The Pervasive Content Component (PCC) comprises a number of sub-components that offer different kinds of ubiquitous computing based functionality, such as augmented reality, location awareness, live games creation and Quality of Experience measurement.
Augmented Reality Platform & POI Data Management
The Augmented Reality (AR) platform of EXPERIMEDIA is provided as an Android application that retrieves POI (Point Of Interest) data from the POI Data Management service, which acquires data from external data repositories. The mobile application accesses POIs and associated external web content along with information from social sites (e.g. Facebook Sites, Facebook Places, Google Local, Qype). It allows for personalization according to a given user profile. It can also be used as template for other mobile applications exploiting the offered AR functionality.
The AR platform integrates the third party metaio mobile SDK, thus providing access to several features, such as:
- Location-based POI visualization engine for creating custom AR browsers
- Scalable Tracking for low and high end mobile devices
- Markerless Object Tracking
- Robust ID Marker Tracking (2D)
- Support for QR Code and Barcode scanning
- Image Classifier / Client-based Visual Search
- Support for LLA Marker-based Indoor Navigation
The Creator is a collaborative accessible platform that provides rapid prototyping support for game mechanics and game structure. It can be described as an event-driven game rule engine, which allows for easy extension with new devices and services. The Creator is scalable, permitting the design and support of both small games and large-scale, complex productions:
It can be used in two modes:
- Game authoring: planning and developing a game
- Orchestration: realtime execution of a game with support for game mastering
The Creator offers the following services:
- Nokia Point & Find: Trigger game-events by pointing the phone-camera at a sign/logo/building.
- Teva Web Bridge: Trigger game events via different online web actions, e.g. posting at a forum, logging in at some service, etc.
- Hadouken2: Trigger game events from ”magic tablet” (phone app).
- SMS Service: Trigger game events by sending SMS, receive return content by SMS.
- MMS Service: Same as above using MMS.
- Email Service: Trigger game events, analyze sender, receiver, subject and content, trigger different game events depending on this.
- RFID Service: Trigger game events from a mobile RFID reader.
- GPS Service: Integrating Tracker service (below), to trigger game events (in progress).
- Google Analytics: Trigger game events when defined measures change in some predefined way relative to defined threshold values (in progress).
Tracker continuously tracks the location of a device (or a user) via GPS, using a GSAT-TR151 integrated tracking device and an iOS software service. User/device movements are logged in a database and can be visualized in real-time and on a later stage as well.
Tracking data can be fed as input to the Creator.
Babylon is a mobile application designed to provide continuous in-game or in-experiment measurements of subjective Quality of Experience (QoE). These are complemented by objective, quantitative measures (data logging), and pre- and post-experiment subjective, qualitative measures (questionnaires, interviews, focus groups). It provides realtime and post-experiment visualization tools, while building on experience sampling modeling.
Babylon handles three discrete event types; emotional, participatory and locative. Emotional and participatory events are designed for capturing user input using variants of emotional wheels (see the reference implementation for details). Locative events are generated by GPS. The locative events are designed to be streamed continuously to a web server while the client is operating.
Babylon is available in iOS, whereas the development of an Android version is currently in progress: