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PERSONAL CONTENT EXPERIENCE Managing Digital Life in the Mobile Age Juha Lehikoinen Antti Aaltonen Pertti Huuskonen Ilkka Salminen 3ICGNTENNIAL 3ICENTENNIAL John Wiley & Sons, Ltd

PERSONAL CONTENT EXPERIENCE - GBV

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Page 1: PERSONAL CONTENT EXPERIENCE - GBV

PERSONAL CONTENT EXPERIENCE Managing Digital Life

in the Mobile Age

Juha Lehikoinen

Antti Aaltonen

Pertti Huuskonen

Ilkka Salminen

3 I C G N T E N N I A L

3 I C E N T E N N I A L

John Wiley & Sons, Ltd

Page 2: PERSONAL CONTENT EXPERIENCE - GBV

Contents

Foreword xiii

Acknowledgements xv

List of Abbreviations xvii

Prologue xxi

Chapter 1: Digital Memories and the Personal Content Explosion 1

1.1 Digital Us 2

1.2 You and This Book 5

1.3 Contents at a Glance 7

Chapter 2: Trends Towards Mobility 11

2.1 The New Nomads 12 2.1.1 Five-Second Attention Span 13 2.1.2 Continuous and Nomadic Mobile Use 15

2.2 Mobile Device Categories 16 2.2.1 Dedicated Media Devices 17 2.2.2 Swiss Army Knives 20 2.2.3 Toolbox Devices 21 2.2.4 Accessories and Other Devices 24

2.3 Mobile Compromises 25 2.3.1 Teeny Weeny Uls 30

2.4 Because it Can! 30

2.5 Convergence 31

2.6 Wireless Revolution 33

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vi Personal Content Experience: Managing Digital Life in the Mobile Age

2.6.1 Broadcast Networks 35

2.6.2 Short-Range Wireless 36

2.7 Case Study: Mobile Music 38

2.8 References 43

Chapter 3: Mobi le Personal Content Uncovered 45

3.1 First there were Files 48

3.1.1 From File Management to Content Management 49

3.1.2 Creation and Usage make Content Personal 52

3.2 Categorization 54

3.3 Characteristics of Personal Content 56

3.3.1 Content Explosion 58

3.3.2 Personal Content is Invaluable 59

3.3.3 Personal Content is Familiär... or Not 59

3.3.4 Favourites 61 3.3.5 Sharing and Communities 61

3.3.6 Relations and Associations 61

3.3.7 Privacy and Security Requirements 62

3.4 Mobile Personal Content 63

3.4.1 Mobile Personal Content is Distributed 63

3.4.2 Mobile Content is Tied to Creation and Usage Context 64

3.4.3 The Same Content Types, New Usage Patterns... 64

3.4.4 Totally New Content Types, or Extended Use

of Existing Content Types 65

3.4.5 New Behavioural Patterns 66

3.4.6 New Challenges 67 3.5 Content Wants to be Free? 67 3.6 GEMS, a Tool for Modelling Personal

Content Experience 72 3.7 References 76

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Contents vii

Chapter 4: Metadata Magic 79 4.1 Metadata for Consumers: A Brief

Introduction 80

4.1.1 Metadata Semantics 82

4.1.2 Metadata - For Managing or Enjoying? 83

4.2 Metadata Creation 84

4.3 Metadata Maintenance 90

4.4 Relations Give Meaning 91

4.4.1 People as First-Class Metadata 92

4.4.2 Derived Metadata 93

4.5 How does Metadata Benefit the User? 93

4.5.1 Tracing and Recall 94

4.5.2 Searching 94

4.5.3 Organizing: Sorting, Crouping and Filtering 95

4.5.4 Automatic Summarizing 96

4.5.5 Enhancing Privacy and Security 97

4.5.6 Constructing Views 97

4.5.7 Better Recommendations 98

4.5.8 Reusing/ Remixing/ Reconstructing 98

4.5.9 Smoother Transition Between Applications 99

4.6 Existing Approaches 99

4.6.1 MARC 100

4.6.2 Dublin Core Metadata Initiative 101

4.6.3 XMP 103

4.6.4 ID3v2 104

4.6.5 Acidized Wav 105

4.6.6 DCFand EXIF 107

4.6.7 Quicktime 107

4.6.8 MPEG-7 108

4.6.9 RSS 109

4.6.10 Summary 110

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viii Personal Content Experience: Managing Digital Life in the Mobile Age

