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Personal Content Experience: Managing Digital Life in the Mobile Age
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Description: |
This book takes a personal approach to mobile content management, focusing on the consumer point of view. The authors consider all aspects from software architecture to end-user needs on mobile personal content, taking a multi-disciplinary angle. The features of the mobile domain that make it special in terms of content management, are highlighted from both the user and technology perspective. Topics covered include personal content characteristics, context-awareness, content management software architecture, metadata formats and user interface design guidelines.
First, the authors discuss the strategic and business impact of this emerging topic, along with guidelines for coping with it (chapters 1-4). Then Lehikoinen et al. present practical ways of approaching the issues discussed in the first chapters, concentrating on the software framework, user interface, and example application concepts that are a combination of the software framework and UI design. They also include some future speculations, and a quick guide for managers. The book combines theory with practice in the form of hands-on examples, application concepts, and software architecture descriptions, including implementation details of a proposed, extendable software architecture targeted at content management in mobile devices.
About the Author Juha Lehikoinen is Principal Scientist at Nokia Research Center in Finland. For the last years he has been involved in developing GEMS (Get-Enjoy-Maintain-Share) – a framework for personal content.
Ilkka Salminen, Research Manager, Nokia Research Centre
Antti Aaltonen, Research Program Manager, Nokia Research Centre
Pertti Huuskonen, Principal Scientist, Nokia Research Centre |
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Contents: |
Foreword. Acknowledgements. List of Abbreviations. Prologue. Chapter 1: Digital Memories and the Personal Content Explosion. .
1.1 Digital Us. 1.2 You and This Book. 1.3 at a Glance. Chapter 2: Trends Towards Mobility. .
2.1 The New Nomads. 2.1.1 Five-Second Attention Span. 2.1.2 Continuous and Nomadic Mobile Use. 2.2 Mobile Device Categories. 2.2.1 Dedicated Media Devices. 2.2.2 Swiss Army Knives. 2.2.3 Toolbox Devices. 2.2.4 Accessories and Other Devices. 2.3 Mobile Compromises. 2.3.1 Teeny Weeny UIs. 2.4 Because it Can! 2.5 Convergence. 2.6 Wireless Revolution. 2.6.1 Broadcast Networks. 2.6.2 Short-Range Wireless. 2.7 Case Study: Mobile Music. 2.8 References. Chapter 3: Mobile Personal Content Uncovered. .
3.1 First there were Files. 3.1.1 From File Management to Content Management. 3.1.2 Creation and Usage make Content Personal. 3.2 Categorization. 3.3 Characteristics of Personal Content. 3.3.1 Content Explosion. 3.3.2 Personal Content is Invaluable. 3.3.3 Personal Content is Familiar . . . or Not. 3.3.4 Favourites. 3.3.5 Sharing and Communities. 3.3.6 Relations and Associations. 3.3.7 Privacy and Security Requirements. 3.4 Mobile Personal Content. 3.4.1 Mobile Personal Content is Distributed. 3.4.2 Mobile Content is Tied to Creation and Usage Context. 3.4.3 The Same Content Types, New Usage Patterns. 3.4.4 Totally New Content Types, or Extended Use of Existing Content Types. 3.4.5 New Behavioural Patterns. 3.4.6 New Challenges. 3.5 Content Wants to be Free? 3.6 GEMS, a Tool for Modelling Personal Content Experience. 3.7 References. Chapter 4: Metadata Magic. .
4.1 Metadata for Consumers: A Brief Introduction. 4.1.1 Metadata Semantics. 4.1.2 Metadata – For Managing or Enjoying? 4.2 Metadata Creation. 4.3 Metadata Maintenance. 4.4 Relations Give Meaning. 4.4.1 People as First-Class Metadata. 4.4.2 Derived Metadata. 4.5 How does Metadata Benefit the User? 4.5.1 Tracing and Recall. 4.5.2 Searching. 4.5.3 Organizing: Sorting, Grouping and Filtering. 4.5.4 Automatic Summarizing. 4.5.5 Enhancing Privacy and Security. 4.5.6 Constructing Views. 4.5.7 Better Recommendations. 4.5.8 Reusing / Remixing / Reconstructing. 4.5.9 Smoother Transition Between Applications. 4.6 Existing Approaches. 4.6.1 MARC. 4.6.2 Dublin Core Metadata Initiative. 4.6.3 XMP. 4.6.4 ID3v2. 4.6.5 Acidized Wav. 4.6.6 DCF and EXIF. 4.6.7 Quicktime. 4.6.8 MPEG-7. 4.6.9 RSS. 4.6.10 Summary. 4.7 The PCE Trinity: Mobility, Context and Metadata. 4.7.1 File Context. 4.7.2 Elements of Context. 4.7.3 Context is Essential for Communication. 4.8 The Challenges: Universal Metadata, Extensibility, Abuse. 4.9 Yet Another Challenge: Interoperability. 4.9.1 Personal Content Device Ecosystem. 4.9.2 Application Interoperability. 4.9.3 Existing Solutions for Interoperability. 4.10 The Dream: When Metadata Really Works. 4.11 References. Chapter 5: Realizing a Metadata Framework. .
