Wireless networks in archaeology and Cultural Heritage  


Massimo Ancona, Davide Conte, Donatella Pian, Sonia Pini,
Gianluca Quercini, Antonella Traverso Abstract. In this paper we discuss the great potential for the general use of mobile devices in Cultural Heritage sites, analysing the obstacles we faced and the envisaged solutions. Common shortcomings are the limited bandwidth available in today’s networks and the difficulties in developing adequate user interfaces on small devices. The basic potential advantages of mobile computing are mobility (working while moving) and ubiquitous data access. These advantages gain their complete effectiveness only when supported by context location awareness, which simplify the user interface design and minimise the need of data exchange over the network. The implications of a third concept, named attention awareness, will be discussed in full detail.

1. INTRODUCTION In the last eleven years a fruitful collaboration involving archaeologists of Darficlet (Department of Archaeology and Classical Philology) and computer scientists of Disi (Department of Computer Science), from the University of Genoa (Italy), produced several research projects (Ancona et al. 1999; Ancona et al. 2002; Ancona et al. 2006a; Ancona et al. 2006b) applying mobile computing to Cultural Heritage and specifically archaeology. These projects span the whole development of wireless technology from its early origins up to today. Mobile computing owes its success to the growing spread of more and more powerful mobile devices, such as mobile phones, PDAs and smartphones. Such devices are able to run applications that only a few years ago were supported only by personal computers. Applications running on mobile devices (mobile applications in short) act in a highly dynamic environment, thus some concepts such as context awareness and location awareness make more sense than in traditional applications. The term context awareness refers to the ability of a mobile application to sense the user’s computational context and react based on it. Context is defined by several parameters: user’s geographic location and time, device characteristics, present activity performed by the user, mobile device state, time, clime and weather of user’s location, user’s identity and so on. We speak of location awareness, when the context is mainly represented by the knowledge of user’s location. We introduced and defined two additional parameters of context: focus of attention and peripheral devices. An application is attention-aware if it can infer from the context the object actually representing the user’s focus of attention (in a nutshell, what the user is staring at); it is device-aware if it can detect peripheral hardware devices installed on the mobile device and determine their features. This second requirement is particularly useful when an application needs to receive photos taken by the camera phone or the geographical coordinates computed by a GPS receiver connected to the phone; the application must be aware of the presence of such devices and be able to use them.

Beside context-awareness, another important point is the communication paradigm used by the applications to communicate with each other. A large part of mobile applications follows the mobile client-server paradigm (or architecture), based on a set of fixed servers (namely applications running on one or more computers whose location does not change) interconnected over a wired network and exchanging information with a potentially unlimited set of mobile clients (applications running on mobile devices) communicating via wireless links. This architecture is effective because data can be elaborated and stored on server computers that typically are more powerful than mobile devices, and subsequently downloaded by the client applications. This approach, aiming at limiting the computation burden on mobile devices, is called thin-client architecture. Current wireless networks represent a severe obstacle to such an approach, because of the difficulties of managing the communication between a server and a mobile client and the limited speed. For this reason, the full-client approach is widely used, charging mobile devices with computations that usually are performed by servers. A modern evolution of the client-server architecture is the so-called service-oriented architecture (SOA). Basically, a service is an application or a set of applications acting as a server and replying to clients requests. Unlike traditional client-server systems, in a SOA approach clients and servers play their role independently, in a word they are loosely coupled. Although the difference seems to be subtle, it will get more evident in the next sections. Finally, the design of the interface of a mobile (client) application is another critical point. The word interface refers to how users perceive the application and interact with it. In our projects we adopted and compared three approaches: a Web-based interface (in Past), a heavyweight interface (used in Agamemnon) and a lightweight interface (used in our extension of Agamemnon to towns and based on a SOA architecture). After a brief introduction to the state of the art and to our projects (section 2 to 3), all these concepts will be analysed in section 4.

