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A Multi Agent System for 3D Media Spaces Assistance
Tatiana A. Tavares1, Samuel A. Oliveira
2, Anne Canuto
2, Luiz M. Gonçalves
2, Guido S. Filho
3
1 Universidade Salvador – UNIFACS/ NUPERC 2 Universidade Federal do Rio Grande do Norte
3 Universidade Federal da Paraíba [email protected], [email protected], [email protected], [email protected],
Abstract
Nowadays we have several cultural spaces accessible in the Internet. These synthetic worlds mix different medias (text, audio, image, video) and attractive user interface resources (as 3D ones). Not closed to presentation environments these applications offer to user other facilities: personalization, interactive views, additional information and communication tools. In this paper we describes a multi-agent architecture used to enhance 3D media spaces assistance. Our proposal is based on a 3D environment where users are represented by avatars. Each avatar has a personal agent that captures all the relevant user actions. We also have other types of agents, which are responsible for providing communication services. Also, we present a case study showing how these concepts were implemented in the ICSpace (Internet Cultural Space) environment
1. Introduction
Internet growing is changing the way people do
simple activities. Initially, the Internet have been seen
as a net of connected computers, today this
infrastructure enables several kinds of relationships,
providing us a net of connected people.
The information technologies have been
increasingly developed throughout the world, specially
the ways for representing information. Multimedia
resources, making the user interaction more dynamic
and attractive, increase Internet text-based pages. An
example is the use of multimedia resources for
representing museums and cultural centers. Museums
such as the Louvre and Van Gogh are examples of real
museums, which expanded their real walls into virtual
ones. An advantage of this kind of services is the
possibility to visit (through on-line collections)
exhibitions that are no longer active in a real museum
anymore ([1][2][3]).
Recent innovative initiatives are incorporating
Virtual Reality (VR) technologies to Internet pages.
Virtual reality approximates the system of end-users by
using “immersive” models [4]. The users are taken
inside the application. We have also multi-user support
what makes the interaction user-system and user-user
more attractive and natural. Other trend nowadays is
the use of hypermedia systems associated with
Augmented Reality (AR) applications. This category
of applications mixes virtual and real objects by a
unique computational interface [5].
ICSpace [6], an Internet Cultural Space, is a good
example of those trends in practices. This virtual space
has been proposed in order to go further of a
presentation-based environment by supporting the
interaction between users in a virtual organization
infrastructure. ICSpace added to a 3D-based interface
[7], multimedia resources [8], perception support [9],
communication tools [10], robotics and remote
manipulation ([11][12]) and now it has incorporated a
multi-agent system (the focus of this paper).
This paper describes the architecture for a multi-
agent system for assisting user interaction in 3D media
spaces in a cultural context. Our main goal is adding to
a synthetic world “intelligence” that can put people
together. This “intelligence” focuses interpersonal
communication that differs from conventional
communication tools because is based in other goals,
which consider conversational channels between
people, approximation and evaluation mechanisms. So
what, we incorporated Communication theories into
multi-agent systems developing an agent-based
architecture for 3D media spaces assistance.
This paper is structured as follows: In Section 2 we
resume the principal characteristics of some related
works. In Section 3 we describe the conceptual view
Proceedings of the Third Latin American Web Congress (LA-WEB’05) 0-7695-2471-0/05 $20.00 © 2005 IEEE
for the proposed MAS architecture by explaining each
agent category. Section 4 discusses further details of
MAS organization structure, including functional and
structural analysis as well as communication issues.
Section 5 presents the software architecture
specification. Section 6 discusses the study case –
ICSPace, considering the main aspects of this
experience. Finally, Section 7 summarizes the results
of the paper and discusses future research topics.
2. Related Works
In this section we briefly comment some relevant
aspects of applications related with the developed
work. We discuss examples in a multidisciplinary
scenario composed by museums and media spaces,
software agents and communication tools.
2.1. Museums as Media Spaces
It is possible to visit a great number of museums
and libraries through the Internet. Museums such as
the Louvre [1] in Paris, Van Gogh [2] in Amsterdam
and Museum of Contemporary Art of Chicago [3] are
some examples. The information contained in those
cultural centers is decentralized and popularized
through the net. One of the great advantages pointed
by the users of this kind of service is the possibility to
visit exhibitions, which are no longer active in the real
museum. Commonly, museums adopt a computational
solution based on HTML pages that links text and
images. For representing the museum atmosphere,
resources as colors, forms, three-dimensional objects
and real metaphors are used.
