When deploying a digital media service on the FLAME platform, you are placing it in a responsive environment that reacts (using behaviours you have defined) in real-time to metrics of interest to you. Considering this behaviour as a continuous cycle of optimization in which your target user experience (UX) is negotiated with the most efficient use of available platform resources. This report describes the design tools, processes and DevOps infrastructure for experimentation of services on a high distribution 5G infrastructure including mobile edge computing.
There is good evidence that children’s prosocial skills are positively associated with health, well-being, and academic outcomes. Games-based approaches have demonstrated strong potential for teaching prosocial skills in both digital and non-digital formats. However, much of this research focuses on middle-childhood and adolescence and is based on self-reports from teachers, children, and parents. This paper reports on the pilot evaluation of a digital co-operative game (The Chase), which is based on a ‘shared goal’ interaction pattern such that children have to co-operate in order to be successful in the game. 49 children from Italy and 22 children from the UK, aged 7–10 years participated, playing the game twice in small groups during the course of a day. Children’s moves during gameplay were assessed using logging data, and their interactions with each other represented using a graphical social network analysis. Usability feedback was also obtained from some children and pedagogical possibilities explored with teachers. Findings show that even within a very short period children shifted towards a more co-operative mode of play. The social network analysis revealed the dynamics of these interactions while playing the game. Children enjoyed the game and were highly motivated by it, and teachers were very enthusiastic about the possibilities for embedding the game in their curriculum. These findings provide an encouraging basis for extending the range of digital prosocial games available for elementary-aged children and evaluating these as pedagogical tools for facilitating prosocial behaviours.
ProsocialLearn is a digital pro-social games platform. The ProsocialLearn project has delivered a series of disruptive innovations for the production and distribution of pro-social digital games that engage children (7-10 years old). Additionally it has stimulated technology transfer from the games industry to the educational sector. ProsocialLearn fosters the creation of a new market for digital games aimed at increasing social inclusion and academic performance, as well as a distribution channel to deliver prosocial games to children and teachers in European schools. Furthermore, it provides a proven pro-social methodology to design digital games. The ProsocialLearn platform makes available a series of APIs, which game developers use to integrate many of the ProsocialLearn functions into games, i.e. emotion and engagement monitoring, in-game achievements, games adaptation based on Prosocial Learning Objectives (PLOs), and micro-transactions.
This deliverable presents the developing vision of FLAME within the Future Media Internet (FMI). The FLAME FMI vision is described through use cases and scenarios for novel and high value media services to consumers and their combination with innovative infrastructure and network services. The vision addresses the changing nature of participation in content production workflows as well as demands for increasingly personalised, interactive, mobile and localised experiences. This deliverable describes scenarios and media service use cases, which leverage the content delivery optimizations provided by FLAME.
This report is the first technology roadmap for a ground-breaking media service delivery platform being developed by the FLAME project. The report describes the software products to be delivered at infrastructure, platform and media service layers and how combinations of products are used to exploit the benefits of highly distributed software-defined infrastructures. Each product is described in terms of features, baseline implementation technologies and release schedule. At the core of the roadmap is the FLAME platform that brings together components for orchestration, Service Function Routing, Service Function endpoint management and cross-layer management and control. A systems integration and testing plan describes the DevOps environment including multi-project structure, development workflows and continuous integration processes supported by build, provisioning, configuration and automated testing tools. A software integration infrastructure is designed that replicates a part of the production infrastructures in ways that allows flexible configuration of different cross-component test scenarios. Finally, the downstream staging and production infrastructures are summarised completing the end-to-end DevOps pipeline for efficient and high-quality delivery
The H2020 FLAME project is developing an Experimentation-as-a-Service (EaaS) methodology for building urban scale media ecosystems. Using a flexible media service platform deployed within real-life smart city infrastructures, the approach allows exploration of key benefits of adaptive software-defined and cloudified network infrastructures including mobile edge computing. FLAME’s initial experiments include multiple stakeholder roles (platform provider, media service provider, and consumers), each exploring acceptance and viability from different perspectives of envisaged value networks. FLAME experiments will provide the core knowledge on optimal redistribution of information and control, thus inspiring how commitments and obligations can be codified in Service Level Agreements for potential future B2B and B2C relationships
ProsocialLearn is a digital pro-social games platform. ProsocialLearn consortium aims at delivering a series of disruptive innovations for the production and distribution of pro-social digital games that engage children (7-10 years old), as well as stimulate technology transfer from the games industry to the educational sector. ProsocialLearn will foster the creation of a new market for digital games aimed at increasing social inclusion and academic performance, as well as a distribution channel to deliver these games to children and teachers in European schools. In addition to provide a proven pro-social methodology to design digital games the ProsocialLearn platform makes available a series of application programming interface (APIs), which game developers can use to integrate many of the ProsocialLearn functions into their games, including emotion and engagement monitoring, in-game achievements, games ed on Prosocial Learning Objectives(PLOs) , micro-transactions, etc.