Massimo Ancona, Davide Conte, Donatella Pian, Sonia Pini, Gianluca Quercini, Antonella Traverso

2.1. Our Projects The projects we actively contributed to are mostly concerned with (but not limited to) electronic tourist guides for Cultural Heritage sites, such as museums, archaeological sites and, recently, towns. The first project was indeed a tool supporting archaeologists working in an excavation area. In fact, RAMSES1 (Ancona et al. 1999), funded by National Research Council (CNR), aimed to help archaeologists to remotely share their discoveries while being at the excavation site. An application (called ARCHEO) was implemented to describe archaeological finds with textual annotations, drawings or snapshots by using a pen-based mobile device (i.e. a device users interact with by touching the screen with a specific tiny pen). Using a radio-based network, annotations can be sent to other such devices present in the area or to other remote recipients by exploiting a fixed computer installed at the base camp as a gateway to Internet. This way, discoveries can be communicated and discussed in real time, with evident benefits for the scientific community. The second project, PAST2 (Ancona et al. 2002), was funded under the 5th EU Framework Programme. The project aimed at exploiting wireless computer networks to improve the understanding of the general public of what is visible in an archaeological site. Basically, a clientserver system was developed, where the client was an application running on a PDA and acting as a tourist guide. A server, keeping all the information about a specific museum, offered to clients several functionalities, such as descriptions about a monument, suggestions on the path to be followed according to visitors’ preferences and so on. A wireless network was exploited both for communication and localization, a choice that guarantees low costs and high reliability. However, location is sensed through triangulations software techniques, an easier and cheaper method with respect to that adopted, for example, in GUIDE. Finally, Agamemnon (Ancona et al. 2006a; Ancona et al. 2006b) (funded under the 6th EU Framework Programme) can be considered as the evolution of Past. In fact, it inherits many features, such as the possibility of personalised visits, but also introduces new innovative approaches. First of all, the client application is installed on cellular phones instead of PDAs, making it possible to be used by a larger group of visitors, as cellular phones are far and away more widespread than any other handheld device. Moreover, any visitor can shoot at a monument with the phone camera and send the photo to the Agamemnon server, which, thanks to our image recognition system, recognises, if possible, the monument, and sends back all the related information. We would like to state that Agamemnon provides a portable guide without any additional expense for archaeological sites. No renting policy of costly devices (such as PDAs and Tablets) is needed, as it is the user who himself/herself carries along his/her cellular phone. No additional costs are needed for the server to communicate with clients, as the communication takes place over the existing cellular network. In addition, from a photo, provided that the system recognises it, it is

2. STATE OF THE ART This section emerged from the question of how mobile devices have changed the nature of cultural and historical tourism. For some countries such as Italy, Spain, France or Greece, cultural tourism is especially important, while very often Cultural Heritage resources are placed at the centre of urban and rural development and rejuvenation strategies. Today, technology that serves to enhance the visitors’ experience is gradually becoming more commonplace at Cultural Heritage sites. Cultural Heritage resources may be revitalised through the provision of mobile tourism guides. These consist of digital multimedia content adapted to mobile terminals, such as PDAs, MP3 players or mobile phones. To this aim it is necessary to describe the creation of multimedia contents and dissemination methods. Two dissemination methods can be distinguished. The first one is the most common and consists in providing a portable guide medium with integrated information; this is the solution typically adopted by museums nowadays. The alternative approach, which indeed we followed in part of our projects, provides digital content alone, either downloadable from the Internet, or accessible through a multimedia terminal or a simple telephone using a platform specialised in the sale of guide services. Context-aware mobile tourist guides are particularly interesting in our field, as they help in providing content with no or little users’ intervention. An example will make this point clearer. Suppose you are browsing the National Archaeological Museum of Paestum (Italy), with a mobile device (such as a PDA) running an application guiding you through the visit. If the application is context-aware, is able, among other things, to sense that you are visiting the room given over to the Heraion of the Sele it can automatically display information about the metopes of the major temple and the marble statue of Hera. GUIDE (Cheverst et al. 2000), MobiDENK (Krösche et al. 2004) and Muse (Roffia et al. 2005) are examples of such an application. In particular, GUIDE uses as a mobile device a Tablet PC, allowing city visitors to grasp Web-based information based on their current context. In this case contextual information is essentially related to location. Augmented reality is another commonly used technology in Cultural Heritage projects. Examples are iTacitus (Zöllner et al. 2007), ArcheoGuide (Vlahakis et al. 2001) and CINeSPACE (Santos et al. 2007). Augmented reality is a growing field of computer science with a wide application domain, ranging from medicine, entertainment, military training to consumer design and Cultural Heritage. An augmented reality system generates a composite view of the world, partly using the real scene partly using a virtual scene generated by a computer augmenting the real scene with additional information. Thus, when looking at a monument, the visitor can see, through a dedicated device (that in ArcheoGuide and CINeSPACE is a head mounted display), a virtual reconstruction of it. Such an approach provides an exciting and original guide through the Cultural Heritage site, but requires dedicated and often costly hardware. This is just what we tried to avoid.