4.7 The PCE Trinity: Mobility, Context and Metadata 111

4.7.1 File Context 112

4.7.2 Elements of Context 114

4.7.3 Context is Essential for Communication 115

4.8 The Challenges: Universal Metadata, Extensibility, Abuse 116

4.9 Yet Another Challenge: Interoperability 118

4.9.1 Personal Content Device Ecosystem 118

4.9.2 Application Interoperability 120

4.9.3 Existing Solutions for Interoperability 120

4.10 The Dream: When Metadata Really Works 122

4.11 References 124

Chapter 5: Realizing a Metadata Framework 127

5.1 Metadata is a Solution . . . and a Problem 128

5.2 Challenges in Distributed Mobile Content Management 130

5.2.1 Storage 130

5.2.2 Synchronization 133

5.2.3 Version Control 134

5.2.4 Backing Up 135

5.2.5 Content Adaptation 136

5.2.6 Locating the Desired Piece of Content 138

5.3 Different Types of Metadata 140

5.3.1 Tags 141

5.3.2 Context Capture 142

5.3.3 Relationships 145

5.3.4 Usage History and Events 147

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Contents ix

5.4 From Content Management to Metadata Management 148

5.4.1 Cross Media Challenge and Metadata

Ownership 150

5.4.2 Separating Metadata from Content Binaries 151

5.4.3 Preparing for the Future 153

5.5 Overall Architecture 154

5.6 Our Metadata Ontology 157

5.6.1 Instance Metadata and the Schema 160

5.6.2 Initializing the Framework 160

5.6.3 Our Default Ontology 161

5.6.4 Namespace 161

5.6.5 Metadata Schema Objects 162

5.6.6 The Most Typical Metadata Schema Objects

and Attributes 163

5.6.7 Events 164

5.6.8 Relationships 165

5.6.9 How to Handle Composite Objects 166

5.6.10 URIs for Fragments 167

5.6.11 Extendingthe Ontology 169

5.7 Making a Prototype Implementation 171

5.7.1 Metadata Engine 172

5.7.2 Managing Schemas 174

5.7.3 Why Use SQL and Especially SQLite as

Persistent Storage 178

5.7.4 Harvester Manager 183

5.7.5 Context Engine 185

5.8 FacingReal Life 189

5.8.1 Memory Consumption 190

5.8.2 Speed 191

5.8.3 Example Usage of Metadata Engine 192

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x Personal Content Experience: Managing Digital Life in the Mobile Age

5.9 Metadata Processors 194

5.10 Summary 195

5.11 References 196

Chapter 6: User Interfaces for Mobi le M e d i a 199

6.1 Human in the Loop 202

6.1.1 Searching 204

6.1.2 User-Centred Design 205

6.2 Interacting with Mobile Personal Content 206

6.2.1 Music 207 6.2.2 Photos 209

6.2.3 Video 211

6.3 Interfaces for Mobile Media Devices 213

6.3.1 Why not Speech User Interfaces for Mobiles? 214

6.3.2 Craphical User Interfaces 215

6.3.3 Interaction Technologies and Techniques 216

6.3.4 Ul structure and Navigation 223

6.3.5 Basic Ul Components for Mobile Media 230

6.4 Designing a Mobile User Interface 242

6.4.1 Common Ul Design Cuidelines 243

6.4.2 The Ul Design Process and Methods 246

6.4.3 Validating the Design 252

6.5 Performing the GEMS Tasks 254

6.5.1 Cross-GEMS Tasks: Browse and Search 254

6.5.2 Get Content 260

6.5.3 Enjoy Content 266

6.5.4 Maintain Content 270

6.5.5 Share Content 273

6.5.6 Multi-Tasking in GEMS 276

6.6 The Effect of Device Category on Ul 277

6.7 Summary 279

6.8 References 280

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Contents xi

Chapter 7: Application Out look 285

7.1 General Characteristics of Mobile Applications 288

7.2 Location-Based Applications 289

7.2.1 Point of Interest 290

7.2.2 Wayfinding 291

7.2.3 Annotations 293

7.2.4 Location as Metadata 294

7.2.5 Location and Communities 295

7.2.6 Other Applications 298

7.2.7 Discussion 298

7.3 Sharing and Communities 300

7.3.1 Content Sharing 300

7.3.2 Content Rating 302

7.3.3 Self-Expression 303

7.3.4 YouTube 303

7.3.5 Video Sharing Cornes of Age 304

7.4 Games 307

7.4.1 Mobile Games 308

7.4.2 Personal Content Types Related to Games 311

7.4.3 Modding 313

7.4.4 Discussion 314

7.5 Other Domains 317

7.5.1 Personal Training 317

7.5.2 Movie Subtitles 319

7.5.3 Flash, Comics, Animations 320

7.5.4 Discussion 321

7.6 References 321

Chapter 8: Timeshift ing Life 323

8.1 Metadata in the Years to Come 324

8.1.1 Metadata Enablers 326

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Personal Content Experience: Managing Digital Life in the Mobile Age

8.2 Metadata Creation: Top-Down or Bottom-Up? 329

8.3 Show Me the Money 331 8.4 Obstades in Reaching the Vision 334

8.4.1 Technical Problems and Challenges 334 8.4.2 Human-Related Issues 335

8.5 From Databases to Lifebases 337 8.6 Move that Metadata! 341 8.7 References 342

Epilogue 343

Index 347