000 10422nam a2200553 i 4500
001 8039619
003 IEEE
005 20220712211656.0
006 m o d
007 cr |n|||||||||
008 171024s2008 maua ob 001 eng d
010 _z 2007298835 (print)
015 _zGBA711882 (print)
016 _z013672262 (print)
020 _a9780470511022
_qelectronic
020 _z9780470034644
_qpaperback
020 _z0470034645
_qpaperback
024 7 _a10.1002/9780470511022
_2doi
035 _a(CaBNVSL)mat08039619
035 _a(IDAMS)0b00006485f0d624
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aTK6570.M6
_bP484 2007eb
082 0 4 _a621.38456
_222
245 0 0 _aPersonal content experience :
_bmanaging digital life in the mobile age /
_cJuha Lehikoinen ... [et al.].
264 1 _aChichester, England ;
_bJohn Wiley,
_cc2007.
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2007]
300 _a1 PDF (xxiv, 357 pages) :
_billustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
504 _aIncludes bibliographical references and index.
505 0 _aForeword -- 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 Contents 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?.
505 8 _a4.5.1 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.
505 8 _a5.6.10 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.
505 8 _a7.5.3 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.
506 _aRestricted to subscribers or individual electronic text purchasers.
520 _a"The new era of powerful, mobile computing and sensing devices having ever larger memories and personal databases brings to light a number of difficult problems in software, interface design, search, organization of information, and methods for inferring context and for sharing personal content... The authors have done an admirable job at describing the problems and opportunities and, as such, this book should be on the shelves of researchers struggling to make these mobile devices truly valuable to the ever expanding number of their users." - David G. Stork, Chief Scientist, Ricoh Innovations Personal Content Experience is a comprehensive introduction to mobile personal content. The book introduces and explores issues such as context capture, user interfaces for continuous mobile use, UI design for mobile media applications, metadata magic, virtual communities, and ontologies. User interactions and behavioural patterns with personal content are also covered, resulting in a 'GEMS' lifecycle model for analysing media devices, services, applications, and user interfaces. In addition, the book describes an extensible software architecture targeted at content management in mobile devices, pointing out the essential topics that will benefit anyone developing mobile content-intensive applications and services. Personal Content Experience: . Establishes a foundation for analyzing applications, services and user interfaces targeted at personal content.. Provides a strong industrial insight, combining hands-on examples, application concepts and software architecture descriptions with theoretical frameworks and models.. Offers a multi-disciplinary approach, considering both user perspective and technology aspects. This book is a clear and practical guide to the field of personal content and will be invaluable to practitioners in mobile industry and digital content management, media-intensive application developers, content creators and distributors, academic researchers, and lecturers in computer science and multimedia.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
588 _aDescription based on PDF viewed 10/24/2017.
650 0 _aCell phone systems.
_97408
655 0 _aElectronic books.
_93294
700 1 _aLehikoinen, Juha.
_929980
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_929981
710 2 _aWiley,
_epublisher.
_929982
776 0 8 _iPrint version:
_z9780470034644
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8039619
942 _cEBK
999 _c74720
_d74720