 http://www.disi.unige.it/person/DoderoG/ramses/main.html  http://www.beta80group.it/past/

1 2

174

Wireless networks in archaeology and Cultural Heritage

visitor (human capital) and personal interests (Pian et al. 2006). The shortest visit path should include at least all the most important monuments; in this case the Hera, Neptune and Athena temples in Paestum. Other monuments can be suggested based on whether the user has already visited the site or many other sites, showing the level of the visitors interest in the field. This is part of what we called ‘human capital’. Finally, personal interests span different topics: architecture, cult, history, every day life. Thus, again in Paestum, the Perfume Shop will be suggested to people interested in every day life, whereas Heroon would be suggested to those particularly keen on cults. The access to a database, created by information gathered on sites, and images sent by the visitors to the server, thus constitutes an extra resource that the site offers to the public that can freely reach it, becoming an element of indirect attraction for the cultural organisations associated with the site itself, such as the relative museums, through the use of consultation and elaboration tools such as a glossary. Maybe the weakest point of the planning for Agamemnon could be identified within the preservation function. This is one module within Agamemnon and its function is to check for damage to the monuments through the images sent by visitors to the site. This check is performed automatically by the software. However it has turned out to be very difficult to use low resolution images in the analysis unless they are taken at very close range to the monument. Since the realisation of such a module was the most challenging part of the system we consider ourselves quite satisfied with the results obtained.

possible to guess user’s position and orientation, without needing to employ costly and complicated hardware.

3. CONTRIBUTION TO CULTURAL HERITAGE Besides being technologically innovative, Past and Agamemnon successfully focused on the aspect of communication to the general public of archaeological topics and subjects, and have been tested on some sample sites. These sites are different both in spatial size and in annual number of visitors in order to cover the widest range of probable case studies, with the intention of representing the various typologies of archaeological sites, as for example: Paestum, quite a famous site with a remarkable size, where the visitors can move quite freely, without a fixed visit path; Mycenae, with its very high public profile, that shows instead a suggested path, within the Citadel, not much liable to changes; Passo di Corvo and Toumba, sites with considerable archaeological interest, highly valued by specialists, but which have never received from the general public an attention equal to their importance and potential. The main choice, that has orientated the research, started from two postulates: to reasonably foresee the potential development that would define the market within the sector of devices, from the start of the projects throughout the years, and to suggest a product that was formulated on user’s demands, and was at the same time handy and highly customised. In point of fact, between the first and the second project, it has been necessary to tailor the primary preference from PDAs to mobile phones, especially 3G phones that, in the meantime, had absorbed a significant slice of the market, then being carried by the most important part of the potential tourist public. Therefore, the choice of a tool that belongs to the visitor proved extremely decisive, because it allows, as stressed before, to remove capital investments for pieces of equipment, with their relative periodic update needs, on the side of sites managers, and additionally works on a great familiarity by the public of every age group in the use of the device. Moreover, the benefit using this kind of tool, one that recognises the object that the visitor is looking at and allows one to have access to messages based on the user’s specific interests, consists in the fact that such customised information is more likely to satisfy the user’s curiosity, getting closer to the role of a private guide. In this context one of the strong points of both projects is the visit path planning based on the preferences users indicate in a questionnaire filled in before the visit. Unlike Past, Agamemnon allows changes to this path during the visit, according to the current interests of the visitor. Planning a path is anything but a straightforward task. First of all it strongly depends on the archaeological site. In Mycenae, for example, it is difficult to suggest personalised paths, as there is pretty much only one path to follow. In Paestum there are many more possibilities and users’ requests have to be carefully analysed. Many parameters have to be considered when profiling visitors, ranging from available time for the visit, stamina of the

