Vous êtes sur la page 1sur 25

D4.5.

1 MediaConnect Experiment Problem Statement and Requirements


2012-11-29 Jens Grubert (Graz University of Technology) Gerhard Reitmayr (Graz University of Technology) Lyndon Nixon (STI International) Christian Bara (STI International)
This deliverable provides a detailed overview about the MEDIAConnect experiment problem statement and requirements for the Schladming Venue. This document provides EXPERIMEDIA facility operators with requirements related to physical and digital assets and infrastructure for the implementation and execution of the MEDIAConnect experiment.

www.experimedia.eu

EXPERIMEDIA

Dissemination level: PU

Project acronym EXPERIMEDIA Full title Experiments in live social and networked media experiences Grant agreement number 287966 Funding scheme Large-scale Integrating Project (IP) Work programme topic Objective ICT-2011.1.6 Future Internet Research and Experimentation (FIRE) Project start date 2011-10-01 Project duration 36 months Activity 4 Experimentation Workpackage 4.5 EX5: Novel mobile interfaces for situated media and interactive video (MediaConnect) Deliverable lead organisation Graz University of Technology Authors Jens Grubert (Graz University of Technology), Gerhard Reitmayr (Graz University of Technology), Lyndon Nixon (STI International), Christian Bara (STI International) Reviewers Wolfgang Halb (JRS), George Ioannidis (IN2) Version 1.0 Status Final Dissemination level PU: Public Due date PM14 (2012-11-30) Delivery date 2012-11-29

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

EXPERIMEDIA

Dissemination level: PU

Table of Contents
1. 2. 3. Executive Summary............................................................................................................................ 4 Introduction ........................................................................................................................................ 5 Experiment Problem Statement ....................................................................................................... 6 3.1. 3.2. 3.3. Objectives................................................................................................................................... 6 Adaptivity to Usage Scenarios ................................................................................................. 7 Existing Services........................................................................................................................ 7

3.3.1. Physical and Interactive Slope Panoramas ........................................................................ 7 3.3.2. Videos Promoting the Schladming Region ....................................................................... 8 3.4. 4. 4.1. 4.2. 4.3. 4.4. Preliminary Usage Scenario ..................................................................................................... 8 Participants ............................................................................................................................... 11 Hypotheses ............................................................................................................................... 11 Experimental Factors ............................................................................................................. 12 Data Collection ........................................................................................................................ 13 Experiment Design .......................................................................................................................... 11

4.4.1. Quality of Service ................................................................................................................ 13 4.4.2. Quality of Experience ........................................................................................................ 14 4.4.3. Quality of Community ....................................................................................................... 14 5. Experiment Procedure ..................................................................................................................... 15 5.1. 5.2. Preparatory Phase ................................................................................................................... 15 Execution Phase ...................................................................................................................... 15

5.2.1. Part 1: Pre-experiments ...................................................................................................... 15 5.2.2. Part 2: First Run of the Experiment ................................................................................ 15 5.2.3. Part 3: Final Run of the Experiment ................................................................................ 16 5.3. 6. 7. 8. 9. Analysis Phase ......................................................................................................................... 16 Requirements..................................................................................................................................... 17 Plan for Implementation ................................................................................................................. 19 Risks.................................................................................................................................................... 21 Ethics and Privacy ............................................................................................................................ 23

10. Conclusion ......................................................................................................................................... 25

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

EXPERIMEDIA

Dissemination level: PU

1. Executive Summary
This deliverable reports on the design of the EXPERIMEDIA MEDIAConnect experiment, which focuses on enriching tourists' experiences when interacting with local services and products in Schladming through the provision of novel mobile interface technologies like Augmented Reality and Interactive Video. After a motivating introduction on using novel mobile interfaces for interacting with situated media the problem statement and specific characteristics of the experiment are discussed. Specifically, it is illustrated how the experiment objectives and employed technologies are adaptable to various usage scenarios. Based on a description of related existing services in the region, a preliminary usage scenario is presented. Next, the experiment design and procedures are explained. Additionally emphasis is put on the requirements for a successful implementation of the experiment and associated risks.