All the museums mentioned above have a common
characteristic: they are just informative applications,
that is, media presentation environments. In this case,
the interaction modes are quite restricted and the user
is limited to the a passive actor. At this point, Chicago
Contemporary Art Museum [8] is quite innovative
because, despite working with a defined collection, it
enables the user to organize the exhibition space.
When entering the virtual museum the user faces an
empty environment and then he/she may choose which
works will be exhibited and the location of each work.
This facility is called virtual trusteeship.Table 1
summarizes a comparative approach between the
studied virtual museums. We used the following
parameters: media handled presentation environment,
conceptual model and interactivity.
The first parameter defines which media is/are
being used in the representation of the works. The
presentation environment specifies what technologies
are used to the site implementation. The conceptual
model describes if there is a link with reality or not, a
real conceptual model defines sites of museums that
exist physically and a virtual conceptual model
specifies spaces that only exist in the computers. The
interactivity measures the available options the user
has to interact with the museum site. For example,
implementations using virtual reality favor the
interactivity, since they facilitate interaction forms, as
the navigation in depth and moving.
Louvre Pygoya Mseum*
Chicago Contemporary Art Museum
Media
Presentation Environment
HTML VRML VRML + HTML
Conceptual model
Real Virtual Real
Interactivity * http://www.lastplace.com/PygoyaMuseum/
Table 1: Virtual Museums Comparison.
ICSpace [6] our virtual museum study case was
implemented to better support these desired
characteristics. ICSpace leads with different media,
ICSPace database supports VRML objects, images,
text, video and audio. This flexibility turns ICSpace
able to represent several types of arts, as pictures,
photographs, movies, sculptures, and others. We have
also a video server assistance for maintaining video
rooms with broadcasting stream, so we can offer an
on-line schedule programming.
2.2. Multi-Agents Systems Examples
The agent-based approach is being incorporated to a
great variety of computer systems. Intelligent agents
are useful for different areas. We can use this concept
adopting an individual solution or a collective one. In
the last case we call a multi-agent system (MAS). In
other words, a MAS is a set of agents that divides
functions and responsibilities to compose an unique
solution for a problem.
Electronic commerce is a large application area of
distributed systems. Tsvetovatyy was one of the
pioneers of adopting agent-based approaches to solve
this kind of problem. MAGMA is an open architecture
for agents interested in buying or selling. MAGMA
also includes both manual and automated negotiation
mechanisms. The proposal of MAGNET (Multi Agent
Negotiation Test bed) uses many of the features of
MAGMA architecture to improve a variety of types of
transactions. MAGNET defines an ontology-based
approach for characterizing the market place and the
agents involved in the process. This proposal also uses
Proceedings of the Third Latin American Web Congress (LA-WEB’05) 0-7695-2471-0/05 $20.00 © 2005 IEEE
a protocol specification in order to formalize the types
of negotiation supported. The MAGNET system is
implemented in Java and CORBA. Both MAGMA and
MAGNET specify classes for agents and its properties
and communication rules (negotiation). Using
diagrams define the MAS architecture for presenting
the structure of the agents and the communication
protocols between them [14].
Alsinet [15] points out other interesting example of
applying MAS approach to real systems design. In this
case, MAS architecture is used for specify and monitor
medical protocols. A medical protocol specifies
sequences of actions that could be performed to
determinate a particular pathology. The main idea is to
model medical services in hospitals as specialized
domains agents. For describing the proposed MAS
architecture they first defined the fundamental services
that the system should provide. The next step was to
describe the agents’ categories and the communication
interface. The last one is characterized by a security
requirement. So they provide privacy, integrity and
authentication during the process of exchanging
information between agents.
This example of MAS application illustrates an
abstract domain based on SARTE (Sensible Agent
Run-time Environment) case. The sensible agents’
architecture describes the following modules:
autonomy reasoner, perspective modeler, action
planner, and conflict resolution advisor. The sensor
suite treats the incoming stimuli and the Actuator suite
activates the outgoing actions. Its architecture uses a
defined spectrum for decision-making stiles providing
a dynamic organizational restructuring. This capability
allows agents to form, dissolve and modify decision-
making interactions. Although this MAS example
shows a complex domain, we note reusable and
dynamic characteristics incorporated in the MAS
architecture, mainly in the decision-making module
[16].
