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MUM Tables of Contents: 0405060708091011121314

Proceedings of the 2007 International Conference on Mobile and Ubiquitous Multimedia

Fullname:Proceedings of the 6th International Conference on Mobile and Ubiquitous Multimedia
Editors:Timo Ojala
Location:Oulu, Finland
Dates:2007-Dec-12 to 2007-Dec-14
Standard No:ISBN: 978-1-59593-916-6; ACM DL: Table of Contents; hcibib: MUM07
Links:Conference Website
M4: multimedia mobility manager: a seamless mobility management architecture supporting multimedia applications BIBAFull-Text 6-13
  Karl Andersson; Daniel Granlund; Christer Åhlund
In this paper, a proof-of-concept and a software architecture, M4 (MultiMedia Mobility Manager), is presented. In short, M4 is offering seamless mobility management to multimedia applications using a variety of wireless access networks. First, M4 is built on multihomed Mobile IP building on the principle of soft handovers. Second, network selection in M4 is based on a network layer metric combining round-trip times and jitter in round-trip times. Third, the end-user can enter its own preferences on network selection through a policy-based extension to the proposed network selection algorithm.
   The proposed architecture is evaluated in a live heterogeneous networking environment where handover performance is studied in detail. In addition, user-perceived quality of experience for Voice over IP using the M4 software architecture has been studied. Last, downloads of large amount of data using a combination of high and low capacity wireless networks in M4 were studied.
   Results indicate that the architecture as a whole and the proposed algorithms perform well. M4 can thus be seen as an implementation of the "Always Best Connected" vision.
Disconnection tolerance for SIP-based real-time media sessions BIBAFull-Text 14-23
  Jörg Ott; Lu Xiaojun
Mobile users may experience short disruptions and premature call terminations (not just) when moving while engaged in a (multimedia) conversation. While much emphasis is put on enabling seamless mobility, recovery in case of (temporary) service failures has received little attention. In this paper, we explore the technical aspects of disconnection tolerance mechanisms for SIP-based mobile communications. We present standards-compliant detection and recovery mechanisms, provide a brief experimental evaluation based upon packet traces, and report on our prototype implementation.
Transmitting streaming data in wireless multimedia sensor networks with holes BIBAFull-Text 24-33
  Lei Shu; ZhangBing Zhou; Manfred Hauswirth; Danh Le Phuoc; Peng Yu; Lin Zhang
Within the vision of ubiquitous multimedia, using multimedia sensor nodes, such as audio, image, and video sensor nodes, in wireless sensor networks can dramatically enhance the capability of sensor networks for event description. Different kinds of holes can easily appear in sensor networks. For example, tens of sensor nodes can consist of a hole in a small area because of overload. Efficiently and reliably transmit these multimedia streaming data back to the base station while bypassing these static or dynamic holes is one of the key challenge issues. In this paper, we propose a new Two Phase geographical Greedy Forwarding (TPGF) routing algorithm for exploring one or multiple optimized hole-bypassing transmission paths. We demonstrate the execution of TPGF routing algorithm by using our implemented simulator NetTopo. Comparison and simulation results show that our algorithm can effectively solve the identified problems and is better than the famous GPSR routing algorithm in both functionality and performance aspects.
Distributed profiling in a partitioned ambient network BIBAFull-Text 34-41
  Volker Bruns; Simon Reymann; Artur Lugmayr
We elaborate a model for distributed profiling and profile sharing in a decentralized network. The proposed solution achieves the goal of supplying devices from the user's environment with personal content, enabling them to offer personalized services. Special emphasis is put on the synchronization of multi-sourced profiles and a detailed procedure that follows the optimistic replication paradigm is presented. The model was verified in a prototype software implementation, called Portable Personality, which is briefly described and an exemplary scenario was realized.
Creating dynamic groups using context-awareness BIBAFull-Text 42-49
  Josef Hallberg; Mia Backlund Norberg; Johan Kristiansson; Kåre Synnes; Chris Nugent
This article presents the conceptual communication model of dynamic groups, that dynamically utilizes three traditional communication metaphors through the use of context-based information. Dynamic groups makes creation, management and usage of groups easy. It enables social network structures to be maintained in both virtual and face-to-face settings as well as in the combination thereof. This article defines the dynamic management of advanced contact lists which can include presence and status information, a/synchronous multimedia communication tools, and methods for structuring social networks. It also contains an initial evaluation and a proposed architecture for technical realisation.
Inferring intentions in generic context-aware systems BIBAFull-Text 50-54
  Christoph Burghardt; Thomas Kirste
Many context-aware projects try to develop the next step in human computer interaction, systems that adapt to a users need and help him to focus on his specific task. Probabilistic models are used to infer the current activity of a user. These techniques for predicting the actions of a user are often custom-tailored to a fixed location and scenario. We developed a method to generate probabilistic models for different context, therefore broaden their use in different domains of ubiquitous computing. This makes our intention analysis more generic.
