Daras / Ibarra User Centric Media

First International Conference, UCMedia 2009, Venice, Italy, December 9-11, 2009, Revised Selected Papers
1. Auflage 2010
ISBN: 978-3-642-12630-7
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark

First International Conference, UCMedia 2009, Venice, Italy, December 9-11, 2009, Revised Selected Papers

E-Book, Englisch, Band 40, 364 Seiten, eBook

Reihe: Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering

ISBN: 978-3-642-12630-7
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark



This book constitutes the thoroughly refereed post-conference proceedings of the First International Conference, UCMedia 2009, which was held on 9-11 December 2009 at Hotel Novotel Venezia Mestre Castellana in Venice, Italy. The conference`s focus was on forms and production, delivery, access, discovery and consumption of user centric media. After a thorough review process of the papers received, 23 were accepted from open call for the main conference and 20 papers for the workshops.
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1;0040;2
2;Preface;5
3;Organization;7
4;Table of Contents;11
5;UCMedia 2009 Keynote Speech;16
5.1;InterMedia: Towards Truly User-Centric Convergence of Multimedia;17
5.1.1;Introduction;17
5.1.2;InterMedia Research Challenges and Architecture;18
5.1.3;Prototype: Chloe@University;19
5.1.3.1;Scenario;19
5.1.3.2;Implementation;20
5.1.4;Conclusion and Future Work;23
5.1.5;References;24
6;UCMedia 2009 Session 1: User Centric Multimedia;25
6.1;From Photos to Memories: A User-Centric Authoring Tool for Telling Stories with Your Photos;26
6.1.1;Introduction;26
6.1.2;Motivation and Contribution;27
6.1.3;Related Work;28
6.1.4;Authoring Process;29
6.1.5;Implementation;31
6.1.6;Discussion;32
6.1.7;References;33
6.2;User-Centric Context-Aware Mobile Applications for Embodied Music Listening;34
6.2.1;Introduction;34
6.2.2;Sample Applications;35
6.2.3;Evaluation;39
6.2.4;Conclusions;42
6.2.5;References;42
6.3;Sync’n’Move: Social Interaction Based on Music and Gesture;44
6.3.1;Introduction;44
6.3.2;Background;45
6.3.3;Application Description;46
6.3.3.1;The Data Acquisition Module;46
6.3.3.2;The Feature Extraction and Audio Processing Module;48
6.3.4;Evaluation;49
6.3.5;Conclusion;50
7;UCMedia 2009 Session 2: Content in Media Communities;52
7.1;From Coach Potatoes to TV Prosumers: Community-Oriented Content Creation for IDTV;53
7.1.1;Introduction;53
7.1.2;User Centric Content Creation System;54
7.1.3;Content Management System;55
7.1.3.1;CMS in SAMBA System;55
7.1.3.2;CMS Functionalities;56
7.1.4;Community Content Production;57
7.1.4.1;CMS Training Process;57
7.1.4.2;Content Creation;57
7.1.4.3;System Validation and Usability Tests;58
7.1.5;Concluding Remarks and Future Work;60
7.1.6;References;60
7.2;Innovation in Online Communities – Towards Community-Centric Design;62
7.2.1;Introduction;62
7.2.2;Background: Innovation in Online Communities;63
7.2.2.1;Online Communities;63
7.2.2.2;Open Innovation, Co-creation, and User Innovation;64
7.2.3;Challenges to Innovation in Online Communities;64
7.2.4;Possible Solutions: Community-Centric Design;65
7.2.4.1;From User-Centric Design to Community-Centric Design;66
7.2.4.2;Living Labs as a New Approach to Community-Centric Design;68
7.2.5;Conclusion;68
7.2.6;References;69
7.3;Multimedia Source Management for Remote and Local Edition Environments;70
7.3.1;Introduction;70
7.3.2;Functionalities;71
7.3.2.1;Source Management;71
7.3.2.2;Sources Origin and Prosumer Capabilities;71
7.3.2.3;Multimedia Edition;71