4. METHODOLOGY After the pithy overview of our work given in the previous sections, we go into details about the issues we faced in realising all of this. Since the first projects we proposed, technology has come along by leaps and bounds, thus making the implementation of several aspects easier than they were at the time. A new era of wireless networks (called 4G) is about to be brought in (Dekleva et al. 2007), handheld devices, such as PDAs and mobile phones, are thus changing, and the improvements in geographic positioning systems is known by everybody. If such a technological situation had been available just three years ago, we could have endowed our projects with more features with less effort. Being aware of this, we always tried to be ahead of our time, envisaging solutions that would be fully realisable only when the technology advanced. Just as an example, one of the main features of Agamemnon was an image recognition system, although such technology is far from being highly efficient (but in future probably will be). However, the description of how we coped with the question of developing technologies is out of the scope of this paper. Rather, we want to give an idea of what the main issues were (and in some cases still are) and explain the main reasons behind our choices. Two of these reasons are the topics discussed here: user interface, which is the crux to handheld device software development, and network connectivity.

175

Massimo Ancona, Davide Conte, Donatella Pian, Sonia Pini, Gianluca Quercini, Antonella Traverso

4.1. User Interface Everybody is aware of what can be done with a PDA nowadays; born as simple personal ‘digital assistants’, as their name suggests, featuring a small set of functionalities, now they can compete in computational power with older PCs. Thus the range of applications supported by a PDA is almost unlimited. Mobile phones also are becoming very versatile, with high storage capabilities, multimedia support and network connectivity. Increasingly, mobile phones and PDAs will most probably be the same entity in a not to distant future; smartphones are the main evidence of such a convergence. The evolution of such devices, that we can simply call ‘handheld devices’, is thus growing faster, but still a nagging drawback affects them: the user interface. On one hand portability requires them to be small; on the other hand, usability demands that the devices can be comfortably employed any time and anywhere. Finding a good compromise between these two aspects is far from straightforward. But it is not only a matter of size. Textual input is another considerable burden in mobile devices. Small hardware keyboards have proved their inapplicability and handwriting recognition systems are not yet as effective as the first researchers in this area had hoped. T9 is only a solution to typing short texts, but for long texts an optimal solution is still far from being realised. A feasible solution is what we proposed in Ancona et al. 2007a, aiming at making more comfortable textual data input possible in PDAs. Due to such limitations, the design of the interface of a mobile application is a crucial point. Basically we devised three approaches. The heavyweight interface consists of a full application specifically designed for the mobile device. This is the approach followed in Agamemnon. The interaction with the application involves pushing buttons on small keyboards or selecting by a tiny pen items on a screen, these often suffer from visibility problems under particular light conditions. For this reason, the application has to demand as little interaction as possible from the user. The choice of an application automatically targets only a specific subset of mobile devices. Programming an application for mobile phones is different from programming an application for PDAs. Moreover, some compatibility problems among devices of the same group can be experienced. Finally, older mobile phones do not support any application and thus they are automatically cut out. Nevertheless an application allows a high degree of customisation of the final product, from the design of the graphic interface to the content presented to the user. Moreover, it would be impossible to implement some features without an application. The application can be programmed to be device-aware, i.e., able to automatically detect and use peripheral devices, such as a camera, a GPS receiver, headphones and so on. This is a basic requirement if the application (as it does in Agamemnon) wants to use these peripherals to accomplish a given task. For instance, in Agamemnon the application is able to determine whether a GPS receiver is connected to the phone and to get from it the geographical coordinates describing the user’s position within the archaeological site. The Web-based interface is the second approach we developed in Past. This requires a small Web-browser