The election algorithm for semantically meaningful location-awareness BIBAFull-Text 55-63
  Uzair Ahmad; Brian J. d'Auriol; Young-Koo Lee; Sungyoung Lee
The technology of multimedia content adaptation based upon the location of a target device can become the long expected killer application of ubiquitous computing. Easy to develop, lightweight, and robust location estimation is the core component of this technology. Until now, location estimation technology remains restricted to highly sophisticated hardware and networking infrastructure where semantics of the location information are defined and controlled by service providers. We aim to lower the technical and infrastructure barriers to allow general users to define and develop the semantically meaningful location systems. This paper presents a simple location estimation method to build radio beacon based location systems in the indoor environments. It employs an realtime learning approach which requires zero prior knowledge. The salient features of our method are low memory requirements and simple computations which make it desirable for location-aware multimedia systems functioning in distributed client-server settings as well as privacy sensitive applications residing on stand alone devices.
Qualitative scenario analysis of mobile peer-to-peer BIBAFull-Text 64-68
  Mikko V. J. Heikkinen; Heikki Hämmäinen
Mobile peer-to-peer (MP2P) services are currently emerging due to the growing experimentation in both the academia and the industry. This paper presents the initial results of a scenario analysis applied to MP2P services. We also discuss the scenario methodology in general. We have possibly identified the most significant uncertainties related to MP2P services and the most essential trends behind the uncertainties. We conclude by presenting initial scenarios. Our future aim is to complete a full scenario analysis on MP2P based on the results presented in this paper.
Towards distributed service provisioning BIBAFull-Text 69-73
  Heikki Kokkinen; Seamus Moloney
This paper studies Internet protocols and services which is currently server based and which show good potential to be distributed to client terminals. Server based services require installation, operation and maintenance. A finite upper limit on the number of servers leads to potential performance bottlenecks. There are environments and situations in which server infrastructure is not available. Client-only based services enable terminal manufacturers to deploy new services fast and flexibly to the customers without depending on the operator server infrastructure investments.
   As research material we use Internet trace statistics, Sourceforge application categories and popularity, available popularity rankings of Internet services and a literature study of distributed services. The methodology employed is to model the network as a single-hop adhoc WLAN network, which has only terminal clients of equal capabilities and which does not have any external connectivity to the public Internet or any other infrastructure network. The services which technically work in this adhoc WLAN environment can also be extended to the public Internet by taking the advantage of peer-to-peer or other overlay networks. The services are evaluated based on their use case, if there are alternative solutions providing the same service, and according to the technical feasibility in mobile devices.
   For each selected potential distributed service solution the requirements are defined and the related research problem is stated. If a known solution exists, it is described and evaluated. The common building blocks needed for the service distribution are described based on the service solutions of the selected services. Finally, the main gaps on the path towards fully distributed service provisioning are identified.
Evaluation of DHTs from the viewpoint of interpersonal communications BIBAFull-Text 74-83
  Jani Hautakorpi; Gonzalo Camarillo
This paper evaluates several O(log n)-hop DHT (Distributed Hash Table) algorithms' suitability for interpersonal communications. DHTs have been widely used for file sharing, but recent research and standardization efforts are exploring their use for interpersonal communication as well. We identify the desired features of DHTs from the viewpoint of interpersonal communications and evaluate several current DHTs with respect to these features.
Super nodes positioning for P2P IP telephony over wireless ad-hoc networks BIBAKFull-Text 84-89
  Mehdi Mani; Winston Seah; Noël Crespi
IP Telephony is a potential killer application among the various multimedia applications and services. It is therefore natural to expect support for these services over new network architectures like wireless ad-hoc networks. Despite the proliferation of IP Telephony services in the Internet, the traditional client/server models that have been used are found to be highly inefficient for wireless ad-hoc networks as compared to peer-to-peer (P2P) models. On the other hand, P2P strategies require some tuning to work well in wireless ad-hoc networks. In this paper, we discuss some undesirable situation that may happen if P2P systems are deployed over wireless ad-hoc networks without adaptation. We then define our strategies for positioning Super Nodes in the physical network underlay as well as P2P ID space according to the constraints of these network technologies. We evaluate the efficiency of our approach in reducing the session establishment time and request failure rate as two important criteria for the performance of IP telephony systems.
