User Centric Media (eBook)
XV, 364 Seiten
Springer-Verlag
978-3-642-12630-7 (ISBN)
0040 2
Preface 5
Organization 7
Table of Contents 11
UCMedia 2009 Keynote Speech 16
InterMedia: Towards Truly User-Centric Convergence of Multimedia 17
Introduction 17
InterMedia Research Challenges and Architecture 18
Prototype: Chloe@University 19
Scenario 19
Implementation 20
Conclusion and Future Work 23
References 24
UCMedia 2009 Session 1: User Centric Multimedia 25
From Photos to Memories: A User-Centric Authoring Tool for Telling Stories with Your Photos 26
Introduction 26
Motivation and Contribution 27
Related Work 28
Authoring Process 29
Implementation 31
Discussion 32
References 33
User-Centric Context-Aware Mobile Applications for Embodied Music Listening 34
Introduction 34
Sample Applications 35
Evaluation 39
Conclusions 42
References 42
Sync’n’Move: Social Interaction Based on Music and Gesture 44
Introduction 44
Background 45
Application Description 46
The Data Acquisition Module 46
The Feature Extraction and Audio Processing Module 48
Evaluation 49
Conclusion 50
UCMedia 2009 Session 2: Content in Media Communities 52
From Coach Potatoes to TV Prosumers: Community-Oriented Content Creation for IDTV 53
Introduction 53
User Centric Content Creation System 54
Content Management System 55
CMS in SAMBA System 55
CMS Functionalities 56
Community Content Production 57
CMS Training Process 57
Content Creation 57
System Validation and Usability Tests 58
Concluding Remarks and Future Work 60
References 60
Innovation in Online Communities – Towards Community-Centric Design 62
Introduction 62
Background: Innovation in Online Communities 63
Online Communities 63
Open Innovation, Co-creation, and User Innovation 64
Challenges to Innovation in Online Communities 64
Possible Solutions: Community-Centric Design 65
From User-Centric Design to Community-Centric Design 66
Living Labs as a New Approach to Community-Centric Design 68
Conclusion 68
References 69
Multimedia Source Management for Remote and Local Edition Environments 70
Introduction 70
Functionalities 71
Source Management 71
Sources Origin and Prosumer Capabilities 71
Multimedia Edition 71
Architecture 72
The Processing Core 73
The Project Structure 74
The User Interface 75
Test and Evaluation 76
Conclusion 77
References 78
UCMedia 2009 Session 3: Multimedia and User Experience 79
In Search of the Uncanny Valley 80
Introduction 80
History 80
Evidence for Existence 82
Psychological Plausibility 84
The Human Side of the Uncanny Valley 85
Conclusions 87
References 88
Investigating the Use of the Experience Clip Method 90
Introduction 90
User Experience Evaluation 91
Applications 91
Participants and Procedure 92
Analysis and Results 92
Discussion on the Use of the Method 95
Conclusion and Future Work 96
References 97
Natural-Language-Based Conversion of Images to Mobile Multimedia Experiences 98
Introduction 98
Natural-Language-Based Image Transmoding 99
System Overview 99
Matching and Synchronization 100
Typical Application 100
Conclusion and Future Work 101
UCMedia 2009 Session 4: Multimedia Search and Retrieval 102
Provision of Multimedia Content Search and Retrieval Services to Users on the Move 103
Introduction 103
An Overview of the VICTORY Framework 104
The VICTORY “MultiPedia Object” Concept 104
VICTORY Service-Oriented Architecture 105
The “VICTORY PDA” Mobile Application 107
A “VICTORY PDA” Use Case 107
Conclusions 110
References 110
Ground-Truth-Less Comparison of Selected Content-Based Image Retrieval Measures 111
Introduction 111
Similarity Measures 112
VS (PictureFinder) 113
Metrics Based on MPEG-7 Visual Descriptors 113
TAG (Tag Metric) 114
Description of Psycho-Physical Experiments 114
General Assumptions 114
Experiment Setup 115
Experiment Execution 115
Analysis of Results 116
Conclusions 117
Exploiting Complementary Resources 119
Introduction 119
Proposed Framework 120
Complementary Resource Analysis 121
Particle Swarm Optimisation Based Multimedia Indexing and Retrieval 122
Experimental Results 123
Conclusions and Future Work 125
UCMedia 2009 Session 5: Interactive TV 127
Content Personalization System Based on User Profiling for Mobile Broadcasting Television 128
Introduction 128
Overview of the Prior Art in Recommendation and Personalization Systems in Media Environments 129