running on the mobile device. A Web-browser is an application typically used to browse Internet sites. The available browsers are almost independent from the device hardware/firmware and operating system, meaning that all the devices (provided they have a browser) can access the interface. Again, older mobile phones are not included in this set. Since browsers on mobile phones are quite similar to those installed on PCs, users are provided with an interface they are acquainted with. However, this kind of interface is not suitable for outdoor applications. In fact, Web browsing is based on a continuous user-machine interaction, thus distracting the user from the reality surrounding him. No device-awareness can be embedded into a Web application, unless we build a customised Web browser, which is far more complicated than building a traditional application. Finally, Web applications are based on hypertext documents linked to each other, forcing the user to undertake many selection tasks, which are, as stressed before, highly inefficient to perform on mobile devices (especially phones). The last approach is called lightweight, as it requires no application to be installed on the mobile phone. A full description of this solution is given separately in section 5, as it involves changes in the whole system architecture. 4.2. Network Connectivity One unquestionable strength of modern handheld devices is in their connectivity capabilities. Recent smartphones feature Bluetooth and WiFi, along with traditional cellular network connectivity. Bluetooth is used for short-range connectivity to make two devices exchange data when they are close enough (up to 100 m). Although it seems not to be very powerful, it can connect several different devices, such as headphones, printers, loudspeakers, GPS receivers besides mobile phones and PDAs. Moreover, Bluetooth was also exploited to set up indoor location systems, aimed at determining the position of a subject within a closed environment (Hallberg et al. 2003). As illustrated in section 2.1, Past and Agamemnon relied on two different kinds of networks. The first one opted for a Wireless LAN, the latter for the cellular network. A wireless LAN, or WLAN, is a network of two or more devices (PCs, laptops, mobile phones, PDAs) connected without using wires. Connections are ensured by devices called access points, which usually connect to a wired network. WLANs perform efficiently both indoors and outdoors, but require the installation of a number of access points depending on the size of the area to cover, introducing additional costs. This was the main reason Agamemnon chose to rely on cellular networks. However, today’s cellular networks (called 3G networks) have a limited transmission speed (up to 2Mbps), which is far less than that of WLANs (up to 54Mbps). Moreover, indoors and in certain outdoor areas the coverage of the network leaves much to be desired. The transmission of data from the server to the application running on the phone is thus limited to tiny images, short texts and short videos. However, the situation is bound to change in the next few years, with the innovations promised by 4G cellular networks and much more elaborate interactions between clients and servers are likely to become a reality. 176

Wireless networks in archaeology and Cultural Heritage

Another interesting evolution is represented by WiMax (Worldwide Interoperability for Microwave Access), which is a new standard wireless network technology capable of transmitting network signals covering up to 50 km of linear service area (Dekleva et al. 2007). Roughly speaking, WiMAX gives the support for setting up an effective wireless network covering an area of several kilometres. Such a network is indeed called WMAN (Wireless Metropolitan Area Network). Moreover, transmission speed is improved up to 75Mbps, a significant advance over current WiFi technology. Finally, the coverage area size being equal, WiMAX requires less access points than WiFi. For all these reasons WiMAX is often referred to as the 4G of wireless communications. It stands to reason that our work would greatly benefit from such a development.

of a selection menu, a list of small photos of monuments that are likely to be the one the visitor is looking at. However, the service-oriented approach demands more suitable solutions and further experiments. The number of successfully recognised images (in a word the recognition rate) can be further improved if the visitor’s location is known. The recognition system can in fact restrict the search to the monuments close to that point. To compute the location of the visitor we used both GPS and Cell Global Identity. In the first case, a GPS receiver, connected to the cellular phone, calculates its position using the signals from four or more satellites. Since this requires an additional device, we preferred the second approach. The cellular network is composed of several cells, each served by a fixed transmitter called a base station. Since each cell covers a particular geographical area, the position of a mobile phone can be estimated with an approximation of 150-200 m if the base station to which it is connected is known. Cell Global Identity is less accurate than GPS but it fits our needs perfectly, although it raises privacy issues that have obviously to be tackled. Finally, the new generation of mobile phones (4G) seems to be prone to slowly move into a new kind of communication strategy. In fact recent devices can easily switch between different networks such as WiFi, Bluetooth and cellular networks in a transparent way. Furthermore, many cities are going to cover their urban centre with the WiMax technology. This means that we have more opportunities to exploit our research, for example, studying a more sophisticated way to locate users using well-known radio technologies like angle of arrival, time of flight and so on. Due to the potential diffusion of WiMax, such techniques could become a more scalable and feasible substitute for GPS, with the advantage of being also effective indoors. Hence, location-aware and context-aware systems could also be designed for museums. We are currently working on using Bluetooth to give a more accurate estimate of visitors position and length of stay in rooms within an exhibition. To conclude, Cultural Heritage applications offer a great opportunity of research in mobile computing and network integration, raising exciting challenges and encouraging technological progress.