Keywords: IP Telephony, P2P, DHT
Performance evaluation of replication strategies in DHTs under churn BIBAFull-Text 90-97
  Salma Ktari; Mathieu Zoubert; Artur Hecker; Houda Labiod
This paper presents a comparative analysis of replication algorithms for DHT (Distributed Hash Table) architectures. These algorithms are applicable to all existing structured peer-to-peer systems, and can be implemented on top of any DHT. The performance of these algorithms is examined using emulation through virtualization. Significant differences are identified in terms of delays, control overhead, success rate, and overlay route length.
Empirical evaluation of mobile peer-to-peer wellness group communication application for Symbian OS BIBAFull-Text 98-102
  Timo Koskela; Otso Kassinen; Jussi Ala-Kurikka; Mika Ylianttila
In this paper, we analyze the results of the end-user evaluation of a wellness-related mobile application for Symbian OS, the Wellness. With the application, users were able to plan their physical exercise beforehand, keep track of their performed exercise, and share that information to a peer group in real-time or after the exercise. The evaluation was carried out with 15 volunteer test users. Each of them used the application for 6 to 8 days, doing some physical exercise during that period. During the exercise, the users would wear a sports computer and a heart rate meter that communicated with the application in the phone. After the testing period, the users answered a questionnaire about their experiences. The users appreciated the application's basic idea, although the instability of the application deteriorated the quality of the user experience. Moreover, persons who had used similar wireless devices or applications before found the application more usable than those who had little experience of such technology.
One-touch access to music on mobile devices BIBAFull-Text 103-109
  Dominik Schnitzer; Tim Pohle; Peter Knees; Gerhard Widmer
We present an approach that offers the user a convenient and meaningful way to access her music on a mobile device. By exploiting information on acoustic similarity and community-based music labels, a music collection is automatically structured and described to allow for easy orientation and navigation within the collection. To this end, the complete collection is arranged along a circular playlist path such that similar sounding pieces are grouped together. As a consequence, regions of musical styles emerge. Furthermore, we propose two approaches to derive informative descriptors that are displayed on the different regions, allowing an overview of the whole collection at a glance. For demonstration, we implemented our prototype interface on an Apple iPod.
Mambo: a facet-based zoomable music browser BIBAFull-Text 110-117
  Raimund Dachselt; Mathias Frisch
Current mobile music players and managers rely on scrolling long and hierarchically structured lists of items. They do not scale well to various screen sizes. As a solution, this paper introduces Mambo for browsing personal music collections on mobile and other devices. Songs, albums, or artists can be browsed and filtered according to different hierarchical metadata facets such as time, genre, or alphabet. The FacetZoom widget constitutes the basic metaphor and combines visual faceted browsing with zoomable user interfaces. To search, browse, and filter data in a consistent way, we contribute both a continuous multi-scale and a discrete tap-and-center navigation which is especially suited for mobile devices. A 24-subject formative user study was conducted, investigating the first prototype under PDA and Ultra Mobile PC display conditions using two design variants. The results indicate that the facet-based zooming approach scales well to various display sizes.
Controlling multimedia players using NFC enabled mobile phones BIBAFull-Text 118-124
  Iván Sánchez; Marta Cortés; Jukka Riekki
Multimedia content is commonly manipulated using a keyboard and a mouse. We propose an innovative way of controlling multimedia services using mobile phones equipped with NFC (Near Field Communication) compliant RFID readers. A user activates multimedia content by touching an RFID tag. This action configures the mobile phone as a remote control for the multimedia content. The user sends commands such as play, pause and stop, using the phone's UI. The multimedia content is shown on a wall display. This approach has several benefits: a common and easy-to-use user interface, off-the-self components, and lightweight implementation. We have not created any new technology, but our system makes use of widely used ones. The innovation of our system comes up on how all these technologies are glued together to get a light and flexible system. We present three prototypes: an interactive advertising catalogue, a video player and a slideshow viewer.
Using mobile phones as remote control for ubiquitous video-recording BIBAFull-Text 125-130
  Christian Giordano; Sonia Modeo; Giorgio Bernardi; Ferdinando Ricchiuti
In this paper, we describe a new paradigm of video recording through two related projects, Faucet and Record2ME. Faucet and Record2ME work together in order to achieve the goal of ubiquitous interaction. Faucet is the service that provides a mean to get multimedia contents using the podcast model while Record2ME is a Java application for mobile phones that allow the usage of Faucet service in a mobility context.
Extending large-scale event participation with user-created mobile media on a public display BIBAFull-Text 131-138
  Peter Peltonen; Antti Salovaara; Giulio Jacucci; Tommi Ilmonen; Carmelo Ardito; Petri Saarikko; Vikram Batra
Most large public displays have been used for providing information to passers-by with the primary purpose of acting as one-way information channels to individual users. We have developed a large public display to which users can send their own media content using mobile devices. The display supports multi-touch interaction, thus enabling collaborative use of the display. This display called CityWall was set up in a city center with the goal of showing information of events happening in the city. We observed two user groups who used mobile phones with upload capability during two large-scale events happening in the city. Our findings are that this kind of combined use of personal mobile devices and a large public display as a publishing forum, used collaboratively with other users, creates a unique setting that extends the group's feeling of participation in the events. We substantiate this claim with examples from user data.
