=Paper= {{Paper |id=Vol-441/paper-2 |storemode=property |title=Case Studies on Context-aware Mobile Multimedia Services |pdfUrl=https://ceur-ws.org/Vol-441/p01.pdf |volume=Vol-441 }} ==Case Studies on Context-aware Mobile Multimedia Services== https://ceur-ws.org/Vol-441/p01.pdf
 Case studies on context-aware mobile multimedia services
                                          Timo Ojala

                           MediaTeam Oulu research group
                  Department of Electrical and Information Engineering
                                   University of Oulu
                             FI-90014 University of Oulu
                                 timo.ojala@ee.oulu.fi




       Abstract: This paper explores the design, implementation and evaluation of
       context-aware mobile multimedia services by presenting six case studies on
       different application domains. The case studies highlight the opportunities that
       mobile devices equipped with wireless data transmission provide for context-aware
       and ubiquitous computing. Special emphasis is placed on empirical evaluation of
       the services in the field in form of a user evaluation with genuine end users in real
       environment of use.



1 Introduction
The research community has introduced a large volume of context-aware systems
[BDR07], which have adopted different definitions of the slippery notion of “context“
[Do04]. The systems typically involves mechanisms for context acquisition,
preprocessing, representation, management and utilization in an application. The raw
context data is acquired from different types of sources or “sensors“, where the term
“sensor“ has to be understood very broadly. The raw context data may be subjected to
different forms of preprocessing, for example to deal with missing data or to elicit higher
level abstractions such as logical relationships or activities. Different models have been
developed for representing context data in formats understood by computers and users,
ranging from simple key-value pairs to extensive ontologies [Bo07]. Different types of
centralized and distributed context management architectures have been proposed for
storing and distributing context data to applications. They then utilize context for various
purposes such as to adapting the user interface or to retrieving contextually relevant
information.

When evaluating context-aware mobile systems, we have to make a distinction whether
we evaluate the system architecture [OSW07] or the user interface [KS03]. Evaluating
the user interface or usability of mobile systems is difficult due to extra interaction and
evaluation challenges in the mobile domain. The interaction challenges include the
mobile context of use, rich device functionality, small device size, lack of direct
manipulation, and lack of standardization in handset and software design.
The evaluation challenges relate to data collection (technical, social and legal
constraints) and uncontrollable variables (e.g. weather, ambient noise and attention
destructors). Important decisions to be made regarding evaluation include what is
evaluated (interface metaphors, mental models or UI elements), how (empirical vs
analytical) and where (lab vs field). While a lab experiment does not provide a proper
simulation of the true mobile context and the real-word factors affecting behavior and
performance are missing, a field experiment in turn is time consuming, expensive, and
suspect to data collection difficulties and uncontrollable external variables.

The six case studies presented in this paper demonstrate the utilization of context data in
different types of context-aware mobile multimedia services. Each service employs a
simple key-value context model and centralized context management architecture for
storing or retrieving contextually relevant information. First five case studies originate
from the Rotuaari – Context-Aware Mobile Multimedia Services research project
[Ro03]. Each of them involved empirical evaluation in the field in form of a user
evaluation with real users in true environment of use. It is a fundamental usability
assessment method providing direct information about how the system is used and what
are the exact problems [Ni94]. The sixth case study, panOULU Luotsi, is a joint effort of
the Wireless Cities project [Wi05] and the panOULU network [pa09]. Some of the
services are now in “production“ use, either as a public service or as a commercial
product.


2 SmartRotuaari
SmartRotuaari was an early demonstration of the new mobile multimedia services that
emerging wireless broadband Internet would eventually facilitate. SmartRotuaari
comprised of a wireless multi-access network, SmartWare architcture for deploying
context-aware mobile multimedia services, a web-based CPI (Content Provider
Interface) for content management and a collection of functional prototype services
[Oj03]. The design and implementation of the system started in 2002, leading to
empirical evaluation in form of a large-scale field trial executed at downtown Oulu in
fall 2003. SmartRotuaari was motivated by the needs of both companies (i.e. mobile
service providers, technology providers, retailers etc.) and consumers as end users of
mobile services. While companies have the most comprehensive knowledge about their
business (“market pull”), some of them, especially smaller retailers, are not necessarily
aware of the possibilities offered by the new technology (“technology push”). These
aspects were studied in form of surveys, joint workshops and one-to-one discussions
with local businesses.