2.3. Communication Tools
Today Internet can be seen as a net of connected
people. This trend is verified in applications as on-line
chats, e-mail, and videoconference. However,
employing the computer for communication is a new
approach. For approaching Human-Human Interaction
is necessary to understand some ideas from
Communication Theory that go further the
conventional view of communication process [17]. In
this work we discuss Communication Theory by
discussing three main points of view: (a) What is a
communication tool? (b) How people communicate?
(c) How people group for communicate?
For answer the first question we studied the
evolution of the communication process along the
years. The communication process initiated a long time
ago, when the man painted cavern walls for
transmitting messages to the others. The spoken
language facilitated the process and created different
languages around the world.
Accomplishing this evolution the man created
communication tools and mediums for transmitting the
messages as walls, books, telephone, radio, TV,
computers. Each tool provides a kind of
communication. TV is an example of massive
communication while the telephone is used for
interpersonal communication. The computer is the
current medium for global communication. We can
characterize the way people communicate through
computer-based medium in three main aspects:
perception, messages representation and messages
interchange strategy. Perception reflects the way users
are represented in the application.
The messages representation seems as the resources
used for transmitting the messages between the users
(the “medium”) as text, images, video or audio. Finally
the messages interchange strategy defines how users
change messages. Messages can be changed in an
individual way (between two users) or within groups
of users. Messages can be changed in a synchronous or
asynchronous mode, too. Analyzing some
communication tools it is possible to identify a great
number of textual based tools. Table 2 shows some
examples of applications analyzed. We can observe
that the majority of those tools aggregate millions of
users. This capacity shows to us that communications
tools are not closed to messages interchange, but also
have other special potentialities. Our work investigates
the potential of approximation mechanisms and
groups’ formation in communication tools.
In fact, having an efficient communication tool is
not enough for people communicate. We have to
understand how this process happens. The approach
we followed in order to reach this goal is based on
social communication protocols. Social
communication protocols specify the actions and
symbols that people uses for transmitting a message.
During the development of this work we studied
communication protocols in virtual environments
supported by computers and using three-dimensional
interfaces.
Proceedings of the Third Latin American Web Congress (LA-WEB’05) 0-7695-2471-0/05 $20.00 © 2005 IEEE
MSN Chat Circles LRVChat3D
Orkut
Perception Text, Images Images Text, 3D-
Object
Text, Images
Messages text
(audio/video)
Text Text text
Messages Interchange Strategy
Synchronous
Individual/Gro
up
Synchronous
Group
Synchronou
s
Group
Asynchronous
Individual/Grou
Table 2: Communication Tools Comparison.
We classify these protocols as follows.
Representation Protocols. The first requirement for
establishing a conversational dialog is that people have
to notice people. In real life this is very natural, but in
computer environments we have to provide
mechanisms that implement the concept of digital
identity. It is necessary to use lines, colors, images,
three-dimensional objects, avatars, forms and words
for representing people.
Activation Protocols. The protocols that are used
for initiating a conversation are classified as activation
protocols. In real environments people use actions like
to say “-Hi!” or just take a look, in order to activate a
conversation. In virtual ones, people reveal their
intention to star a communication using other signals,
usually controlled by mouse clicks and the keyboard.
In multimedia applications, it is possible to use also
voice devices like microphones and speakers. In virtual
reality is possible to use also approximation and touch
as signals.
Maintenance Protocols. The protocols are used to
stimulate the conversation. A smile or a handshake is
used to complement a dialog. An example of
maintenance protocol in virtual environments is the
emoticons, used for represent emotions. The
representation of movements is other way to enhance a
conversation.
The identification of communication protocols in
virtual environments help us to design the functions
that compose the presented communication tool. So,
we know what resources we can dispose and how
people use these resources for communication.
The last requirement is how people construct
conversational groups. This question is not easy to be
answered because it depends on trust, affinity, interest,
fluency, and other empirical features. Some
communication theories are used to explain how
people get involved into a conversational group. Ideas
as “Collective Intelligence” by Lévy [18] and
“Proxemic Theory” by Schutz [19] were studied. The
main goal of these ideas is to explain the way people
get grouped for a communication intention. In this
paper we describe how this knowledge was
incorporated into an agent-based system described in
Sections 4 and 5.
3. A MAS Architecture for 3D Media Spaces Assistance
In this paper, we consider a cultural space domain.
So, we use a MAS approach [21] for describing an
architecture used to support the users interaction in 3D
media spaces. The architecture is a hierarchical
structure composed of three layers that define three
categories of agents, which are: reactive (level 0),
intermediate (level 1) and services (level 2) as shown
in Figure 1(a). The main goal of the reactive layer is to
perceive user actions into the environment. In this
layer there are the personal agents (PA). Other
important PA function is the interaction with the users.
The intermediate layer is responsible for maintaining
the knowledge database (KD) using the Database
Agent (DA) to do this work. Finally, the service layer
is capable of processing information and provides
services to users. This layer is divided into
Cooperative and Proactive layers detailed in Figure
1(b).
The difference between these agents is the
dependency relationship between them. If an agent
depends on the result processed by other agent to
execute its actions we call it a cooperative agent,
otherwise we call proactive agent.
At least, the following service agents’ sub-
categories should be considered:
Profiling Agents. This agent is responsible for
elaborating the user profile. This task of defining a
profile can become very difficult and complex,
depending on the way it is implemented. We are using
two approaches: static and dynamic information. The
first one refers to cadastral information entered by the
user. Dynamic information refers users’ actions in the
environment;
Personalization Agents. This kind of agent gets the
user profile from the user-profiling agent and based on
this profile, it organizes the works disposed in the
environment. In this way, each user can have its own
view of the environment. In other words, it allows the
system to present the same information in different
ways to different users.
Recommender Agents. This agent carries out a role
similar to that of as the personalization agent, but it is a
bit simpler. The recommender agent provides services
based on the audience of the works and the rooms. It
processes simple tasks such as “Visit Room 2” or
“Visit Work 4” that are sent to all users.
Guiding Agent. Guiding agents represent the guides
of real life. The main function of this agent is guiding
Proceedings of the Third Latin American Web Congress (LA-WEB’05) 0-7695-2471-0/05 $20.00 © 2005 IEEE
the visitors in the environment rooms, telling useful
information and assisting them.
(a)
(b)
Figure 1: MAS Architecture for Cultural Spaces Assistance
Communication Agents. It encourages interpersonal
communication between users through the use of
communication tools. Furthermore, this agent aims to
approximate people inside a multi-user environment
using Communication theories and defining some
protocols used for enhance communication among
users. We define these protocols as social
communication protocols. They are used to improve
interpersonal communication. In the following sections
we describe the Communication Agent developed to
provide support to the protocol.
4. Communication Agent Organizational Issues
According to [21], the description of a MAS
organization involves functional and structural
analysis, and communication issues. We are including
other concepts (mainly from Software Architecture
approach) to design the agent organizational issues. In
this section we detail the conceptual analysis,
functional analysis, communication issues,
components and implementation views for
organization issues emphasizing the communication
agent.
“Putting people together”… it is our main goal. But
how to develop a system for do that? Our answer is
based on Lévy ideas about communication tools and
how to take advantage of the Internet native structure
for implement communicational mechanisms [15]. So,
we use an agent-based system for connect users and
stimulate the creation of conversational groups. When
a user is connected, the MAS is activated. While the
user actions are monitored, the system is processing for
forming groups and suggesting conversations. The last
step is to evaluate a formed group or suggest other
group.
In the functional analysis, the system should be seen
as a set of roles, where each role corresponds to an
activity performed by a class of agents. In order to
describe the functional analysis we use UML use cases
diagrams for each agent class. Figure 2 illustrates the
UML diagrams constructed for describing the agents’
functional analysis. Figure 2 illustrates the main
activities performed by the whole multi-agent system.
Figure 2: UML Activity Diagram for Communication Agent.
The main use case of the communication agent is to
“processing information”. This use case symbolizes the
agent intelligence and the capability of taking
decisions. For do that we are using some
Communication theories assumptions ([19][20]) and a
neural network server
Other important offered functionality is the
evaluation. Evaluating the process is a way for better
its. We have two levels of evaluations: the formative
and the cumulative ones. What differentiates these
evaluation levels is the feedback to users. In the
formative way the feedback is offered immediately
while in the cumulative evaluation not. The both
methods are processed while the user is interacting.
Proceedings of the Third Latin American Web Congress (LA-WEB’05) 0-7695-2471-0/05 $20.00 © 2005 IEEE
The formative evaluation is represented by the
“Evaluate Suggestion” use case. In this case we are
evaluating how the users are answering to the agent
suggestions. If the user always rejects them, the system
gives a break. In this case, the evaluation parameter is
the number of accepted and rejected suggestions.