Design of a Content Personalization System for Mobile Television: The User Profiling and Content Association 130
Content Personalization over Mobile Television: System Architecture 131
Broadcaster 133
User Module 133
Server Module 133
Content Personalization over Mobile Television: System Operation 134
Conclusions and Future Work 135
References 135
WiMAX TV: Possibilities and Challenges 136
Introduction 136
System Design 137
Network Characterization 139
Downlink Scenarios 141
Uplink Scenarios 142
Discussions 143
Conclusions 144
References 145
Personalized Semantic News: Combining Semantics and Television 146
Introduction 146
Personalized Semantic News Scenario 147
Expected Added Value 149
References 149
Service and Content Metadata Systems in Interactive TV Domains 150
Introduction 150
Experience Sharing, Cross-Domain Services and Interactive Sessions 152
Experience Sharing 152
Cross-Domain Services and Architectures 152
Interactive TV Sessions 154
iNEM4U Cross-Domain Metadata Solution 155
Practical Experiences 157
Conclusion 158
References 158
UCMedia 2009 Session 6: Content Delivery 160
Efficient Scalable Video Streaming over P2P Network 161
Introduction 161
Proposed Framework for Scalable Video over P2P Network 162
Scalable Video Coding 163
P2P Network 163
Proposed Modification for Efficient Scalable Video Streaming 164
Experimental Results 166
Conclusion 168
References 168
Rate Adaptation Techniques for WebTV 169
Introduction 169
State of the Art 170
Video Content Adaptation 170
Adaptation to Network Conditions 171
Adaptation for End User Quality Perception 171
Outline of the Proposed Solution 172
Adaptation System Model 172
The WebTV Streaming Server Prototype 173
Performance Evaluation 174
Conclusion and Future Work 175
An Adaptive Control System for Interactive Virtual Environment Content Delivery to Handheld Devices 177
Introduction 177
Related Work 178
The Control Algorithm 179
Tests and Results 182
Conclusions 185
References 186
UCMedia 2009 Session 7: Security, Surveillance and Legal Aspects 187
VirtualLife: Secure Identity Management in Peer-to-Peer Systems 188
Introduction 188
The Architecture of VirtualLife 189
VirtualLife Identities 190
Identity Information 190
Intuitive Identity Verification 191
Trust and Reputation Management 192
Using Identities in Services 192
Authenticating Users 192
Authorization 193
Communication between Users 193
Electronic Documents 193
Binding External Services 194
Implementation 194
Conclusion 195
References 195
Overview of the Legal Issues in Virtual Worlds 196
Introduction 196
Virtual World Property 196
User Evaluation Systems 197
Data Protection 197
Copyright Issues in Virtual Worlds 198
Legal Framework 198
Eligibility for Protection of In-World Created Items 199
Copyright Infringements and Exploitation of Rights 199
Trademark Issues in Virtual Worlds 199
Protection of In-World Trademarks 200
Protection against Virtual Knock Offs 200
Advertising in Virtual Worlds 201
Possible Types of Advertising 201
Legal Assessment 201
Provider Liability for User-Generated Content 201
Dispute Resolution in Virtual Worlds 202
Online Dispute Resolution 202
Legal Aspects 203
Conclusions 203
References 204
Selective Motion Estimation for Surveillance Videos 206
Introduction 206
Selective Motion Estimation 207
Real-Time Background Subtraction 208
Selection Policy 208
Video Coding 210
Experimental Results 210
Conclusion 213
References 213
PerMeD 2009 Session 1 214
Personalization of Media Delivery in Seamless Content Delivery Networks 215
Introduction 215
Content Delivery and User Personalization 216
End-User Preferences 216
End-Device Capabilities 218
Network Parameters 219
Conclusion 219
References 219
Shopping Assistant 220
Introduction 220
Home–Fraction 220
Ad–Package Distribution and Identification 221
Ad–Package Profile Matching 221
Ad–Package Presentation 222
Input Processing and Profile Enhancement 222
Shopping–Fraction 222
Future Prospects 223
Streaming Content Wars: Download and Play Strikes Back 224
Introduction 224
History and State of the Art in Media Streaming Technologies 225
Download and Play 225
Traditional Streaming 226
Progressive Download 226
HTTP Adaptive Streaming 227
Selecting the Best Method Based on User (Transmission) Modes 228
Supporting the Unicast Transmission Mode 229