The multi-access network comprised of a GPRS network and a WLAN (IEEE 802.11b).
The WLAN emulated the emerging wireless broadband Internet access with much higher
data transfer rate and lower latencies than GPRS. We built the WLAN ourselves,
managing to install 11 WLAN access points around downtown Oulu by the start of the
first field trial in late August 2003. Later the WLAN network was expanded,
contributing to the founding of the panOULU network in October 2003 [pa09], which
eventually proved to be the most valuable outcome of the project.
The SmartWare architecture included server components for service access, user
positioning, instant messaging, real-time presence management and database access. The
architecture facilitated using different context attributes represented as key-value pairs in
service provisioning: time (e.g. time range when a service was active), location (absolute
and relative locations of the user and/or a service provider, for example a service could
be triggered if the user was within a specific distance of a service provider, location of
the user could be provided by GPS, WLAN positioning or manual entry), weather (real-
time weather observation, temperature and wind speed divided to non-overlapping
ranges), user profile (e.g. age, marital status, education, occupation, income, personal
interests entered upon registration) and user presence (availability and mood set to any
of the seven predefined values).




             (a)                             (b)                            (c)

Figure 1. Example UI screenshots of the SmartRotuaari services: (a) “desktop”; (b) map-based
guidance; (c) personal communication.

The prototype services were implemented with a monolithic Java client for PDA’s. They
included a service directory, map-based guidance, personal communications, Time
Machine Oulu (see Section 3), mobile ads (see Section 5), personalized news and mobile
payment. The “desktop” shown in Fig. 1(a) provided access to individual services. Map-
based guidance (Fig. 1(b)) provided visualization of the location of a place relative to the
user’s current location shown as red dot. A place could refer to any entry in the service
directory, a ‘buddy’, or a location of personal interest specified earlier by the user.
Personal communications was supported in form of peer-to-peer and group chat, which
were implemented as simple text-based chat (Fig. 1(c)).
The user could maintain a list of ‘buddies’ and invite them to a chat. Further, the user
could set his presence status (‘mood’) to any of the predefined alternatives. The user
could choose whether his location and/or presence status were shown to his ‘buddies’
and other users. Personalized news feed was provided so that the user could designate
whether (s)he found a particular article interesting or not. A personalization engine then
updated the user’s profile accordingly and provided first those of the incoming news that
matched the user’s interest profile. Mobile payment was implemented with an external
micropayment server, which facilitated payments for on-line content with real money.
A subset of the prototype services, service directory, map-based guidance, mobile ads
and TimeMachine Oulu, were included in the field trial running from late August 2003
till the end of September 2003. The field trial was coordinated from an office established
in a small hut placed at the very heart of downtown Oulu (Fig. 2). The office was staffed
with researchers, who persuaded passers-by to sign up as test users, helped test users in
creating a user profile and in using the iPAQ and services, and collected feedback via a
questionnaire and occasional interviews. Each test user was awarded with a voucher to a
nearby café after the test session.




                         (a)                                                   (b)
Figure 2. (a) Field trial office at the Rotuaari pedestrian street; (b) a test user is signing up.