The cumulative one is expressed by the “Evaluate
Conversational Group” use case. The feedback is
directed to people who are studying the conversational
groups formation and not necessary to people who is
using the communication service. The cumulative
evaluation tests the effectiveness of our
communication strategies. So what, we can test the
performance of different approximation strategies and
analyze them.
For performing the cumulative evaluation we are
adopting other evaluation parameters. These
parameters are recorded while the user is interacting as
a log register. Analyzing this log we can extract the
number of messages changed in a conversational group
and the group duration.
Buy the way, the messages number is not sufficient
to estimate the group effectiveness. Imagine a group of
four people that changed thirty-five messages in ten
minutes. Apparently it is an effective group. But, if just
one user says “Hi!” thirty-five times, it is not. So, we
decided to create a coefficient to measure the
effectiveness of each formed group. This coefficient is
specified by the difference between users-generated
messages. We take the more active user (major number
of messages) and subtract the minor generating a D
number. For a communicational group we suggest that
this D cannot be twice the media of changed messages
in that group. At this way we can evaluate the
effectiveness of each formed group and tests, which
strategies are working better.
4.1. Communications Issues The communication issues describe how the agents
exchange messages between them. The agents
implement a politics for maintaining its connections.
The dynamic of this politics is very simple, when a
new user logs in the system, a set of agents are created
to support him. At this way, in the client side, we have
a personal and a database agent for each user.
When the communication agent is activated it
establishes its connections with other service agents. It
occurs with the database agent where is recorded the
user information. The communication agent staying
processing while the user is interacting with the system
and the other users connected in the system. When it
takes a decision (a suggestion) it communicates to the
personal agent, so what the suggestion can be passed
to the end user.
The software architecture for the whole MAS
architecture was designed as a framework. So, we have
generic and reusable architectures for the personal and
the service agents. We present the adopted solution for
the communication agent.
The software architecture for the communication
agent implementation uses two main components:
<<decisionmodule>> and <<internalknowledgebase>>
and the interfaces for improve the communication with
the external entities as shown in Figure 3.
The main component is the <<decisionmodule>>,
which processes the suggestions. The
<<internalknowledgebase>> is responsible for
choosing the most appropriated approximation
function according with a user profile model.
Figure 3: Service Agent Software Architecture.
1) Interfaces
When the Communication Agent is created, it
creates a link to the Personal Agent, by using the
<<PA_Interface>> component. So, <<PA_interface>>
establishes the channel between the communication
agent and the end user by sending and receiving
information from the Personal Agent. The
<<XP_Interface>> is responsible for communicating
with the Xpider Server where a neural processing
improves group creation. Finally, the communication
with the database agent occurs when some database
operation is required. The <<DBA_interface>> has
this responsibility.
2) Decision Module
The operational kernel of the decision module is the
affinity function, which is a function that indicates
users for getting connected, in order to compose a
conversational group. The way the approximation
works is defined by the internal knowledge base.
The affinity function is defined by two main
parameters: area of interest and proxemic theory. The
last one is based on the physical proximity between
Proceedings of the Third Latin American Web Congress (LA-WEB’05) 0-7695-2471-0/05 $20.00 © 2005 IEEE
people classified in personal, social and public
distances. According with the position of each user in
the virtual space we connect them forming a
conversation group. The area of interest is related with
the focus of attention of each user. In three-
dimensional virtual environment we are taking
orientation and position data as the way to classify
users into conversational group.
Figure 4 illustrates grouping by using affinity
function. In Figure 4(a) we can see groups formed by
the area of interest parameter where the attention focus
of each user is considered. Observe that the orientation
of each user is considered and not only the position
inside the space. In Figure 4(b) the proxemic theory
parameter is considered, and so, different groups are
formed. The area of the proxemic circles is flexible,
and it can be modified according with the virtual space
and the application requisites.
3) InternalKnowledgeBase
The <<InternalKnowledgeBase>> represents the
internal knowledge base of the agent. This component
executes the behaviors (or methods) that group the
users generating lists of users to be connected. These
methods are:
GroupPublicProximity( ) – This method
approximate all users distributed in the same “public
area”.
