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Sharing Content and Experience in Smart Environments
Johan Plomp, Juhani Heinila, Veikko Ikonen, Eija Kaasinen, Pasi Valkkynen
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Outline• Experience
- Definition - Design Modeling - Sharing
• Prosumers
• Smart Environment and Experience Sharing Features
- Ubiquitous Computing to Digital Ecologies - Multimedia Storage and Retrieval - Context and Metadata
• Research Examples
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Experience
• Definition
- Primary Experience - Secondary Experience - Emotional Experience
• Design Modeling
- Factors - User Experience Factor Groups : Internal, Social, Cultural, Context of Use, Product Aspects - Experience Pyramid
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Experience Pyramid
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Experience Sharing
• Role of the user in the user experience design
• Factors of the user experience
• Significance of sharing
• Co-experience
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Prosumers
• Social Media : User’s role
• Bottlenecks of social media adaptation - Security and Trust - Digital Identities - User’s Rights - Usable Content Creation Tools - Sharing and Storing - Manage and Benefit of the information flow
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Smart Environment and Experience Sharing Features
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Ubiquitous Computing to Digital
Ecologies
• Environment an Ecology – shaped by constantly changing technology and users
• Ubiquitous Computing Vision(UBI) Ambient Intelligence(AmI) Digital Ecology(ECO)
• Ubiquitous Computing Vision(UBI)
• Ambient Intelligence(AmI)
• Digital Ecology(ECO)
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Multimedia Storage and Retrieval
• Earlier times• Photographs and Libraries• Tape Recorders and Copy Machines• CD and DVD• MP3• Digital age• Web Instantaneous sharing of content
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Context and Metadata
• Semantic Web
• Ontologies
• Folksonomies
• Metadata – Information about the Content
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Examples of Research
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Candela
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Candela
• Identifies challenges related to growing amount
of content• Allowed contents and user interfaces to be
scaled for the available network and rendering client
• Use of metadata with videos allowed enhancement
• System capable of delivering videos over direct and wireless connections scalable to the client needs
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Nomadic Media Project
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Nomadic Media Project
• Developed ways to ease access and manage mobile content and services
• Focused on the use of context information for adapting services to users needs
• Tools developed to build a flexible service to change based on client device features/preferences
• Use of gestures to enhance interactions and control environment were researched
• Vocabulary based on the semantic gestures
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Kontti• Developed concepts and tools
for offering context aware mobile services
• Platform provides personal management and sharing of contexts information, content adaptation, context aware messaging
• Frame based context ontologies specifying operations applied to any hierarchical level
• User can create, edit contexts, monitor contexts, publish
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Kontti• Enabled user to send context
aware messages to specifies target recipients
• Object attaching to a message introduced
• Users can define their own contexts called Zones
• User defined contexts helped in understanding user’s significance in context management
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Kontti
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m:Ciudad
• Based on the vision that mobile devices providing service access should also allow service provision
• User generated services relatively simple to create and use equipped with a limited amount of information called Micro-services
• Users become prosumers• Will lead to more user-centric, targeted, relevant
and usable services shared within the group defined
• User interfaces now used to create, manipulate and manage services for a individual device
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ExpeShare• Experience sharing in mobile peer communities• Intended to go beyond content and focus on peer
communication• Researches feasibility of peer networks , services
to manage on these networks• How to capture and share experiences• Mobile users should be able to exchange content
and experiences• Various levels of peer to peer communication• Physical - two devices talking directly• Network - sharing content via network
technologies • Service Provider – allowing end users one to one
contact
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ExpeShare• Also addresses how context and presence
information is distributed
• how life information can be delivered
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Ubimedia based on Memory Tags
• MINAmI(Micro Nano integrated Platform for traverse Ambient Intelligence) developing a platform for accessing sensors and tags embedded in the environment.
• This architecture facilitates various AmI applications one of them is development of memory tags.
• Memory tags are passive(no own energy source)• Application of memory tags – ubimedia(concept
where media files are embedded into everyday objects
• Facilitates easy access to physical objects.
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Ubimedia based on Memory Tags
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Ubimedia based on Memory Tags
• Memory tags facilitate large amount of storage of data which can be downloaded without a network connection
• After the evaluation of proofs of concept for readable and writable tags it is seen that users prefer ubimedia over web downloads on cell network
• Memory tags embedded in the physical environment will also extend social media to social ubimedia
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Thank You
• Questions?
- Akshay Pimprikar