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

EXPERIMEDIA

Dissemination level: PU

2. Introduction
The increase of personal mobile devices has simplified the consumption and the production of video on the go. In the near future, the Future Media Internet with permanent high bandwidth connectivity would remove any remaining technical barriers to almost constant video-based online interaction by and with consumers. Interacting with this type of content can be leveraged by e.g. mobile Augmented Reality, an emerging technology that can enable immersive experiences in the real world by integrating digital media within the physical surrounding of users. However, it is still unclear if this technology shift to ubiquitous video and Augmented Reality will be taken up by mainstream end-users (as prosumers1, and not only consumers) and will become an important facilitator in everyday activity. While the richness of the content provided by ubiquitous, interactive, personalised media should add value to the users experience of digital content in real world contexts it still has to prove that it can actually fulfil this promise, mainly regarding the interface with this content. This is largely affected by the novelty of future networked media experiences which we call MEDIAConnect and that represents a significant shift from current media consumption behaviour. Will people used to passive video viewing take the extra steps to personalise their consumption and choose to interact with video for more information and to access services? Will they prefer an Augmented Reality interface to a digital map for finding a quiet spot on the tracks and to explore the latest geo-located status updates of nearby friends? Within the EXPERIMEDIA project we will conduct an experiment at the Schladming venue to investigate the influence of novel user interfaces on the Quality of Experience (QoE) in accessing digital content situated in the real world. Specifically, we will assess how Future Media Internet experiences based on Web data and services are influenced by a specific interface metaphor such as Augmented Reality, Virtual Reality, digital maps, or traditional graphical representation. Expected outcomes of this experiment will help the research community to better understand the potentials and challenges when employing these interfaces with user generated and situated content. Decision makers at the Schladming venue and third parties will benefit from an assessment of the added value of the technology for their business goals.

Someone who is both a producer and consumer (of content in this case).

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

EXPERIMEDIA

Dissemination level: PU

3. Experiment Problem Statement


The MEDIAConnect experiment centres on enriching tourists' experiences when interacting with local services and products through novel mobile interface technologies like Augmented Reality and Interactive Video. Specifically, a focus of the MEDIAConnect experiment is enhancing the experience of existing products and services through novel mobile interfaces rather than providing a complete service itself. The goal of the technology for visitors must be that they feel they have better used their time and resources while in the region, e.g., they found out about and could attend locations and events of interest to them or activities at Schladming were more accessible (they could preview the activity, reserve in advance, go there at the moment they were close by, etc.).

3.1.

Objectives

Objectives of the MEDIAConnect experiment are to capture the user experience when interacting with local services, products and events in Schladming made accessible through novel interfaces including Augmented Reality and Interactive Video on the users' mobile devices. Furthermore, assessing the user experience of different mobile interfaces should have multiple benefits for the local business stakeholders in Schladming. First, content providers in Schladming can present their services and products in an engaging way to visitors, before, during and after the stay in Schladming, potentially increasing customer loyalty both to the region and to businesses themselves. Second, the amount of resources needed to present local services or products through mobile interfaces can be assessed better. Specifically, if the experiment outcome indicates that the Quality of Experience (QoE) is comparable between traditional and interactive based experiences (i.e. 2D visualisations vs Augmented Reality, passive linear video vs augmented interactive video) it might be sufficient to connect automatically generated information that is already available in the Schladming CMS to POIs on a (2D) map to engage visitors with products and services. Similarly, delivering user-generated, professionally produced or automatically generated video streams connected to locations around Schladming could rely on established services (e.g., YouTube) without the need for offering interactive capabilities. However, if Augmented Reality and Interactive Video based experiences deliver added-value in terms of QoE the increased effort of creating them might be worthwhile. Specifically, to be able to investigate the discussed issues, following questions should be addressed: 1. How is the Quality of Experience in interacting with digital content embedded in a physical environment influenced by the particular interface metaphor through which the content is made available? 2. What impact does the representation of the environment have on the Quality of Experience? 3. If users access to video content contains interesting objects, are they more likely to interact with the video to get more information about those objects? Or is video likely to remain a more passive consumption activity?
Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

EXPERIMEDIA

Dissemination level: PU

3.2.

Adaptivity to Usage Scenarios

A characteristic of the MEDIAConnect experiment is the focus on the provisioning of novel mobile interfaces for digital services rather than on providing a complete service itself. Those interfaces can be adapted to several usage scenarios employing differing services and products. Specifically, at the beginning of the VIA phase 1 several scenarios are under discussion with the Schladming venue with the goal to select a scenario which maximizes both Schladming visitors' experiences while visiting the region and business values for local stakeholders without sacrificing the research questions. The characteristics of the employed interface technologies for Augmented Reality and Interactive Video that add value to existing services independent of a concrete usage scenario are: Enhancing the visitors experience of digital product and service resources by making them accessible through a physical artefact - rather than focusing on pure digital interfaces Encouraging visitors to interact with other co-located users by expressive spatial interaction with the physical artefacts Engaging visitors to actively interact with scenes of interest in otherwise passive videos through Interactive Video interfaces

3.3.