The "Rio+20" United Nations Conference on Sustainable Development (UNCSD) focused on the "Green economy" as the main concept to fight poverty and achieve a sustainable way to feed the planet. For coastal countries, this concept translates into "Blue economy", the sustainable exploitation of marine environments to fulfill humanity needs for resources, energy, and food. This puts a stress on marine industries to better articulate their processes to gain and share knowledge of different marine habitats, and to reevaluate the data value chains established in the past and to support a data fueled market that is going only to in the near future. The EXPOSURES project is working in conjunction with the SUNRISE project to establish a new marine information ecosystem and demonstrate how the 'Internet of Things' (IoT) can be exploited for marine applications. In particular EXPOSURES engaged with the community of stakeholders in order to identify a new data value chain which includes IoT data providers, data analysts, and harbor authorities. Moreover we integrated the key technological assets that couple OGC standards for raster data management and manipulation and semantic technologies to better manage data assets. This paper presents the identified data value chain along with the use cases for validating it, and the system developed to semantically reconcile and manage such data collections.
Acquiring skills for social and emotional well-being is important for inclusive societies and academic achievement. Studies have demonstrated the beneficial link between prosocial behaviours and improved results in curriculum topics. This paper describes a Prosocial Learning (PSL) process for creation and delivery of digital games for children (7-10 yrs) within educational systems that support learning of prosocial skills. The approach combines prosocial pedagogies with advanced ICT technologies and cloud delivery models to create attractive and exciting learning opportunities for children; produce novel digital game-based pedagogies and simplify deployment. Prosociality is a concept that refers to an individual's propensity towards positive social behaviours. Individuals with prosocial skills are, for example, able to join in conversations, talk nicely, identifying feelings and emotions in themselves and others, identify someone needs help and ask for help. PSL classifies these skills in terms of Friendship, Feelings and Cooperation. By using interactive digital games supported by additional instructive and reflective activities, PSL allows children to learn social skills that can be generalised to real life situations in the classroom, playground and at home. PSL is implemented through a technology platform offering systematic pedagogical support for prosocial games developed by an ecosystem of teachers and games companies. Capabilities include multi-modal sensors to observe emotional affect, game interaction and decision-making. Information is acquired through standard protocols (e.g. xAPI) and evaluated by learning analytics algorithms to provide real-time feedback on player behaviours that are be used for in-game feedback and adaptation, and by teachers to shape follow-up activities. PSL is validated through short and longitudinal studies at European schools to gather evidence for effectiveness. This paper provides early evidence from short studies that will steer larger pan-European trials to test hypotheses, promote to policy makers and to increase adoption of game-based learning in schools.