GroupGroupProfile( ) – The agent gets from the
database agent a list of the users sharing the same
room, at the same time, and selects only the ones who
belong to the same group, which is defined in the
neural server.
GroupPersonalProfile( ) - The agent gets from the
database agent a list of the users sharing the same
room, at the same time, and selects only the ones who
activates the same neuron in the neural network.
Quiet( ) – This method stop the agents´ suggestions,
when the suggestions are rejected for 6 times the agent
gives a break.
4) Xpider Server Overview
This interface communicates with an external
neural network server, called Xpider. Xpider is a
graphical server implemented in Java, which provides
access to a Kohonen network. The objective is training
the network for grouping users. For x entries, the map
should be a x-dimensional plan; but instead of trying to
show such a thing, the server shows all the bi-
dimensional plans, made by combinations of all
possible coordinate pairs of weights, in different
graphics. There is also a graphic showing the winner
neuron of each training pattern on each interaction
[22].
(a)
(b)
Figure 4: Grouping by affinity function. (a) Grouped by Area of Interest Management. (b)
Grouped by Proxemix Theory.
5) Implementation View
The service agents, including the Communication
one, are implemented using Java technology. Sockets
implement the connections between the services and
the personal agent. Each service is implemented as a
server, a service server that can be added to the
architecture. Looking that focusing the
Communication agent we have: When the user
connects to ICSpace, two applets are initiated:
PersonalAgent and ClientVrml. ClientVrml connects
with the server and the PersonalAgent initializes all the
other agents, including the Communication Agent. The
Communication Agent makes a connection with
ServerXpider and with DBAgent, in order to compose
his internal knowledge base and to use the Neural
Network Server or the DataBase Server.
5. Study Case: ICSPACE – An Internet Cultural Space
In order to implement the proposed MAS
architecture in a real use situation, we use ICSPace [6],
a virtual cultural space on Internet, where artists
expose their work for visitor appreciation. The visitors
can circulate in the space, look at exposed works,
Proceedings of the Third Latin American Web Congress (LA-WEB’05) 0-7695-2471-0/05 $20.00 © 2005 IEEE
notice other visitors' presence, express their opinion
and, eventually, communicate with each other. The
works exhibited into ICSpace are any artistic
manifestation represented in a digital way. For
example, photography and paint are represented using
images. But we can also use video, audio or 3D models
for composing the ICSpace collection.
The main goal is to provide an open space in the
Internet where artists can expose their works and
everyone can see, comment and appreciate. ICSpace
perception mechanism uses Vixnu multi-user VRML
server [23]. ICSpace offers a hybrid navigation form to
users using both 2D-HTML and 3D-VRML (see
Figure 5).
The personal agent is presented to users using Java
Applet. The environment knowledge is implemented
by a VRML event grammar, which is grammatical
interpreted by the Personal Agent using the API EAI
(External Authoring Interface), an API that enables
Java applets to understand VRML events generated by
user actions. So the agent perceives when the user
moves or touches anything, for example.
We have been working in the Recommender Agent
where we used audience information for suggesting
visits to the users. Register audience in 3D
environments is not an easy activity.
We have to consider aspects as time and orientation
for register relevant data. In order to implement this,
we have used a timer associated with VRML proximity
cubes and user position and orientation. We have
implemented an evaluation mechanism for knowing
the meaning of audience (negative or positive). Other
interesting experience was the implementation of the
Guiding agent. We have worked with a proactive
version where we integrate the virtual guide
represented by a 3D avatar with a robotic agent that
repeats the virtual guide actions in the real world.
These experiences are reported in the next section.
6. Experimental Results
Working with the Guiding and the Communication
agents we realized some interesting experiments. Also,
we have implemented a platform for Mixed Reality
applications called Hyperpresence ([11] [12]). Using
this platform we can control robotics agents in real
world environments. First, we decided to analyze how
we can use this for improve guiding activities. At this
way, a software agent (the guiding one) could perform
the robotic agent behavior (see Figure 06).
After, we analyzed how this platform can be used
for improve communication facilities between real and
virtual worlds. For demonstrating the last situation we
executed an experiment inside a real cultural space:
“Convivart” gallery. It is an academicals building for
cultural manifestations.
(a)
(b)
Figure 5: User interface of Icspace powered by agents support. In (a) we can see agents for communication: “A” we can see the VRML world. In “B” we can note the interaction status, used by the developers accomplish the user interaction. In “C” we can observe the communication window. Finally, in “D” is the personal agent applet. In (b) we can see agents for avatar personalization: “A” we can see the VRML visualization window. In “B” we can see the avatar characteristicsand agent window.