Recruiting voluntary test users from the general public proved rather difficult.
Eventually we had few hundred test users, of which 193 respondents filled in an
extensive questionnaire. The rather small spatial coverage of the WLAN network was
the most serious technical limitation. The test users had difficulties in understanding that
they could lose connectivity indoors or when leaving the downtown, which led to
various usability problems. Nevertheless, the field trial provided a very valuable lesson
in organizing a large field experiment in a public laboratory.
3 TimeMachine Oulu
TimeMachine Oulu provided a dynamic, interactive and context-aware 3D virtual model
nhof historical Oulu, to be used with the web browser of a WLAN-equipped PDA
[POO03]. The development of the model was motivated and facilitated by the
availability of high quality historical data of the buildings in Oulu between two
devastating fires in 1822 and in 1882. The 3D virtual model was generated dynamically
from the building database using VRML. The model was simplified (Fig. 3), not
photorealistic, adapted to the limited rendering power, network bandwidth and storage of
the mobile device, and the simple lighting model of the VRML. The user could “time
travel” in the model by increasing/decreasing the “current year”. The model was context-
aware, placed at the current location of the user determined by WLAN positioning of the
mobile device. The model was interactive in the sense that you could move around in the
model and access the objects, for example to ask who lived in a particular building in the
“current” year.




Figure 3. Two views of a particular location at downtown Oulu in 1827 (left) and 2003 (right). The
old church from 1826 is still standing in the background. The building in front of it is only
“recently” constructed.

TimeMachine was tested with a small task-based user-based evaluation at downtown
Oulu. Ten test users were asked to complete four tasks using TimeMachine: T1: Go to
year 1826; T2: Move around the church; T3: Find any red, yellow or green building and
name its owner and insurance number; and T4: Find out the width and length of mayor
Appelgren’s house. After completing the tasks the test users completed a questionnaire
addressing various aspects of the perceived usability and user experience. All ten users
were able to complete tasks T1, T2 and T3 successfully, while seven were able to
complete task T4. Seven users thought that TimeMachine was slow and six users found
the visual quality of TimeMachine sufficient. To conclude, TimeMachine was a prime
example of an interesting application made possible by high quality historical content.
4 SmartLibrary
SmartLibrary was a location-aware mobile library service, assisting library patrons in
finding books and other objects. Back in 2003, SmartLibrary was the first OPAC (Online
Public Access Catalogues) search interface tailored for mobile devices atop of Voyager,
a widespread library management system. The traditional solution in libraries is to
classify the books into holdings and shelf classes. This solution works well if the user is
familiar with the shelf classification. For larger libraries, however, there can be tens of
holdings, hundreds of classes and thousands of shelves. This results in especially novice
library users consulting the library personnel for personal guidance, which consumes the
library’s resources.

SmartLibrary version 1 [ARO03] provided map-based guidance to the target bookshelf
on a PDA equipped with WLAN (IEEE 802.11b) connectivity. The user‘s location could
be estimated with WLAN positioning, which enabled dynamic guidance of the user
towards the desired book. The service was a completely software-based solution, which
could be provisioned atop a WLAN installed for wireless Internet access, without any
additional hardware. SmartLibrary version 1 was deployed in the main library of
University of Oulu on top of OULA, an online catalog based on Voyager. PDA’s web
browser was used to browse the OULA-pda, a web interface tailored for small devices
such as PDA’s. The query results provided by the OULA-pda were augmented with a
link, which started a separate Java-based guidance application. Fig. 4(a) illustrates the
definition of a query for a book authored by Tolkien. Fig. 4(b) shows the presentation of
the entries matching the query. By clicking the “Locate”- link of the book of interest the
user got access to the map-based guidance visualized in Fig. 4(c). In the map view the
red dot denotes the location of the user, while the rectangular icon shows the shelf where
the requested book resides.