This report describes the dissemination activities related to the 3D LIVE project over the 2nd reporting period of the project, starting on September 1st, 2013 and ending on February 28, 2015. The report first describes the brief summary of main results of the 3D LIVE project. Then it gives an overview of the dissemination strategy. Then, the report describes the dissemination towards external communities and gives details of the 3D LIVE specific events. The report also describes infrastructure and materials used to disseminate information related to 3D LIVE. Finally, it gives an overview of exploitation strategy and summaries of the work done. In addition to Chapter 1 “Executive Summary” and to this Chapter 2 “Introduction”, this document consists of the following sections: Chapter 3 “3D LIVE Results”, in which the main results of the project are described. The aim of this section is to establish consensus on the main items which were the focus of the dissemination actions. Chapter 4 “3D LIVE Dissemination Strategy” reports the way the results previously described were brought to the different communities which the project identified as relevant, so that to maximise the impact potential. ? Chapter 5 “Dissemination towards external communities” describes the way the 3D LIVE project engaged with external communities and established an agreed dissemination master plan for impact creation and collaboration activities with the FIRE community. Chapter 6 “Activity reporting, participated 3D LIVE events”; describes in which potential events the 3D LIVE project team has participated and done dissemination. Events are selected not only from dissemination or impact point of view but also to avoid overlapping with other FIRE events. Chapter 7 “3D LIVE dissemination materials and tools” describes how dissemination was performed and what kind of dissemination materials was produced together with what channels 3D LIVE community uses on social media. Chapter 8 “3D LIVE exploitation strategy” starts profiling an exploitation strategy, based on the initial expected results, on the analysis of the potential partners’ role and on initial assumptions on how to group the expected results to have sellable services/products. Chapter 9 ”Individual Exploitation Plans” describes how the results which 3D LIVE is generating can be exploited by the partners at individual level. Each member describes which results of the project are planned to be exploited, implementation plan and potential benefits for the member. Chapter 10 “Conclusion and Impact Indicators” summarises the work done.
This deliverable provides a deep, technical description of the modules of the 3D-LIVE platform. Specifically, analysis is based on requirements elicited through extended experimentation procedures in the project, feedback received from end users (through the 3D-LIVE co-creation activities) and technical requirements defined by the 3D-LIVE designers. The descriptions provided in this deliverable cover the whole gamut of 3D-LIVE activities, both regarding software engineering and hardware selections. The analysis of the 3D-LIVE platform modules is intended to address the development of similar applications and, thus, use-case specific descriptions have been avoided and only added to specify the particular utility of a function or component. To that aim, a generic architecture is given and, only where necessary, use case-specific explanations are added
—Digitised and born-digital Audio-Visual (AV) content presents new challenges for preservation and Quality Assurance (QA) to ensure that cultural heritage is accessible for the long term. Digital archives have developed strategies for avoiding, mitigating and recovering from digital AV loss using IT-based systems, involving QA tools before ingesting files into the archive and utilising file-based replication to repair files that may be damaged while in the archive. In this paper, we focus on dealing with issues resulting from system errors, rather than random failure or corruption; issues caused by the people, systems and processes that handle the digital AV content. We present a semantic risk management framework designed to support preservation experts in managing workflow risks, combining workflow and risk specification within a risk management process designed to support continual improvement of workflow processes.
The rapid penetration of social media in many aspects of today’s personal and professional life has created an environment where users within this emerging social cyberspace expect the kind of media experiences they are accustomed to in their daily lives with the community type of communications being at the central stage. In that context social networks and multimedia can be combined and instrumented by monitoring mechanisms to offer new experiences in many areas, among which the cultural and educational sector has a special position. This paper presents an innovative experimental system that enhances the experience of visitors in cultural centers. Apart from offering a modern, immersive, richer experience to the visitors, the proposed system involves significant benefits for the organizers as well, supplying them with valuable feedback extracted from the monitoring and analysis mechanisms. The experimental system has been successfully deployed and used in the Foundation of the Hellenic World cultural center.
This document present the first version of the ProsocialLearn architecture covering the principle definition, the requirement collection, the “business”, “information system”, “technology” architecture as defined in the TOGAF methodology.
Experimenters creating innovative applications that combine diverse distributed multimedia services with rich end user applications require enhanced insight into the relationships between the perceived quality of experience (QoE) and provided quality of service (QoS). We have implemented software which not only captures QoE and QoS measurements but, using a provenance ontology, also records the interactions between end users, the content, applications and the services. The data exploration interface provided allows an experimenter, working with participants in real-world situations, to understand the detail of the participants' usage and experience of the system and the system performance factors contributing to their quality of experience.
