programs providing specific abilities and are coded in JAVA. More precisely, we employ the JADE framework [5] as middleware and the JESS framework [4] to perform inferential activities. In the following the main agents of Minerva are described. The user interface agent generates the pages displayed to the user via a HTML browser and manages the interaction with him or her according to what discussed in the previous section. In particular, the user interface agent translates the geometrical description of the allocation of a collection in an environment, which is initially produced in the Minerva internal format, to the format displayed to the user (VRML [7]). The user interface component reads (from the works of art database) the threedimensional models of the works of art and inserts them in the three-dimensional model of the environment (read from the environments database) according to the geometrical result of the allocation process. Then, the VRML model is displayed to the user who can navigate inside it. Let us now turn to the agents that constitute the kernel of Minerva. Given a collection of works of art and an environment (selected by the user), two agents operate to find, respectively, a preparation and an allocation. The first agent, called preparator agent, automatically determines, on the basis of the criteria selected by the user, the conceptual arrangement in which the works of art of the collection will be displayed. Firstly, it classifies the works of art in groups and, then, it orders these groups. More precisely, the preparator agent uses the JESS engine to apply inferential techniques for classifying the works of art of the selected collection into groups, each one composed of homogeneous objects. In doing this, the preparator agent exploits the expertise inserted in its knowledge base about criteria concerning the possible ways in which the pieces of a collection can be classified and grouped. This expertise has been acquired from human experts in archeological museum organizations. The criteria, expressed as rules in JESS, the preparator agent applies to create and order groups of homogeneous objects are those selected by the user (Section 2). At the end of the process the preparator agent stores the groups of works of art in a taxonomic tree. The ordered groups produced by the preparator agent and the environment selected by the user constitute the input for the allocator agent. The allocator agent automatically finds, within a given environment, the best geometrical allocation for the works of art of the groups in the taxonomic tree, preserving the ordering on groups imposed by the preparator agent. Also the allocator agent exploits the knowledge inserted in its knowledge base about criteria concerning where to place the works of art in a given environment. These criteria, expressed as rules in JESS, consider, among others, the minimum and maximum occupation of the space in a room, the minimum and maximum occupation of the perimeter of a room, and the distances governing the collocation of the shrines according to the location of the doors, windows, and other shrines. The groups of works of art are allocated in the rooms in decreasing order (as established by the preparator agent). In particular, the allocator agent tries to allocate each group in a different room. If it fails, the allocator agent asks the user if the group should be spread over more rooms or more groups should be allocated in the same room. 4. Conclusions In this paper we have illustrated, by discussing Minerva and its experimental validation for an archeological museum, how traditional and recent AI techniques can be successfully applied to cultural heritage and, in particular, to the innovative organization, management, and fruition of works

of art. Future work will be devoted to improve some technical aspects of Minerva: in particular, the communication and the negotiation aspects of agent interaction and the automatic retrieval of information concerning the works of art from the Web. Furthermore, we aim to apply the same kernel of Minerva to the organization of other museums and collections, where other criteria are employed during the organization process. This extension of the system has basically two purposes: to validate Minerva in different contexts and to assess the generality of its architecture. Acknowledgements We would like to thank Glauco Mantegari e Lucio Perego, for their advice concerning the organization criteria of archeological works of art, and Fabio Ghidotti, for the implementation of the system. References [1] Amigoni, F., Schiaffonati, V., Somalvico, M., Minerva: an artificial intelligent system for composition of museums in Proceedings of the International Cultural Heritage Informatics Meeting (ICHIM01), 2, pp. 389 398, 2001 [2] Amigoni, F., Schiaffonati, V., The Minerva Multiagent System for Supporting Creativity in Museums Organization, Proceedings of the IJCAI2003 (Eighteenth International Joint Conference on Artificial Intelligence) Workshop on Creative Systems: Approaches to Creativity in AI and Cognitive Science, pp. 65-74, 2003 [3] Edmonds, E., Candy, L., Explorations in Art and Technology, Springer-Verlag, 2002 [4] Friedman-Hill, E., Java Expert System Shell, Sandia National Laboratories, http://herzberg.ca.sandia.gov/jess/, 2005 [5] JADE, Java Agent Development Framework, TILAB, http://sharon.cselt.it/projects/jade/, 2005 [6] Russell, S., Norvig, P., Artificial Intelligence: A Modern Approach, Prentice Hall, 2002 [7] VRML, Virtual Reality Modeling Language, Web 3D Consortium, http://www.web3d.org/, 2005 [8] Weiss, G., Multiagent Systems: A Modern Approach to Distributed Artificial Intelligence, The MIT Press, 1999