Also, we constructed the virtual building for
“Convivart” implemented in VRML and incorporated
to ICSpace environment. The guiding agent was
implemented to introduce the exposition and the
communication agent accomplished this experiment in
the virtual side. We have both, virtual and real visitors.
In the real side a robotic agent was used to present the
real exposition while an avatar does the same thing in
the virtual one. The robot used audio for
communicating with the real visitors and when it got
nearby a work it explained that work. In the real side
we can observe that the conversational groups were
formed nearby each work presented by the robot.
While in the virtual side not always we can verify it.
Proceedings of the Third Latin American Web Congress (LA-WEB’05) 0-7695-2471-0/05 $20.00 © 2005 IEEE
The virtual users can take the avatar explanation every
time and it isn’t a collective activity as in the real side.
(a)
(b)
Figure 6: Experiments with avatars and robot.In “a” we can see the virtual environment and the avatar representing the “guide” and in “b” is presented the correspondent real situation
7. Lessons Learned
As introduced bellow, several initial questions have
influenced the development of our agents-based
system for design a communication solution. This
paper discussed these questions providing
computational solutions for each one. At this way,
each situation could be modeled into a virtual
environment context, with actors, activities, roles,
functions and behaviors. It helped to understanding,
describing and implementing the proposal solution.
The main contribution of this paper is to point out a
great variety of requirements that not usually are
considered in that kind of application.
Usually the efficient parameters are closely to the
messages interchange. For example, guaranteeing that
a message will be received in the faster way. In this
work we analyze other point of view, as important as
the others. We incorporated requirements for improve
“affinity” between users.
We believe that it is a way to implement the ideas
of Pierre Lévy where virtual environments are seeing
as an advanced communication tool capable of
interconnect people into n-n model. We talked about
evaluation methods for communication tools. This
innovative approach encourages our effort evaluation,
so we can accomplish our evolution. This methods
could be technically expanded to a methodology for
evaluate communication tools in a generic way. A real
contribution is to provide a conceptual framework that
can be adopted for similar environments. We
illustrated our experience with this framework in
ICSpace study case. Otherwise, the execution of
experiments added the current research in two ways:
prototyping end-users solutions, which took our
system nearby the community and composing a way
for observing real world situations that can be used to
enhance our system.
9. Conclusion
In this paper we have brought together ideas,
components, architectures and implementations that
deal with the next generation of media spaces. One of
the most important goals of these spaces is the
communication, specially the interpersonal
communication. Media spaces communication
mechanisms go further efficient networks and
protocols those aims the transport of messages between
connected computers. Other trend is the approach of
mechanisms for supporting and helping
communication between connected people.
A MAS-based solution seems to us the answer for
this scenario of applications. Using “intelligent” peaces
of software enable the individual behaviors for media
spaces assistance. Our experience with multi-agent
system and Communication theories for composing
solutions to a cultural context showed that it is
possible.
We have described the MAS architecture for
putting people together in 3D media spaces. We have
defined different agents’ categories. Each category
identifies a specific role in the MAS architecture with a
special function in cultural environments context.
We are currently exploring an implementation
framework that could be used to facilitate the
development of other agents’ categories or other
implementation solutions for the current ones. So, we
are working in different implementations of each agent
category using different algorithms, in order to make
possible to compare its performance. Also, we are
working in the cumulative evaluation results. We are
processing them and structuring the method used for
obtains the results.
We are working in the tests planning for performing
them in heterogeneous groups involving a great variety
of users. In the experimental arena, we are working
hard to formalize the communication protocols for
real-virtual worlds communication. We are planning
Proceedings of the Third Latin American Web Congress (LA-WEB’05) 0-7695-2471-0/05 $20.00 © 2005 IEEE
other experiences for identify, describe and explore
them.
Acknowledgment
This research was supported by CNPq/ICSpace Project
(http://icspace.natalnet.br) and CNPq/HiTV Project
(http://www.lavid.ufpb.br/hitv). Thanks to FAPESB
(http://www.fapesb.ba.gov) for partially supporting
this work nowadays
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Proceedings of the Third Latin American Web Congress (LA-WEB’05) 0-7695-2471-0/05 $20.00 © 2005 IEEE