Existing Services

To begin with, we must consider which existing products and services in and around the Schladming region could be relevant to our experiment for being enhanced using the Augmented Reality and Interactive Video interfaces. Through mocking up a potential usage scenario for these interfaces using the selected products and services, we can derive our requirements on Schladming infrastructure, our technologies and the EXPERIMEDIA testbed in order to provision and execute the experiment.

3.3.1.

Physical and Interactive Slope Panoramas

In Schladming physical slope panoramas are distributed at several locations. The give an overview about slopes (and slope difficulty) and slope lifts embedded in a panorama of the region. Visitors can locate themselves and get an overview about the ski area. However, they do not have access to the status of services and facilities e.g., if a specific slope is open or closed. Ski amad 2 extends this basic service by providing interactive versions of the panorama both for web usage3 and as mobile app4. In addition to the same basic overview functionality the interactive 2D maps provide facility and service status updates if e.g., a lift is closed or open. Also further points-of-interest for infrastructure (parking lots, Wi-Fi hotspots) and restaurants are visualized. Basic information about the slopes such as the status (open / closed), the length and if the slope can be covered with artificial snow can be displayed. For lifts the height difference is listed in textual form as well. Furthermore, pictures from webcams distributed in
http://www.skiamade.com http://affiliate.skiamade.com/de/winter/skiregionen/pistenpanorama?zoom=79 4 https://play.google.com/store/apps/details?id=at.deepsearch.deep.snow.android&hl=en
2 3

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

EXPERIMEDIA

Dissemination level: PU

the region can be visualized, too. Finally, aggregated information (percentage of open lifts and slopes, weather) is displayed.

3.3.2.

Videos Promoting the Schladming Region

Planai TV is a Schladming based television channel which broadcasts locally 24 hours a day with a program focused on showing live pictures from one of four panorama cameras set up in the resort, interspersed by local advertising. The live pictures are continually overlaid by current time, weather conditions and forecasts, and there are also short announcements regarding events and offers. A Planai news program is broadcasted every hour on the hour. The target group is primarily visitors of the Schladming-Dachstein region, which represents over 2 million overnight stays. The four panoramas are the (skiing) peaks Planai, Hochwurzen, Dachstein and Galsterberg. The live stream is also 1:1 broadcasted via the Internet worldwide, as are 3 of the live webcams (Planai, Hochwurzen and Dachstein). Additionally several short clips are available on a YouTube channel (http://www.youtube.com/PlanaiTV).

3.4.

Preliminary Usage Scenario

While several usage scenarios are under discussion with the Schladming facility we focus preliminary on the "Interactive Slope Panorama" scenario as it supports a visitor journey before, during and after the stay at the Schladming region. The scenario is briefly described next. Erica and her friend Karl booked days in Schladming for skiing a while ago. While 85% of the ski areas are still open during the FIS ski world championship Erica wants to explore which slopes she actually can ride with confidence when being in Schladming. While Karl opens the web browser to check the slopes on an existing interactive 2D slope panorama he gets notified that using the smartphone he can actually see an interactive 3D panorama which allows him to better understand and anticipate the slopes inclinations. All he has to do is to point the phone to the existing image of the panorama on her monitor or alternatively print out an A4 sized sheet of paper and the depicted mountains comes to life (see Figure 1). Furthermore, besides being able to explore all services available on the 2D version he can now watch interactive video enriching existing web camera streams and Planai TV videos located in the region. While watching an interactive video he sees a nicely located building on the slopes and by choosing it (by a simple tap on the touchscreen) he learns that it is a stylish restaurant with a great view of the slopes, and he is pleased to see that he can also instantly access the menu to pre-check if they have vegetarian food options. Karl is happy to be able to access aggregated information about local services all through a single interactive map rather than being forced to surf to each website individually. He makes a note to take Erica out to that restaurant during their stay.

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

EXPERIMEDIA

Dissemination level: PU

Figure 1: Karl explores the slope inclinations on an interactive 3D model at home.