Supporting the Multicast Transmission Mode 229
Supporting the Broadcast Transmission Mode 229
Use Case Scenario and Conclusions 230
References 231
A Personalized HTTP Adaptive Streaming WebTV 233
Introduction 233
The HTTP Adaptive Streaming 234
The Web Media Player Client 235
Network Portability 238
Terminal Portability 239
Conclusion and Future Work 239
PerMeD 2009 Session 2 240
Scalable IPTV Delivery to Home via VPN 241
Introduction 241
Background and Problem Motivations 241
Related Work 242
Contributions 242
Proposed Scheme 243
OpenVPN 243
IPTV VPN 243
Experiment Setup 244
IPTV VPN Network Layout Description 245
Measurement and Analysis 246
Test Methodology 246
VPN Service Qualities Measurements 246
IPTV VPN Service Qualities 247
Discussion 249
Conclusion 249
Location-Aware and User-Centric Touristic Media 251
Introduction 251
State of the Art 252
System Architecture and User Workflow 254
Conclusions 257
References 258
Optimal Ranking for Video Recommendation 259
Introduction 259
Bayesian Personalized Ranking (BPR) 259
Motivation for BPR-Opt 260
Learning Algorithm and Application to Matrix Factorization 261
Evaluation 261
Conclusion and Future Work 262
Gaming Platform for Running Games on Low-End Devices 263
Introduction 263
Games@Large Framework 264
Games@Large Performance Potential 265
Conclusions 266
References 266
TrustVWS 2009 Session 1 267
Virtual Persons + Virtual Goods = Real Problems 268
Introduction and Definition 268
Virtual Persons 270
Virtual Goods 270
Real Problems 271
Eros vs Leatherwood 271
Marvel vs City of Heroes 272
Blizzard vs MDY Industries21 272
Conclusion 272
References 273
TrustVWS 2009 Session 2 274
A Comparison of Three Virtual World Platforms for the Purposes of Learning Support in VirtualLife 275
Introduction 275
Educational Needs 276
Analysis of Existing Virtual World Platforms 276
VirtualLife Design Decisions 278
Conclusions 280
References 280
Transforming Legal Rules into Online Virtual World Rules: A Case Study in the VirtualLife Platform 281
Introduction 281
About VirtualLife 282
Focus on VirtualLife Legal Framework 283
From Rules in Law to Rules in Artifact 284
The Editor of Rules 285
Values Protected by VirtualLife Law and the Law of Avatars 285
Conclusions 286
References 286
NSA 2009 287
Reverie and Socialization for the ‘Electro-Nomadic Cyborg’ 288
‘Nomadic Domesticity’ 288
History of Domesticity 289
Wirelessness, Nomadism and Alienation 289
The Technological Hearth 291
References 293
Augmented Public Transit: Integrating Approaches to Interface Design for a Digitally Augmented City 294
Introduction 294
TTC Trip Planner and User Profile 295
Conclusion 298
References 298
Memoirs of Togetherness from Audio Logs 299
Introduction 299
Audio Log Processing 300
Experimental Results and Visualisation 301
Conclusion 302
References 302
MinUCS 2009 Session 1 303
Automating Financial Surveillance 304
Introduction 304
Background and Motivation 305
Data 305
Aligning Information to Alerts 307
Price Sensitivity 308
Conclusion 309
References 309
MinUCS 2009 Session 2 311
Cross-Lingual Analysis of Concerns and Reports on Crimes in Blogs 312
Introduction 312
Topics in the “Fraud / Internet Crime” Domain 314
Blog Analysis with Terms and Summaries of Blog Posts 316
Conclusion 317
References 317
Automated Event Extraction in the Domain of Border Security 318
Introduction 318
System Architecture 319
Event Information Access and Moderation 321
Outlook 322
References 323
MinUCS 2009 Session 3 324
Security Level Classification of Confidential Documents Written in Turkish 325
Introduction 325
Experimental Settings 326
Results and Discussions 327
Conclusion and Future Work 330
References 330
Signalling Events in Text Streams 331
Introduction 331
CBSSearch 331
System Overview 332
Stream Indexer 332
Interactive Learning 332
Stream Analysis 333
Preliminary Results 334
References 334
MinUCS 2009 Session 4 336
A Proposal for a Multilingual Epidemic Surveillance System 337
Introduction 337
Related Work 338
Our Approach 338
Some Results 339
Conclusion 341
References 342
Monitoring Social Attitudes Using Rectitude Gains 343
Introduction: Extreme Movements and Security 343
Previous Work 344
Content Analysis and Rectitude 344
Laswell Rectitude Gains 344
Rectitude Gains in Polish 345
Web Mining 345
Spejd Rules 346
Results 347