5. A SERVICE-ORIENTED APPROACH In 2006, strengthened by our experience in the field, we started to push further the ideas behind Agamemnon. We received the impression that the project carried enough potential to be extended to other environments than archaeological sites. Towns, for example. The upgrade is not painless; a town is much larger, involves a greater number of monuments and clever ways to guide the visitor through them have to be envisaged. Moreover, we wanted to break the pattern of an application running on a PDA or mobile phone, demanding too much attention from the user, who would like to see what is around him instead of what is displayed on the screen of his device. These considerations led to a prototype system described in Ancona et al. 2007b, based on a service-oriented architecture. All a visitor has to do is to carry his mobile phone featuring a camera. Whenever he wants to learn more about a monument, he shoots at it and sends the photo (attaching it in a MMS) to a server application (which is linked to a given and well-known phone number). The server application is charged with recognising the monument depicted in the photo and sending back to the visitor all the information about it. What is different from the previous schema of a client-server architecture is that the server application offers a service which clients always access by using SMSs and MMs, having no need to change if the server implementation changes. This is the concept of loose coupling (lightweight) we introduced above in section 4.1. In Agamemnon such a scenario would be impossible, as the client application strongly depends on the server. What is striking is that adopting a service-oriented approach extremely simplifies the design of the application on the mobile device (lightweight interface). In this case there is even no need to install an application, as the service is requested by using SMSs and MMSs. The ambitious aim here is to implement an attention-aware system, by only using an image recognition system and no costly hardware devices. Everything works wonderfully as long as the server application succeeds in recognising monuments from a photo. However, since such recognition systems are based on statistical rules, the possibility of failures must be taken into account. In such cases the server application in Agamemnon sends back to the client, in form

6. CONCLUSIONS AND FUTURE WORK The considerations given throughout this paper are an overview of the experiences we collected in the last ten years in applying wireless and mobile computing to Cultural Heritage. On-going research aims at exploiting developing technologies (WiMAX, 4G wireless networks) to enhance the visits through outdoor and indoor Cultural Heritage environments. We are specifically working on a service-oriented system providing a valid support to a visitor browsing a town. The next step aims at freeing the system from the image recognition system. Using only SMS or MMS, a tourist interacts with the service, by requesting hints on what is more interesting to see in the considered cultural environment. The service detects, by one means or another, the tourist’s location and suggests a list of monuments or areas of interests close to that position, 177

Massimo Ancona, Davide Conte, Donatella Pian, Sonia Pini, Gianluca Quercini, Antonella Traverso

Coralia Maeva Beach Hotel, Tahiti, Papeete, French Polynesia (Piscataway: IEEE), I ,pp. 954-958 Krösche, J. et al., 2004, ‘MobiDENK - Mobile Multimedia in Monument Conservation’, IEEE MultiMedia 11/2, pp. 72-77 Pian, D. et al., 2006, ‘Agamemnon - L’Analisi del Pubblico come Strumento di Base per l’Elaborazione di Contenuti Specifici all’Interno dei Siti Archeologici’ in A. Traverso, D. Pian (eds) Comunicare archeologia: strumenti, metodi e obiettivi. Atti del workshop internazionale, Genova 25-26 maggio 2006 (Genova: Università di Genova D.AR.FI.CL.ET), pp. 109-120 Roffia, L. et al., 2005, ‘Context Awareness in Mobile Cultural Heritage Applications’ in M. Beigl (ed.) UbiComp2005: Ubiquitous Computing. 7th International Conference, UbiComp 2005, Tokyo, Japan, September 11-14, 2005. Proceedings (Berlin, Heidelberg: Springer), pp. 33-36 Santos, P. et al., 2007, ‘CINeSPACE: Interactive Access to Cultural Heritage while On-the-Move’ in D. Schuler (ed.) Online Communities and Social Computing. Second International Conference, OCSC 2007, Held as Part of HCI International 2007, Beijing, China, July 22-27, 2007. Proceedings, Lecture Notes in Computer Science 4564 (Berlin, Heidelberg, New York: Springer), pp. 435-444 Vlahakis, V. et al., 2001, ‘Archeoguide: First Results of an Augmented Reality, Mobile Computing System in Cultural Heritage Sites’ in VAST 2001: Virtual Reality, Archaeology, and Cultural Heritage. Glyfada, Greece, November 28-30, 2001. Proceedings (New York: ACM), pp. 131-140 Zöllner, M. et al., 2007, ‘iTACITUS - Novel Interaction and Tracking Paradigms for Mobile AR’ in D. Arnold, F. Niccolucci, A. Chalmers (eds) VAST 2007: the 8th International Symposium on Virtual Reality, Archaeology, and Intelligent Cultural Heritage. The 5th EUROGRAPHIC Workshop on Graphics and Cultural Heritage, Brighton, UK, November 26-30, 2007 (Aire-la-Ville: Eurographic Association), pp. 110-117