When Erica and Karl arrive in Schladming they discover a large printed poster of the slope panorama at their hotel. When relaxing in the evening before their first ski day they see a young couple standing and discussing in front of the poster (see Figure 2). Erica and Karl join them and see that they are reviewing their day's pictures which they have posted previously on Facebook before on the poster to visualise the location of each picture. How, cool! You can easily relate that picture to the mountain you have been on. Erica says. And the view is magnificent!. Peter, who discussed the pictures with his girlfriend Annie, turns around and says. Yeah, and the slope here is also great to ride if you want to avoid the masses. Both couples connect to each other and agree to ski together the next day. The following morning Karl takes a look at the slope they plan to visit within the mobile application, knowing it is augmented with various information sources, and finds a direct link to a PlanaiTV video. Unlike the program he can also see on TV in his room or over the WLAN on his tablet, this stream is interactive - as it switches to an advertisement for the local InterSport shop he likes the look of one of the ski caps and finds it cool that by a touch he can pull up more information, see the price, and even reserve one for himself at the Schladming store! You couldn't do that just watching Planai on the hotel TV!

Figure 2: A large augmented physical poster serves both as social hotspot and as an engaging way to review personal user generated media.

One week after Erica and Karl had finished their vacation, they meet friends at home to talk about their vacations (see Figure 3). Since their holiday pictures were already posted on Facebook, they choose rather to give their friends a new experience and take out the interactive
Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

EXPERIMEDIA

Dissemination level: PU

map and show selected pictures and videos directly embedded into the 3D scenery of the mountains seen through their tablet. How cool, you took these pictures that up high!?, I think I also want to see that region on my own., her friend says. Knowing that they would like to know more about Schladming in the summer, Karl switches to an interactive tourism video accessible from the app which is showing summer activities. During a short segment showing horses, the friend wonders out loud "It would be great if they offer horse riding". Karl immediately touches the screen and accesses directly, to the amazement of their friends, information about horse riding schools in Schladming-Rohrmoos. "Look, they also have horse and cart rides!" exclaims his friend and turns to his partner, "We always said we wanted to do that. Guess we should go to Schladming next summer!"

Figure 3: The printed and augmented poster can act as a physical and interactive souvenir to relate the holiday experiences to Schladming when back home.

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

10

EXPERIMEDIA

Dissemination level: PU

4. Experiment Design
While the experiment allows for usage before, during and after a trip to Schladming, the main focus of the experiment lies on visitors' experiences during their stay at Schladming. Only here rich qualitative and quantitative feedback from users is available for the experimenter.

4.1.

Participants

Although the focus of the experiment is mainly on visitors of Schladming as end-users of the mobile application, we briefly discuss the involved actors: End-users of the mobile application Persons using the MEDIAConnect application during the experimental period are providing the majority of QoE and QoC data. We distinguish between three groups of end-users: Pilot testers (2-5 people): Are persons who will use beta versions of the application in the pre-experiment phase. General visitors of Schladming (> 100 people). Will be able to download the app and use it without experimenters being present. Consent to participate in the experiment will be asked within the application for this group and QoE measures will be gathered through in-app feedback. This is the largest group of users contributing to QoS, QoE and QoC data. Volunteering visitors of Schladming (10-20). Are subsets of general visitors who in addition to the role of a general visitor volunteer to gather richer QoE feedback. Specifically, they will carry a Microsoft SenseCam or Autographer camera and participate in post-hoc interviews.

Content-providers Local stakeholders in Schladming who provide the content that is visualized over the interactive panorama in the AR view, or over the interactive video. This group of users might change during the experiment depending on which stakeholders (GIS data providers, CMS operators, video owners) are able to provide content in time. Experimenter Experimenters will overview the execution and analysis of the experiment.

4.2.

Hypotheses

Hypotheses for this experiment are: If users have the free choice of using an Augmented Reality view or a digital map view at a large physical poster: H1: they will interact longer in the Augmented Reality view than in the digital map view 11

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

EXPERIMEDIA

Dissemination level: PU

H2: they will find the Augmented Reality view more enjoyable than the digital map view H3: visitors will use the Augmented Reality interface longer if they interact with media items embedded in a 3D model of the environment than if they interact with a media items directly overlaid to the static panorama image of the environment. If users are on the go: H4: they will prefer digital map visualization over a 3D model that is augmented on a carry on flyer. If users view video in a context in which they are actively seeking information: H5: they will be prepared to disrupt linear play-out and interact with the video when they can access further information about items of interest in the video as a result. H6: they prefer to be able to define directly their information search when interacting, rather than have it chosen for them like in traditional, lean back video.

4.3.