7.3.3;Architecture;72
7.3.3.1;The Processing Core;73
7.3.3.2;The Project Structure;74
7.3.3.3;The User Interface;75
7.3.4;Test and Evaluation;76
7.3.5;Conclusion;77
7.3.6;References;78
8;UCMedia 2009 Session 3: Multimedia and User Experience;79
8.1;In Search of the Uncanny Valley;80
8.1.1;Introduction;80
8.1.2;History;80
8.1.3;Evidence for Existence;82
8.1.4;Psychological Plausibility;84
8.1.5;The Human Side of the Uncanny Valley;85
8.1.6;Conclusions;87
8.1.7;References;88
8.2;Investigating the Use of the Experience Clip Method;90
8.2.1;Introduction;90
8.2.2;User Experience Evaluation;91
8.2.2.1;Applications;91
8.2.2.2;Participants and Procedure;92
8.2.2.3;Analysis and Results;92
8.2.3;Discussion on the Use of the Method;95
8.2.4;Conclusion and Future Work;96
8.2.5;References;97
8.3;Natural-Language-Based Conversion of Images to Mobile Multimedia Experiences;98
8.3.1;Introduction;98
8.3.2;Natural-Language-Based Image Transmoding;99
8.3.2.1;System Overview;99
8.3.2.2;Matching and Synchronization;100
8.3.3;Typical Application;100
8.3.4;Conclusion and Future Work;101
9;UCMedia 2009 Session 4: Multimedia Search and Retrieval;102
9.1;Provision of Multimedia Content Search and Retrieval Services to Users on the Move;103
9.1.1;Introduction;103
9.1.2;An Overview of the VICTORY Framework;104
9.1.2.1;The VICTORY “MultiPedia Object” Concept;104
9.1.2.2;VICTORY Service-Oriented Architecture;105
9.1.3;The “VICTORY PDA” Mobile Application;107
9.1.3.1;A “VICTORY PDA” Use Case;107
9.1.4;Conclusions;110
9.1.5;References;110
9.2;Ground-Truth-Less Comparison of Selected Content-Based Image Retrieval Measures;111
9.2.1;Introduction;111
9.2.2;Similarity Measures;112
9.2.2.1;VS (PictureFinder);113
9.2.2.2;Metrics Based on MPEG-7 Visual Descriptors;113
9.2.2.3;TAG (Tag Metric);114
9.2.3;Description of Psycho-Physical Experiments;114
9.2.3.1;General Assumptions;114
9.2.3.2;Experiment Setup;115
9.2.3.3;Experiment Execution;115
9.2.4;Analysis of Results;116
9.2.5;Conclusions;117
9.3;Exploiting Complementary Resources;119
9.3.1;Introduction;119
9.3.2;Proposed Framework;120
9.3.3;Complementary Resource Analysis;121
9.3.4;Particle Swarm Optimisation Based Multimedia Indexing and Retrieval;122
9.3.5;Experimental Results;123
9.3.6;Conclusions and Future Work;125
10;UCMedia 2009 Session 5: Interactive TV;127
10.1;Content Personalization System Based on User Profiling for Mobile Broadcasting Television;128
10.1.1;Introduction;128
10.1.2;Overview of the Prior Art in Recommendation and Personalization Systems in Media Environments;129
10.1.3;Design of a Content Personalization System for Mobile Television: The User Profiling and Content Association;130
10.1.4;Content Personalization over Mobile Television: System Architecture;131
10.1.4.1;Broadcaster;133
10.1.4.2;User Module;133
10.1.4.3;Server Module;133
10.1.5;Content Personalization over Mobile Television: System Operation;134
10.1.6;Conclusions and Future Work;135
10.1.7;References;135
10.2;WiMAX TV: Possibilities and Challenges;136
10.2.1;Introduction;136
10.2.2;System Design;137
10.2.3;Network Characterization;139
10.2.4;Downlink Scenarios;141
10.2.5;Uplink Scenarios;142
10.2.6;Discussions;143
10.2.7;Conclusions;144
10.2.8;References;145
10.3;Personalized Semantic News: Combining Semantics and Television;146
10.3.1;Introduction;146
10.3.2;Personalized Semantic News Scenario;147
10.3.3;Expected Added Value;149
10.3.4;References;149
10.4;Service and Content Metadata Systems in Interactive TV Domains;150
10.4.1;Introduction;150
10.4.2;Experience Sharing, Cross-Domain Services and Interactive Sessions;152