with additionally a small map with the directions as to how to reach them. Optionally, the users path, upon his authorisation, can be tracked by the service, which takes care to send them information about the area through which they are walking. Obviously image recognition can still be used and all the photos sent to the service can also be used to draw a statistical graph of the visitors’ tastes. Again, this is easier said than done. Many technical details here omitted have to be taken into consideration and envisaging effective solutions will be all but a straightforward task.

REFERENCES Ancona, M. et al., 1999, ‘Mobile Computing for Real Time Support in Archaeological Excavations’ in L. Dingwall, S. Exon, W. Gaffney, S. Laflin, M. Van Leusen (eds) Archaeology in the Age of the Internet. CAA97. Computer Applications and Quantitative Methods in Archaeology. Proceedings of the 25th Anniversary Conference, University of Birmingham, April 1997, BAR S750 (Oxford: Archaeopress), pp. 279-284 Ancona, M. et al., 2002, ‘Exploiting Wireless Networks for Virtual Archaeology: the Past Project’ in F. Nicolucci (ed.) Virtual Archaeology. Proceedings of the VAST Euroconference, Arezzo 24-25 November 2000, BAR S1075 (Oxford: Archaeopress), pp. 195-200 Ancona, M. et al., 2006a, ‘Application of 3G Cellular Phones to Cultural Heritage: the Agamemnon Project’ in M. Baltsavias, A. Grün, L. Van Gool, M. Pateraki (eds) Recording, Modeling and Visualization of Cultural Heritage (London: Taylor & Francis), pp. 217-226 Ancona, M. et al., 2006b, ‘Mobile Vision and Cultural Heritage: the Agamemnon Project’ in 1st International Workshop on Mobile Vision, May 13, 2006, Graz, Austria, pp. 2-17 Ancona, M. et al., 2007a, ‘An Improved Text Entry Tool for PDAs’ in J. Phillips, D. Rogers, R. Ogeil (eds) Proceedings of the 13th Conference of the International Graphonomics Society (Melbourne: Monash University), pp. 201-204 Ancona, M. et al., 2007b, ‘Attention-Aware Cultural Heritage Applications on Mobile Phones’ in 8th IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks. Helsinki, Finland, 18-21 June 2007 (Los Alamitos: IEEE), pp. 1-8 Cheverst, K. et al., 2000, ‘Experiences of Developing and Deploying a Context-Aware Tourist Guide: the GUIDE Project’ in MobiCom 2000: Proceedings of the Sixth Annual International Conference on Mobile Computing and Networking, August 6-11, 2000, Boston, Massachusetts (New York: ACM Press), pp. 20-31 Dekleva, S. et al., 2007, ‘Evolution and Emerging Issues in Mobile Wireless Networks’, Communications of the ACM 50/6, pp. 38-43 Hallberg, J. et al., 2003, ‘Positioning With Bluetooth’ in 10th International Conference on Telecommunications. ICT 2003, February 23 - March 1, 2003, Sofitel 178

WIRELESS NETWORKS IN ARCHAEOLOGY AND ...

the whole development of wireless technology from its early origins up to today. .... PDAs to mobile phones, especially 3G phones that, in the meantime, had ...

369KB Sizes 2 Downloads 278 Views

Recommend Documents

Evolutionary Games in Wireless Networks
Sep 15, 2009 - ulation(s) as biologist observe, where as in engineering, we can go ... time of convergence of this dynamics that is polynomial in the degree of.

Basic Security in Wireless Networks
that have an antenna for wireless networking will be connect to the Internet and ... default user and password, which is the one that comes written on the quick start ... example, let's assume that the public IP address your Internet provider gave ..

Intelligent Jamming in Wireless Networks with ... - CiteSeerX
create a denial of service attack. ... Index Terms—Denial of Service, MAC protocol attacks, .... presented in [1] that showed that wireless networks using TCP.

Toward Reliable Actor Services in Wireless Sensor and Actor Networks
I. INTRODUCTION. Wireless sensor networks (WSNs) are an integral part of the ... data sink and requesting for firefighting service; one or a few actors are then ...