Experimental Factors

In order to test the hypotheses we will use several interfaces: F1: A fully interactive 3D model of the skiing environment with embedded media items combined with a digital map visualization. F2: An overlay of media items directly on the physical panorama poster - combined with a digital map visualization F3: A fully interactive 3D model of the skiing environment with embedded media items only F4: An overlay of media items directly on the physical panorama poster only F5: A digital map visualization only In the main experiment these visualization types will be randomly assigned to participants at the first start of the mobile application. Conditions 1 - 4 employ Augmented Reality based visualization which differ in the degree of visual richness. F1 and F2 will be used to understand better usage patterns of visitors when they can switch freely between novel (Augmented Reality) and more established (digital map) interfaces. Condition F3 and F4 will provide insight if Augmented Reality experiences alone can engage users to go F3 and F4 will provide insight if Augmented Reality experiences alone can engage users to go near a physical poster to interact with the embedded digital information. Condition F5 is used to compare the novel interfaces to the baseline experiences already available on mobile apps for visitors in Schladming. In this condition the physical poster will not be used for interaction. In the interactive video experience, we will indicate when a video plays that there are interactive elements but will enable the user, if they choose not to interact, to watch the video without
Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

12

EXPERIMEDIA

Dissemination level: PU

disruption in the standard, passive manner. The user needs to actively request the additional information by an action (such as touching the screen). We will offer two distinct user interfaces for the interactive video player, one providing a deeper level of interaction with the video itself (specifically choose concepts, select an information source and see the information) and one being more automated in its augmentation of the video (toggle augmentation simply on/off, available information will be displayed). Thus in the interactive video aspect of the experiment, we test (a) if a video consumer would interact with the video if they could, and if yes, (b) if more direct interaction is preferred (like clicking links on the Web) or indirect interaction (maintaining the lean back feeling of video). As the number of factors requires a minimum amount of users he experiment will be implemented to adapt to different amount of users. Specifically, if only few people (<50) will participate in the experiment only condition 1 and 5 will be active (thus not allowing to address H3). Only if enough visitors (>50) download the app the other factors will be activated and randomly assigned.

4.4.

Data Collection

Both data for assessing the Quality of Service (QoS) and Quality of Experience will be gathered during the experiment.

4.4.1.

Quality of Service

In addition to measures about network connectivity a major Quality of Service factor for mobile Augmented Reality experiences is the robustness of the employed pose tracking system. While we will employ a state-of-the art natural feature tracking system environmental factors such as the overall brightness of the scene or specular highlights on the augmented object as well as user movements can lead to a breakdown of the tracking system. Therefore, in the experiment we will collect data that allows investigating the tracking performance while using an Augmented Reality view. Especially, we will record: Orientation data from the linear accelerometer and gyroscope (in Augmented Reality mode) 6 Degrees of Freedom (DOF) pose w.r.t. an object (the physical panorama - in Augmented Reality mode) GPS location (and accuracy indication) of the device

In addition we will employ streaming video as content source. The experiment can leverage QoS metrics provided by the Audio Visual Content Component (AVCC). Specifically for the interactive video component reporting should include interactive video player events (captured within a Web browser) - not just video play/pause/stop - but the selection of interactive elements and browsing to further information within the video environment, as well as the "click through" rate on available actions such as reserving a service, requesting more information etc. Furthermore, URLs activated in the application (videos streamed, Web contents accessed, services chosen such as "make a reservation" or "send me an email with information" or "download a discount voucher for this product") should be recorded. 13

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

EXPERIMEDIA

Dissemination level: PU

4.4.2.

Quality of Experience
Touch points on the mobile screen Selected contents in the interactive video player Time spent with a particular interface (Augmented Reality - 2D mode, interactive video content overlays) In-app feedback dialogs Babylon (multi-polar, continuous affective sample) One dimensional (bi-polar) affective sample (happy - sad rating 5 level likert scale) (through Experience Samping Method

Following data will be collected from all users:

Selected volunteers will in addition carry an Autographer or SenseCam camera to sample pictures from their environment. This will be used in post-hoc interviews to get rich qualitative feedback about experiences that participants otherwise tend to forget5.

4.4.3.