10.4.2.1;Experience Sharing;152
10.4.2.2;Cross-Domain Services and Architectures;152
10.4.2.3;Interactive TV Sessions;154
10.4.3;iNEM4U Cross-Domain Metadata Solution;155
10.4.4;Practical Experiences;157
10.4.5;Conclusion;158
10.4.6;References;158
11;UCMedia 2009 Session 6: Content Delivery;160
11.1;Efficient Scalable Video Streaming over P2P Network;161
11.1.1;Introduction;161
11.1.2;Proposed Framework for Scalable Video over P2P Network;162
11.1.2.1;Scalable Video Coding;163
11.1.2.2;P2P Network;163
11.1.2.3;Proposed Modification for Efficient Scalable Video Streaming;164
11.1.3;Experimental Results;166
11.1.4;Conclusion;168
11.1.5;References;168
11.2;Rate Adaptation Techniques for WebTV;169
11.2.1;Introduction;169
11.2.2;State of the Art;170
11.2.2.1;Video Content Adaptation;170
11.2.2.2;Adaptation to Network Conditions;171
11.2.2.3;Adaptation for End User Quality Perception;171
11.2.3;Outline of the Proposed Solution;172
11.2.3.1;Adaptation System Model;172
11.2.3.2;The WebTV Streaming Server Prototype;173
11.2.4;Performance Evaluation;174
11.2.5;Conclusion and Future Work;175
11.3;An Adaptive Control System for Interactive Virtual Environment Content Delivery to Handheld Devices;177
11.3.1;Introduction;177
11.3.2;Related Work;178
11.3.3;The Control Algorithm;179
11.3.4;Tests and Results;182
11.3.5;Conclusions;185
11.3.6;References;186
12;UCMedia 2009 Session 7: Security, Surveillance and Legal Aspects;187
12.1;VirtualLife: Secure Identity Management in Peer-to-Peer Systems;188
12.1.1;Introduction;188
12.1.2;The Architecture of VirtualLife;189
12.1.3;VirtualLife Identities;190
12.1.3.1;Identity Information;190
12.1.3.2;Intuitive Identity Verification;191
12.1.3.3;Trust and Reputation Management;192
12.1.4;Using Identities in Services;192
12.1.4.1;Authenticating Users;192
12.1.4.2;Authorization;193
12.1.4.3;Communication between Users;193
12.1.4.4;Electronic Documents;193
12.1.4.5;Binding External Services;194
12.1.5;Implementation;194
12.1.6;Conclusion;195
12.1.7;References;195
12.2;Overview of the Legal Issues in Virtual Worlds;196
12.2.1;Introduction;196
12.2.2;Virtual World Property;196
12.2.3;User Evaluation Systems;197
12.2.4;Data Protection;197
12.2.5;Copyright Issues in Virtual Worlds;198
12.2.5.1;Legal Framework;198
12.2.5.2;Eligibility for Protection of In-World Created Items;199
12.2.5.3;Copyright Infringements and Exploitation of Rights;199
12.2.6;Trademark Issues in Virtual Worlds;199
12.2.6.1;Protection of In-World Trademarks;200
12.2.6.2;Protection against Virtual Knock Offs;200
12.2.7;Advertising in Virtual Worlds;201
12.2.7.1;Possible Types of Advertising;201
12.2.7.2;Legal Assessment;201
12.2.8;Provider Liability for User-Generated Content;201
12.2.9;Dispute Resolution in Virtual Worlds;202
12.2.9.1;Online Dispute Resolution;202
12.2.9.2;Legal Aspects;203
12.2.10;Conclusions;203
12.2.11;References;204
12.3;Selective Motion Estimation for Surveillance Videos;206
12.3.1;Introduction;206
12.3.2;Selective Motion Estimation;207
12.3.2.1;Real-Time Background Subtraction;208
12.3.2.2;Selection Policy;208
12.3.2.3;Video Coding;210
12.3.3;Experimental Results;210
12.3.4;Conclusion;213
12.3.5;References;213
13;PerMeD 2009 Session 1;214
13.1;Personalization of Media Delivery in Seamless Content Delivery Networks;215
13.1.1;Introduction;215
13.1.2;Content Delivery and User Personalization;216
13.1.2.1;End-User Preferences;216
13.1.2.2;End-Device Capabilities;218
13.1.2.3;Network Parameters;219
13.1.3;Conclusion;219
13.1.4;References;219
13.2;Shopping Assistant;220