Conclusions and Future Work 348
References 348
ExpDes 2009 349
Is the Social Television Experience Similar to the Social Online Video Experience? Extending Domain-Specific Sociability Heuristics to a New Domain 350
Introduction 350
Sociability Heuristics for Interactive Television 351
Extending Sociability Heuristics to Social Online Video 351
Conclusion and Further Work 352
References 353
Using Social Science in Design 354
Purpose 354
Three Ways Social Science Can Impact Design 355
Empirical Science in Design Methodology 355
Problems and Solutions in Social Science and Design 356
The Theoretical Loop 357
What Does Social Science Allow Designers to Do? 357
References 358
User-Centric Evaluation Framework for Multimedia Recommender Systems 359
Introduction 359
Evaluation Framework 360
Future Work 361
References 362
Author Index 363
"VirtualLife: Secure Identity Management in Peer-to-Peer Systems (p. 181-182)
1 Introduction
Online virtual worlds are popular among users and organizations. Virtual environments like Second Life and ActiveWorlds are actively used by companies and organizations to promote their products and services[1]. Establishing a visible presence in such a world has become a marketing strategy. The users are interested in virtual worlds for the social interaction and entertainment possibilities. Building a virtual world to attract both users and service providers requires a strong technical framework and a well-defined focus. In our work we address the issue of identity verification and trusted service provision.
Most of the online worlds currently in active use put little effort on the identification of participants. This is a problem for anyone who has to trust the presented identity of their communication partner. Onemotivating example is a business transaction, where parties need to identify each other to enter an agreement. Another is a system that verifies the users’ age to restrict access to age-specific content or provides age information to communication partners. The last example can be extremely motivating for parents whose children engage in online chats. Also, if a user conducts a criminal act inside the virtual world, then it can be claimed that the responsibility lies on the virtual world provider, because it did not fully identify the user.
Our contribution.
We present a holistic solution to identity management and its applications in an online virtual world. We propose a way to handle the assignment and storage of identity information, how to prove identities to other participants and how to build services that use this information. We also describe techniques to make the system more intuitive for users by providing visual indicators of the strength of identity and trust information. The solution has been developed in conjunction with the VirtualLife virtual world [2] and it has been implemented within that world. The usage of the proposed identity management system relies on the following assumptions: the capability to use X.509 security infrastructure and the capability to establish network connection to any node in the system.
Although the solution is generic and can be used in any multi-user system, it was developed and adjusted for use in 3D worlds. It relies on a custom peer-to-peer messaging layer, that is complicated to implement in browser-based virtual worlds. In this paper we introduce VirtualLife and its identity management system. We discuss how a variety of services can be built using this system and how they benefit from its properties. This is the underlying work for further research that may be conducted once the VirtualLife system is online and actual user experiences can be taken into account."
Erscheint lt. Verlag | 1.1.2010 |
---|---|
Sprache | englisch |
Themenwelt | Informatik ► Datenbanken ► Data Warehouse / Data Mining |
Mathematik / Informatik ► Informatik ► Grafik / Design | |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
Wirtschaft ► Betriebswirtschaft / Management ► Wirtschaftsinformatik | |
Schlagworte | Data Mining • media distribution • media retrieval • media value chain • multi media search • Service Provider • User generated Content |
ISBN-10 | 3-642-12630-8 / 3642126308 |
ISBN-13 | 978-3-642-12630-7 / 9783642126307 |
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