Quality of Community

Capturing number of shares of interactive videos via social networks as well as number of shares of digital content which is part of the video or augmented reality view enrichment.

cf. M. Pielot, B. Poppinga, W. Heuten, S. Boll Tacticycle: Supporting Exploratory Bicycle Trips. In Proccedings of ACM SIGCHI's International Conference on Human-Computer Interaction with Mobile Devices and Services 2012 (MobileHCI'12,) September 21-24, 2012, San Francisco, CA, USA.
5

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

14

EXPERIMEDIA

Dissemination level: PU

5. Experiment Procedure
5.1. Preparatory Phase
The preparatory phase for the MEDIAConnect experiment will ensure that the requirements for running the main experiment will be met. This specifically includes: Running prototypes of the Augmented Reality client and Interactive Video player Integration of a first set of digital content resources from Schladming partners Integration of EXPERIMEDIA baseline components (ECC, SCC, AVCC and the Babylon scale for in-app feedback) where applicable and viable

The integration of the ECC and SCC components is dependent on the cross-platform support for both iOS (> v5.0) and Android (>v 2.3). Specifically, to date the SCC component is only available as Java package which cannot be used under iOS. It is also still unclear if there will be an easy to integrate version of the babylon multi-polar affective scale for Android. Furthermore, in the preparatory phase a first set of concrete questionnaires for gathering Quality of Experience feedback will be defined.

5.2. 5.2.1.

Execution Phase Part 1: Pre-experiments

The execution phase will be in three parts.

Pre-experiments will serve to check the functional operation of the technical infrastructure, to identify usability issues in the mobile applications and to validate the applicability especially of the Quality of Experience data capture methods. Specifically, the scope of user effort to give feedback will be investigated. Quality of Experience data capture methods will be adapted if necessary. For example if users indicate that it takes too long to give feedback questionnaires might either be shortened or incentives to give the feedback might be increased.

5.2.2.

Part 2: First Run of the Experiment

A first main run of the experiment is planned during the FIS Alpine World Ski Championships 2013. Depending on provisioning of suitable content and services by providers in Schladming the visualized services on the map and in Interactive Videos can be focused specifically on events and facilities related to the championships. After downloading the app and agreeing to participate in the experiment, users will see an introductory screen showing the possibilities of the app. Visitors are then free to use the app. They can explore POIs either through the Augmented Reality or 2D view (visualization types 1 + 2). Associated to POIs they can access various media resources, such as text, webpages, audio, images and (interactive) video. Furthermore, they can connect to selected social websites like Facebook and review their own geo-referenced uploads (such as videos and photos) on the map.

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

15

EXPERIMEDIA

Dissemination level: PU

The selected group of volunteering visitors will receive additional pre-experiment (introduction of the experiment, tutorial, hand-out of the recording equipment) and post-experiment (semistructured interviews, review of the recorded material) phases.

5.2.3.

Part 3: Final Run of the Experiment

A final run of the experiment will be run during the summer season in Schladming. This serves both to validate finding about the interface usage patterns identified in a first analysis phase and provides the opportunity to integrate further digital content sources that local facility operators might provide after the first run.

5.3.

Analysis Phase

The analysis phase will be in two parts and be intervened with the execution phase. A first analysis phase will be conducted after the first run of the experiment. The data enumerated in Section 4.4 (Data Collection) will be used to derive analysis results useful for local stakeholders in Schladming and the wider scientific community. During the first analysis phase there is also the option to adapt the measures and analysis methods for the final run of the experiment and second analysis phase.

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

16

EXPERIMEDIA

Dissemination level: PU

6. Requirements
In order to be able to implement and evaluate the proposed scenario there are several requirements on communication channels, technical infrastructure, digital and physical assets which will be discussed next. Communication Local stakeholders providing physical and digital assets must be identified and be willing to participate in the provisioning in the experiment Efficient communication channels with local stakeholders at Schladming venue must be established to ensure timely provision of physical and digital assets

Infrastructure Mobile internet access support through 3G, 4G or Wi-Fi connections must be provided in the experimental area Deployment Support in using or adapting existing physical panoramas or installing selected new ones at suitable locations (such as in town, at key POIs such as hotels and restaurants), which also include a promotion of the mobile application and means to download it (shortened URL, QR code) Support in promoting the mobile app through distribution of flyers in local shops, hotels or ski lifts

Assets

Accessibility to GIS data of the Schladming area o GPS coordinates of relevant locations (slopes, ski-lifts, webcams, shops, etc.) to be able to geo-reference locations on the digital panorama o GIS terrain data to be able to construct a high-fidelity and accurate digital and interactive 3D model

Accessibility to (extended) POI data of those locations o Static POI characteristics of relevant locations (address, phone number, opening hours etc.) o Dynamic POI characteristics of relevant locations if possible (availability, status, user ratings etc.) o Service interfaces of relevant locations if possible (reservation, booking, update request etc.)