5.1 Metadata is a Solution . . . and a Problem. 5.2 Challenges in Distributed Mobile Content Management. 5.2.1 Storage. 5.2.2 Synchronization. 5.2.3 Version Control. 5.2.4 Backing Up. 5.2.5 Content Adaptation. 5.2.6 Locating the Desired Piece of Content. 5.3 Different Types of Metadata. 5.3.1 Tags. 5.3.2 Context Capture. 5.3.3 Relationships. 5.3.4 Usage History and Events. 5.4 From Content Management to Metadata Management. 5.4.1 Cross Media Challenge and Metadata Ownership. 5.4.2 Separating Metadata from Content Binaries. 5.4.3 Preparing for the Future. 5.5 Overall Architecture. 5.6 Our Metadata Ontology. 5.6.1 Instance Metadata and the Schema. 5.6.2 Initializing the Framework. 5.6.3 Our Default Ontology. 5.6.4 Namespace. 5.6.5 Metadata Schema Objects. 5.6.6 The Most Typical Metadata Schema Objects and Attributes. 5.6.7 Events. 5.6.8 Relationships. 5.6.9 How to Handle Composite Objects. 5.6.10 URIs for Fragments. 5.6.11 Extending the Ontology. 5.7 Making a Prototype Implementation. 5.7.1 Metadata Engine. 5.7.2 Managing Schemas. 5.7.3 Why Use SQL and Especially SQLite as Persistent Storage. 5.7.4 Harvester Manager. 5.7.5 Context Engine. 5.8 Facing Real Life. 5.8.1 Memory Consumption. 5.8.2 Speed. 5.8.3 Example Usage of Metadata Engine. 5.9 Metadata Processors. 5.10 Summary. 5.11 References. Chapter 6: User Interfaces for Mobile Media. .
6.1 Human in the Loop. 6.1.1 Searching. 6.1.2 User-Centred Design. 6.2 Interacting with Mobile Personal Content. 6.2.1 Music. 6.2.2 Photos. 6.2.3 Video. 6.3 Interfaces for Mobile Media Devices. 6.3.1 Why not Speech User Interfaces for Mobiles? 6.3.2 Graphical User Interfaces. 6.3.3 Interaction Technologies and Techniques. 6.3.4 UI structure and Navigation. 6.3.5 Basic UI Components for Mobile Media. 6.4 Designing a Mobile User Interface. 6.4.1 Common UI Design Guidelines. 6.4.2 The UI Design Process and Methods. 6.4.3 Validating the Design. 6.5 Performing the GEMS Tasks. 6.5.1 Cross-GEMS Tasks: Browse and Search. 6.5.2 Get Content. 6.5.3 Enjoy Content. 6.5.4 Maintain Content. 6.5.5 Share Content. 6.5.6 Multi-Tasking in GEMS. 6.6 The Effect of Device Category on UI. 6.7 Summary. 6.8 References. Chapter 7: Application Outlook. .
7.1 General Characteristics of Mobile Applications. 7.2 Location-Based Applications. 7.2.1 Point of Interest. 7.2.2 Wayfi nding. 7.2.3 Annotations. 7.2.4 Location as Metadata. 7.2.5 Location and Communities. 7.2.6 Other Applications. 7.2.7 Discussion. 7.3 Sharing and Communities. 7.3.1 Content Sharing. 7.3.2 Content Rating. 7.3.3 Self-Expression. 7.3.4 YouTube. 7.3.5 Video Sharing Cornes of Age. 7.4 Games. 7.4.1 Mobile Games. 7.4.2 Personal Content Types Related to Games. 7.4.3 Modding. 7.4.4 Discussion. 7.5 Other Domains. 7.5.1 Personal Training. 7.5.2 Movie Subtitles. 7.5.3 Flash, Comics, Animations. 7.5.4 Discussion. 7.6 References. Chapter 8: Timeshifting Life. .
8.1 Metadata in the Years to Come. 8.1.1 Metadata Enablers. 8.2 Metadata Creation: Top-Down or Bottom-Up? 8.3 Show Me the Money. 8.4 Obstacles in Reaching the Vision. 8.4.1 Technical Problems and Challenges. 8.4.2 Human-Related Issues. 8.5 From Databases to Lifebases. 8.6 Move that Metadata! 8.7 References. Epilogue. Index. |
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