This report presents the final experimental phase conducted as part of the 3D-LIVE project. Technical progress that lead to this final phase includes new developments and refinements to existing work based on lessons learned from previous experimental work (see deliverable D4.1). These early experimental outcomes guided subsequent enhancements to the 3D-LIVE scenarios and the updates to the system prototype. In this final phase of investigation (LIVE3), the experimental focus has been refined and concentrated on those aspects of the 3DLIVE UX that most closely aligned with the quality of tele-immersive experience in a shared, mixed reality environment (according to the recommendations received during the Interim Review Meeting). LIVE 3 experiments were carried out between M26 and M29 of the project. User groups were engaged in a series of experiments that were devised to capture data intended to provide evidence of (anticipated) improvements in the principal dimensions of an immersive UX. Overall, we successfully conducted a total of three trials (one per scenario), engaging 60 participants across 27 experimental runs in total. In our analysis of the experimental data captured, we compare and contrast the QoE and QoS data generated within and between user groups and scenarios, scoped with specific experimental objectives. As well as reporting on the main user trials, we additionally describe comparisons between high-end, immersive, 3D displays and an evaluation of a network sensitive, adaptive compression algorithm for full body reconstruction data (part of task T3.6). Our analysis reveals generally good to very good QoE responses from our participants in many aspects of their experience; our results provide validation of the 3DLIVE platform as a system capable of delivering a compelling, mixed reality TI experience. We identify specific QoS influences and game design aspects that impact positively or negatively to overall UX in this context and make recommendations for future improvements of the 3D-LIVE platform. In addition, we propose heuristics for mixed reality system design and implementation. Finally, we provide an analysis of the 3D-LIVE cocreation methodology and its positive contributions to the project, and offer suggestions for its application in other domains.
This document presents a snapshot of the work carried out in WP3 up to M10. It starts with an extensive discussion on the possible approaches to multimodality and on the different facets of multimodal data fusion. It then expands the user model briefly introduced in D2.3 1st User requirements and Architecture and also includes the first attempt of operationalizing the Prosocial Core Domains presented in D2.1 User requirements. Finally the first outline of the user graphical interface is also discussed.
This deliverable provides a deep, technical description of the modules of the 3D-LIVE platform. Specifically, analysis is based on requirements elicited through extended experimentation procedures in the project, feedback received from end users (through the 3D-LIVE co-creation activities) and technical requirements defined by the 3D-LIVE designers. The descriptions provided in this deliverable cover the whole gamut of 3D-LIVE activities, both regarding software engineering and hardware selections. The analysis of the 3D-LIVE platform modules is intended to address the development of similar applications and, thus, use-case specific descriptions have been avoided and only added to specify the particular utility of a function or component. To that aim, a generic architecture is given and, only where necessary, use case-specific explanations are added
The 3D-LIVE platform has been co-designed with end-users in an iterative way. 3D-LIVE partners have continuously worked on improving the components of this platform and their interoperability. We are presenting in this document the final version of the platform that was experimented with end users. Basically the platform can be described as follows: Indoor users and outdoor users are running a set of technologies allowing them to be tele-immersed in one shared virtual environment. There are three main groups of components for both indoor and outdoor setups which are Acquisition, User Applications and Rendering. In the acquisition group, sensors track the activity of the users and transmit it to the user applications in order to generate a consistent representation of the user in the game. Once processed into the virtual scene, applications are capable of rendering it to different rendering devices depending on the setup. Those will be common devices like computer displays, Smartphones as well as immersive devices such as CAVE or Head Mounted Displays or smart goggles. The user applications, running on different platforms (Smartphones or computers) communicate through a server like an online multiplayer game. External data exchange has finally been set up in order to monitor two types of data through two different tools. One tool handles weather information aggregation and queries (including Environment Observation Service and Environment Reconstruction Service). The second tool, called ExperiMonitor, handles experimental data, collecting and monitoring measurements from the different user applications.
Manolis Wallace合作论文数Department of Computer Science and Technology
University of Peloponnese
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Theodora Varvarigou合作论文数Division of Communication, Electronic and Information Engineering, School of Electrical and Computer Engineering, National Technical University of Athens3