Video content that 17

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

EXPERIMEDIA

Dissemination level: PU

o is of interest to local business as it either directly promotes local services and products or promotes the region outside of the FIS championship/ outside of the current season o is suitable for annotation (i.e. concrete objects like food or shops have to be identifiable, and ideally appear in the video frame for at least a few seconds ) Integration with baseline components Baseline components (ECC, SCC, AVCC) must be able to handle many (possibly thousands) of concurrent requests Baseline components (like the Babylon tool for QoE feedback) must be ready to be integrated in multiple mobile platforms (Android and iOS) QoE and QoS measures used in the experiment must either be able to be recorded through the ECC or be recorded outside of the baseline components.

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

18

EXPERIMEDIA

Dissemination level: PU

7. Plan for Implementation


Following actions have to be completed to set up a functional test environment: Testing of Wi-Fi and mobile (3G/4G) network environment, particularly in the key locations for the scenario (around the panorama posters, and the locations of the PlanaiTV webcams) Setting up AR Infrastructure o Retrieving the GIS data o Building the 3D model of the depicted area on the physical posters o Model a mapping from WGS1984 to the 3D model and 2D map (existing visualizations already use a distorted view - GPS locations and mapping should already be available from Schladming stakeholders Setting up the Interactive Video infrastructure o Preparation of a number of selected videos which will be integrated into the AR view of the panorama (e.g. PlanaiTV cams) i.e. their annotation, and linking to appropriate enrichment content such as local product and service offers. o Provision of video and enrichment content on local servers to minimise possible latency during play-out to clients in the Schladming region o Testing of the interactive video player on different devices and clients (is based on HTML5, which has an inconsistent implementation on browsers) Integrating baseline components o ECC: either client side AMQP implementations that are useable from iOS and Android should be integrated or alternative ways to communicate with the ECC server have to be established (e.g., through an additional server) o SCC: SocialIntegrator can only be used under Android. Either app will be deployed only on Android or social network integration (Facebook) needs to be reimplemented o AVCC: Usage as media server for the (interactive) video material, integrated with our own metadata server (which handles the video annotation and subsequent enrichment) e.g. to synchronize the video with its enrichments on play-out Integration tests Beta Release First tests with selected Experimenter group Feedback evaluation and retesting, bug fixes Final Release Tests Run 1 Analysis and Reporting Test Run 2 19

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

EXPERIMEDIA Analysis and Reporting

Dissemination level: PU

Approximate Timeline:
December 2012 Baseline Component Integration AR infrastructure Developed January 2013 Achieved February 2013 May 2013 June 2013

Interactive Video (IV) infrastructure

Developed

Integrated into AR client

AR+ IV Mobile App Experiment

Developed +Deployable Run 1 Run 2 Reported

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

20

EXPERIMEDIA

Dissemination level: PU

8. Risks
Risks can be segmented in technology, communication and experimental focused aspects. Communication Communication with local stakeholders in Schladming can be inhibited due to resource constraints or the diversity of stakeholders involved. Specifically: The preparation for the FIS championships takes priority, leaving no resources for the provisioning of assets needed for creating the experimental software. Specifically the minimum requirement of setting up a base version experiment requires the provisioning of GIS data for the panorama. The value of the technology may not be clear enough to the stakeholders to justify to them providing/adapting data and services for the experiment (this may be better in the second run, if the first run achieves sufficient publicity for Schladming), leaving only already existing data sources (like the Schladming CMS) as input for the experiment Integration into the live event might already be too late to organize: o Preparations for the FIS championships are already on-going o It is not transparent which services are already delivered through third parties (e.g. ticket guide system) Risk mitigation strategies include usage of publicly available data or data provisioned through other partners possibly resulting in an application with constrained functionality. However, timely coordination with local stakeholders is essential regarding the deployment of the experiment, as physical artefacts (posters) in Schladming are used in addition to a mobile application as part of the interface. Technology The technical integration of baseline components might be inhibited due to platform incompatibilities. Specifically, the experiment should be provided both on iOS (>v.5) and Android (>2.3) to reach as many potential users as possible. After a first investigation of the baseline components implementations we found that: It is unclear if the Babylon tool for in-app feedback can be integrated both on iOS and Android applications The SCC seems to rely on a Java implementation of SocialAuth. Java is unavailable on iOS The ECC relies on the AMQP protocol for which it is currently not known if there is unified implementation supporting both iOS and Android

Certain risks can be mitigated by constraining the deployment of the application to one platform only (e.g., Android) or replacing baseline components with alternative solutions. For example, the Babylon tool could be replaced with bi-polar affective scales (such as a 5 point Likert scale)
Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