Story Mashup: design and evaluation of novel interactive storytelling game for mobile and web users BIBAFull-Text 139-148
  Jürgen Scheible; Ville H. Tuulos; Timo Ojala
This paper studies the design rationale and evaluation of an urban storytelling game called Story Mashup. In the game ubiquitous computing infrastructure is utilized to facilitate real-time interaction between mobile and web users. Textual stories written in the web by certain people are illustrated by other people taking matching photos with camera phones. Complete stories are then displayed on a large public display and on the web. To carry out a thorough empirical evaluation of the game design in a real world setting, the game was played in New York in September 2006 with 180 players and by people in the internet around the world. The results show that the adopted iterative design process succeeded in achieving the goals set for usability, user experience and game stimulation.
A physically-based client-server rendering solution for mobile devices BIBAFull-Text 149-154
  Matt Aranha; Piotr Dubla; Kurt Debattista; Thomas Bashford-Rogers; Alan Chalmers
Mobile devices, also known as small-form-factor (SFF) devices such as mobile phones, PDAs and ultra mobile PCs have continued to grow in popularity. Improvements in SFF hardware has enabled a range of suitable applications such as gaming, interactive visualisation and mobile mapping. Although high-fidelity graphic systems typically have significant computational requirements, the time taken may be largely resolution dependent. The limited resolution of SFFs indicates such platforms are prime candidates for running high-fidelity graphics.
   Due to the limited hardware available on mobile devices, it is not currently possible to produce high-fidelity graphics in reasonable time. However, most SFFs have some degree of network capability. Using a remote server in conjunction with a mobile device to render high-fidelity graphics on demand allows us to substantially reduce the total rendering time. This paper introduces a client-server framework for minimising rendering times using a cost function to predict optimal distribution of rendering.
A lightweight approach for augmented reality on camera phones using 2D images to simulate 3D BIBAFull-Text 155-159
  Petri Honkamaa; Jani Jäppinen; Charles Woodward
We describe a lightweight augmented reality approach enabling arbitrarily complex virtual models to be operated even on low end camera phones. For optimal performance we apply simple motion tracking with manual initialization, and sequences of 2D images to give illusion of three dimensions. Our approach enables also augmenting of real objects, not just virtual ones. A prototype implementation of the solution exists for Series 60/Symbian OS mobile phones. Augmented interior design is presented as the main application example.
Persona: a portable tool for augmenting proactive applications with multimodal personalization support BIBAFull-Text 160-168
  Fahim Kawsar; Tatsuo Nakajima
User centric personalization plays an important role for the adoption of proactive applications. However, stipulating system support to facilitate personalization features in proactive applications generically is still an open issue. In this paper we have addressed this particular issue and presented Persona, a tool that enables adding personalization features in proactive applications in a generic manner. A key feature of Persona is portability that allows it to be injected in various pervasive middlewares as a plug-in. Consequently, existing proactive applications can easily be extended with Persona for personalization support. We have discussed the design and implementation rationale behind Persona and shown it's direct implications with two different middlewares and several proactive applications.
Wireless wires: let the user build the ubiquitous computer BIBAFull-Text 169-175
  Davide Carboni; Pietro Zanarini
In this paper we describe the motivations, the rationale and a solution to build a web of things in which people have the important role to build new connections between real objects using a simple interaction based on pointing visual tags. Some scenarios are described and in particular the conference room scenario is analyzed in depth and a real prototype that implements this scenario is showed.
Eye movement study of reading text on a mobile phone using paging, scrolling, leading, and RSVP BIBAFull-Text 176-183
  Gustav Öquist; Kristin Lundin
Which text presentation format is best to use on a mobile phone? We have evaluated Scrolling, Paging, Leading, and Rapid Serial Visual Presentation (RSVP) in a balanced repeated-measurement study employing 16 subjects on a mobile phone. Besides monitoring reading speed, comprehension, and task load, we also tracked eye movements while reading. The results show that text presented in the Page format is read significantly faster than both the Scrolling and the RSVP format without any significant differences in comprehension. The Page format was moreover significantly less demanding to use compared to Leading and RSVP for most factors according to NASA-TLX. RSVP was found to significantly decrease eye movements whereas Leading was found to increase them. Leading yielded very irregular eye movements, but this did not affect reading speed. These results show that Paging offers best readability on a mobile phone, an interesting finding given that Scrolling is the format predominantly used today.