13.2.1;Introduction;220
13.2.2;Home–Fraction;220
13.2.2.1;Ad–Package Distribution and Identification;221
13.2.2.2;Ad–Package Profile Matching;221
13.2.2.3;Ad–Package Presentation;222
13.2.2.4;Input Processing and Profile Enhancement;222
13.2.3;Shopping–Fraction;222
13.2.4;Future Prospects;223
13.3;Streaming Content Wars: Download and Play Strikes Back;224
13.3.1;Introduction;224
13.3.2;History and State of the Art in Media Streaming Technologies;225
13.3.2.1;Download and Play;225
13.3.2.2;Traditional Streaming;226
13.3.2.3;Progressive Download;226
13.3.2.4;HTTP Adaptive Streaming;227
13.3.3;Selecting the Best Method Based on User (Transmission) Modes;228
13.3.3.1;Supporting the Unicast Transmission Mode;229
13.3.3.2;Supporting the Multicast Transmission Mode;229
13.3.3.3;Supporting the Broadcast Transmission Mode;229
13.3.4;Use Case Scenario and Conclusions;230
13.3.5;References;231
13.4;A Personalized HTTP Adaptive Streaming WebTV;233
13.4.1;Introduction;233
13.4.2;The HTTP Adaptive Streaming;234
13.4.3;The Web Media Player Client;235
13.4.4;Network Portability;238
13.4.5;Terminal Portability;239
13.4.6;Conclusion and Future Work;239
14;PerMeD 2009 Session 2;240
14.1;Scalable IPTV Delivery to Home via VPN;241
14.1.1;Introduction;241
14.1.1.1;Background and Problem Motivations;241
14.1.1.2;Related Work;242
14.1.1.3;Contributions;242
14.1.2;Proposed Scheme;243
14.1.2.1;OpenVPN;243
14.1.2.2;IPTV VPN;243
14.1.3;Experiment Setup;244
14.1.3.1;IPTV VPN Network Layout Description;245
14.1.4;Measurement and Analysis;246
14.1.4.1;Test Methodology;246
14.1.4.2;VPN Service Qualities Measurements;246
14.1.4.3;IPTV VPN Service Qualities;247
14.1.4.4;Discussion;249
14.1.5;Conclusion;249
14.2;Location-Aware and User-Centric Touristic Media;251
14.2.1;Introduction;251
14.2.2;State of the Art;252
14.2.3;System Architecture and User Workflow;254
14.2.4;Conclusions;257
14.2.5;References;258
14.3;Optimal Ranking for Video Recommendation;259
14.3.1;Introduction;259
14.3.2;Bayesian Personalized Ranking (BPR);259
14.3.2.1;Motivation for BPR-Opt;260
14.3.2.2;Learning Algorithm and Application to Matrix Factorization;261
14.3.3;Evaluation;261
14.3.4;Conclusion and Future Work;262
14.4;Gaming Platform for Running Games on Low-End Devices;263
14.4.1;Introduction;263
14.4.2;Games@Large Framework;264
14.4.3;Games@Large Performance Potential;265
14.4.4;Conclusions;266
14.4.5;References;266
15;TrustVWS 2009 Session 1;267
15.1;Virtual Persons + Virtual Goods = Real Problems;268
15.1.1;Introduction and Definition;268
15.1.2;Virtual Persons;270
15.1.3;Virtual Goods;270
15.1.4;Real Problems;271
15.1.4.1;Eros vs Leatherwood;271
15.1.4.2;Marvel vs City of Heroes;272
15.1.4.3;Blizzard vs MDY Industries21;272
15.1.5;Conclusion;272
15.1.6;References;273
16;TrustVWS 2009 Session 2;274
16.1;A Comparison of Three Virtual World Platforms for the Purposes of Learning Support in VirtualLife;275
16.1.1;Introduction;275
16.1.2;Educational Needs;276
16.1.3;Analysis of Existing Virtual World Platforms;276
16.1.4;VirtualLife Design Decisions;278
16.1.5;Conclusions;280
16.1.6;References;280
16.2;Transforming Legal Rules into Online Virtual World Rules: A Case Study in the VirtualLife Platform;281
16.2.1;Introduction;281
16.2.2;About VirtualLife;282
16.2.3;Focus on VirtualLife Legal Framework;283
16.2.3.1;From Rules in Law to Rules in Artifact;284
16.2.3.2;The Editor of Rules;285
16.2.3.3;Values Protected by VirtualLife Law and the Law of Avatars;285
16.2.4;Conclusions;286
16.2.5;References;286
17;NSA 2009;287
17.1;Reverie and Socialization for the ‘Electro-Nomadic Cyborg’;288