Installing Troubleshooting and Repairing Wireless Networks - Honest ...
There was a problem previewing this document. Retrying... Download. Connect more apps... Try one of the apps below to open or edit this item. Installing Troubleshooting and Repairing Wireless Networks - Honest.pdf. Installing Troubleshooting and Repa

Wireless Networks & Security.pdf
What is Wireless LAN? Explain. 5. c. Explain TCP over Wireless network. 4. Page 2 of 2. Main menu. Displaying Wireless Networks & Security.pdf. Page 1 of 2.

Wireless Mesh Networks
networking, internet, VOIP and multimedia streaming and broadcasting. ... The software development platform for multimedia campus networking is based on ...

pdf-84\pottery-in-archaeology-cambridge-manuals-in-archaeology ...
... at The British Museum, Department of. Page 3 of 9. pdf-84\pottery-in-archaeology-cambridge-manuals-in-archaeology-by-clive-orton-michael-hughes.pdf.

An Exposure towards Neighbour Discovery in Wireless Ad Hoc Networks
geographic position presented by GPS or by a Mac address. The objective is to recommend an algorithm in which nodes in the discovery of network their one-hop neighbours. It was assumed that time is separated into time slots and nodes are completely s

On Optimal Route Construction in Wireless Mesh Networks
I. INTRODUCTION. Wireless mesh networks have received considerable inter- ests thanks to their realm of possibilities such as instant deployability, self-configuring, last-mile broadband access pro- visioning, and low-cost backhaul services for large

Transmitter Cooperation in Ad-Hoc Wireless Networks
Transmitter Cooperation in Ad-Hoc Wireless Networks: Does Dirty-Paper Coding Beat Relaying? Chris T. K. Ng. Andrea J. Goldsmith. Dept. of Electrical ...

Defeating Heterogeneity in Wireless Multicast Networks
tracking the hardware capabilities of all mobile clients can be excessive in the ... have only one WiFi antenna because of space and energy ..... WiFi model. We compare the multicast performance of Pro- crustes with that of WiFi MIMO PHY. The WiFi tr

The Deaf Node Problem in Wireless Networks
We plan to work on these problems in ..... as construction sites and disaster-torn areas, wireless networks are often the only op- ...... the recovery is very slow. Also .... Two consecutive packets (for example, DATA and ACK) are separated by a.

Parallel Opportunistic Routing in Wireless Networks
Abstract—We study benefits of opportunistic routing in a large wireless ad hoc network by examining how the power, delay, and total throughput scale as the ...

A Survey of Key Management Schemes in Wireless Sensor Networks
Wireless sensor network, key management, security, key predistribution, pairwise key, ... F. Hu is with Computer Engineering Dept., Rochester Institute of Technology, Rochester, ..... phases that perform a particular job each, including Sender Setup,

Reaching consensus in wireless networks with ...
In this paper, the effect of the wireless medium on simple consensus protocol is explored. In a wireless environment, a node's transmission is a broadcast to all ...

Energy-Aware Distributed Tracking in Wireless Sensor Networks
At the fusion node a BLUE (Best Linear Unbiased Estimation) approach is used to combine ... instance, the lifetime of the wireless sensor network is improved ...... in a power constrained sensor network,” in Vehicular Technology Con- ference ...

Reaching consensus in wireless networks with ...
Email: [email protected]. Anand D. ... Email: [email protected]. Alexandros G. ...... [19] A. D. Sarwate and A. G. Dimakis, “The impact of mobility on gossip.

Energy-Aware Distributed Tracking in Wireless Sensor Networks
In wireless sensor network (WSN) applications, a common .... Said formulation uses ..... in a power constrained sensor network,” in Vehicular Technology Con-.

Scheduling in Multi-Channel Wireless Networks: Rate ...
Jun 17, 2009 - 5/25. Introduction. Problem description. Preliminaries. Optimal service rules. Simulation results. Conclusions. Motivation. • Traditional approach.

Transmission Power Control in Wireless Ad Hoc Networks
Transmission Power Control in Wireless Ad Hoc. Networks: ..... performance (compared to TDMA and FDMA), CDMA has been chosen as the access technology of choice in cellular systems, including the recently adopted 3G systems.