21

EXPERIMEDIA

Dissemination level: PU

which could be implemented by the experimenters themselves. Furthermore, social network APIs for selected social networking communities such as Facebook Experiment Failing to engage with enough participants on site. Our goal is to run the first main experiment overlapping with the FIS Alpine World Skiing Championships, when we can expect a very large number of visitors at Schladming. We will work closely with Schladming and their partners to provision via the application information that will be important to visitors. Also, we will discuss with Schladming incentives to users, such as reduced admissions, reserved seating etc. provided via the app. Again, using the results of the winter season experiment we will showcase the benefits to visitors in the summer season to encourage participation. Participants fail to use the application further, leading to very limited experiment results. That participants do not use the application more than once or twice is of course itself a result regarding the appeal of the functionality and the interface, in fact a key evaluation metric would be to determine which of the two was the bigger barrier. However care will be taken to ensure participants want to use the application over some time for example, the AR interface is also complemented by a more classical map interface, where users do not feel comfortable using AR, or video viewing can take place without accessing at all the content enrichments. Also access to the new functionalities will be made as simple and as intuitive as possible, with participants being easily aware of the fact that if they want they can access an AR view of their location, or select objects in the video to see more content. We will seek to identify in the first experiment if a bad user interface (based on usability methods such as heuristic evaluation and cognitive walkthrough) is a limitation to longer use of the application, in order to ensure the second run uses as effective user interfaces as possible, to better focus on collecting data for our research questions about the experience of using the application in an AR or interactive video environment.

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

22

EXPERIMEDIA

Dissemination level: PU

9. Ethics and Privacy


Conditions for participating in the experiment include the explicit agreement of the application user to the capture of their interactions with the content (which will be anonymised in their storage for the usage analysis). On first use a clear statement should be given to the user which requires their explicit acceptance (e.g. click the "I Agree" button). This statement should also clearly state how data privacy laws are being respected (e.g. anonymisation of the data, its deletion after a certain period of time in which the experiment results have been analyzed). A menu option in the application permits the user AT ANY TIME to re-read the usage terms and conditions, and if desired, have their usage data deleted. D5.1.2 and D5.1.3 have delivered a detailed discussion of ethical guidelines considering the EXPERIMEDIA project and its specification. The Privacy Impact Assessment (PIA) detailed in D2.1.1 is also applied to the experiment. Those principles will be integrated in an adequate way into the design of the experiment as follows: Informed consent All users of the MEDIAConnect application will be informed about the experiment purpose and all aspects around the usage of the app and how it contributes to the experiment to make sure that the user shows willingness to participate. This will be done before the activation of the mobile app on the smartphone of the user. Confidentiality The user generated data that will be collected or logged during the experiment will be only available for the experimenter. Any other parties will be disclosed from the access to the data. Deception The information collected from participants will not be deceived, mislead or withhold over the purpose and general nature of the experiment concept. Data Collection Most concerns that rise from this embedded experiment reside in the area of saving the user generated content references into meta-data infrastructure used to co-ordinate the information flow and reproduce the analytics data for further analytic applications and mobile clients. Therefore in order to ensure that data generated by users will be preserved in secure ways protecting the actor's anonymity should be considered as important point of matter. Only the minimal amount of data will be stored (references) necessary to reproduce the feedback issues. There is no commercial intension behind the collection of this data. Withdrawal From The Investigation Participants will be informed about their rights to withdraw from the experiment and to require the destruction of generated data collected with their contribution.
Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

23

EXPERIMEDIA Consortium Partner Responsibility

Dissemination level: PU

With an early release of this concept among the consortium partners an opportunity to ethically review the embedded experiment setup and design will be provided. As the process advances this concept will be updated with actual data and resent to revision again. All partners are also free to monitor the experiment and deliver suggestions and concerns considering the observations. Those requests will be treated in the realm of future progress in an adequate manner.

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

24

EXPERIMEDIA

Dissemination level: PU

10. Conclusion
This deliverable reported on the design of the EXPERIMEDIA MEDIAConnect experiment, which focuses on enriching tourists' experiences when interacting with local services and products through the provision of novel mobile interface technologies like Augmented Reality and Interactive Video. We described the objectives and design of the experiment given a preliminary usage scenario which still has to be finally agreed upon with local stakeholders in Schladming. The enumerated requirements and associated risks encompassing communication, technological and experimental aspects have to be addressed timely to ensure a successful implementation of the experiment.

Copyright Graz University of Technology and other members of the EXPERIMEDIA consortium 2012

25

Vous aimerez peut-être aussi