17.1.1;‘Nomadic Domesticity’;288
17.1.2;History of Domesticity;289
17.1.3;Wirelessness, Nomadism and Alienation;289
17.1.4;The Technological Hearth;291
17.1.5;References;293
17.2;Augmented Public Transit: Integrating Approaches to Interface Design for a Digitally Augmented City;294
17.2.1;Introduction;294
17.2.2;TTC Trip Planner and User Profile;295
17.2.3;Conclusion;298
17.2.4;References;298
17.3;Memoirs of Togetherness from Audio Logs;299
17.3.1;Introduction;299
17.3.2;Audio Log Processing;300
17.3.3;Experimental Results and Visualisation;301
17.3.4;Conclusion;302
17.3.5;References;302
18;MinUCS 2009 Session 1;303
18.1;Automating Financial Surveillance;304
18.1.1;Introduction;304
18.1.2;Background and Motivation;305
18.1.3;Data;305
18.1.4;Aligning Information to Alerts;307
18.1.5;Price Sensitivity;308
18.1.6;Conclusion;309
18.1.7;References;309
19;MinUCS 2009 Session 2;311
19.1;Cross-Lingual Analysis of Concerns and Reports on Crimes in Blogs;312
19.1.1;Introduction;312
19.1.2;Topics in the “Fraud / Internet Crime” Domain;314
19.1.3;Blog Analysis with Terms and Summaries of Blog Posts;316
19.1.4;Conclusion;317
19.1.5;References;317
19.2;Automated Event Extraction in the Domain of Border Security;318
19.2.1;Introduction;318
19.2.2;System Architecture;319
19.2.3;Event Information Access and Moderation;321
19.2.4;Outlook;322
19.2.5;References;323
20;MinUCS 2009 Session 3;324
20.1;Security Level Classification of Confidential Documents Written in Turkish;325
20.1.1;Introduction;325
20.1.2;Experimental Settings;326
20.1.3;Results and Discussions;327
20.1.4;Conclusion and Future Work;330
20.1.5;References;330
20.2;Signalling Events in Text Streams;331
20.2.1;Introduction;331
20.2.2;CBSSearch;331
20.2.2.1;System Overview;332
20.2.2.2;Stream Indexer;332
20.2.2.3;Interactive Learning;332
20.2.2.4;Stream Analysis;333
20.2.3;Preliminary Results;334
20.2.4;References;334
21;MinUCS 2009 Session 4;336
21.1;A Proposal for a Multilingual Epidemic Surveillance System;337
21.1.1;Introduction;337
21.1.2;Related Work;338
21.1.3;Our Approach;338
21.1.4;Some Results;339
21.1.5;Conclusion;341
21.1.6;References;342
21.2;Monitoring Social Attitudes Using Rectitude Gains;343
21.2.1;Introduction: Extreme Movements and Security;343
21.2.2;Previous Work;344
21.2.3;Content Analysis and Rectitude;344
21.2.3.1;Laswell Rectitude Gains;344
21.2.3.2;Rectitude Gains in Polish;345
21.2.4;Web Mining;345
21.2.5;Spejd Rules;346
21.2.6;Results;347
21.2.7;Conclusions and Future Work;348
21.2.8;References;348
22;ExpDes 2009;349
22.1;Is the Social Television Experience Similar to the Social Online Video Experience? Extending Domain-Specific Sociability Heuristics to a New Domain;350
22.1.1;Introduction;350
22.1.2;Sociability Heuristics for Interactive Television;351
22.1.3;Extending Sociability Heuristics to Social Online Video;351
22.1.4;Conclusion and Further Work;352
22.1.5;References;353
22.2;Using Social Science in Design;354
22.2.1;Purpose;354
22.2.2;Three Ways Social Science Can Impact Design;355
22.2.3;Empirical Science in Design Methodology;355
22.2.4;Problems and Solutions in Social Science and Design;356
22.2.5;The Theoretical Loop;357
22.2.6;What Does Social Science Allow Designers to Do?;357
22.2.7;References;358
22.3;User-Centric Evaluation Framework for Multimedia Recommender Systems;359
22.3.1;Introduction;359
22.3.2;Evaluation Framework;360
22.3.3;Future Work;361
22.3.4;References;362
23;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."



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