             (a)                               (b)                               (c)
Figure 4. (a) The query definition UI of OULA-pda. (b) The results of the query. (c) Visualization
of the map-based guidance to the shelf containing the book searched for.
We conducted a task-based user evaluation of the SmartLibrary service with 32
randomly selected library patrons. Each user was given two tasks: first, to find a certain
book by Tolkien, and second, any issue of a particular economic science periodical. Half
of the users completed the first task using public desktop library terminals providing
shelf classification, and the other half using SmartLibrary providing map-based
guidance. The terminal was changed between the tasks. After the tasks were completed,
the users were asked to fill in a questionnaire containing multiple-choice questions and
space for feedback. The users were asked which of the two methods they would prefer
for finding books in the library and why. All males and 64 % of females chose map-
based guidance, which they also found less laborious to use than shelf classification. As
expected, the assessment of the laboriousness of shelf classification correlated heavily
with the users’ experience in using it. The main usability problems were related to the
guidance application, which was slow and worked only in particular PDA models.
Switching between the web-based OULA-pda and the separate guidance application was
considered awkward. The users also had difficulties in orienting themselves on maps,
due to poor graphics of the maps.

SmartLibrary version 2 [Ai04] was re-designed to address the problems of the first
version. The user interface was provided for the (X)HTML browsers in desktops, PDAs
and high-end mobile phones, hence integration with web-based OPACs would be
seamless. The graphics of the floor plan maps were designed to be simple and clear.
Different symbols on the map were color-coded: walls and other fixed structures were
drawn with black, book shelves with blue, and tables with yellow. Target areas and their
names were superimposed on the map. The users could also position themselves relative
to pre-defined landmarks, e.g. a circulation desk and stairs, shown on the map upon
request. A separate web-based CPI (Content Provider Interface) was provided for the
purpose of maintaining information of shelf-classes and landmarks.

SmartLibrary version 2 was tested with a task-based user evaluation, where library
patrons and staff were asked to find three books with different means: with the user’s
own way, SmartLibrary with a public desktop terminal, SmartLibrary with a PDA over
WLAN connectivity, and SmartLibrary with a mobile phone over GPRS data
connection. Most novice users preferred SmartLibrary over the shelf classification,
whereas more experienced patrons and library staff preferred the shelf classification. The
users considered SmartLibrary most useful on public desktop terminals, i.e. just map-
based guidance without the WLAN positioning of the user.

SmartLibrary is still in ‘production’ use at the libraries of the University of Oulu in two
different forms. Map-based guidance is provided as a web service for locating shelf-
classes, study rooms, equipment and other resources, and it has become quite popular
among library patrons. Also, an online search web interface tailored for mobile devices
is provided. However, the WLAN positioning of the mobile device has been discarded,
due to the limited range of supported WLAN devices and high maintenance cost.
5 Mobile advertising
Three different context-aware systems for permission-based mobile advertising were
developed in the Rotuaari project. The first advertising system was part of the
SmartRotuaari system described in Section 2. A mobile ad was a SMIL 2.0 compliant
multimedia message delivered to a PDA over WLAN connection. The ad was authored
and activated by the advertiser using a web-based CPI. The advertiser defined the ad
profile, i.e. the context attributes (time, relative location, weather, user profile and/or
user mood) that were required for the ad to “trigger“. Similarly, the user could define
whether (s)he wanted to receive ads and from what relative range from her/his current
location. If there was a match, the ad was delivered to the user‘s device. 18 local
companies were recruited to produce free ads promoting their products and services, of
which 12 eventually provided ads (Fig. 5) during the field trial. The test users‘ feedback
supported our own observation of the limited added value provided by the bulk of the
mobile ads, which were content to just provide the name and address of a store, for
example. [Oj03]




             (a)                            (b)                            (c)

Figure 5. Example mobile ads: (a) jewelry store advertising a jewelry brand; (b) discount offer
from a bookstore; (c) cosmetics discount ad.

In the second advertising system ad delivery was based on a telco grade MMSC and the
user device was a mobile phone equipped with GPRS data connection. The mobile ads
were again created with a web-based CPI, including tailoring of the content for different
user devices and the specification of the ad profile. If there was a match between the ad
profile and the user profiles, the ad was delivered either as MMS messages or as
XHTML Mobile Profile pages with WAP Push. The advertising system was employed in
two large field trials in 2004 and in 2005, and in a third smaller field trial in 2006. For
example, in the 2004 trial 44 businesses were recruited as advertisers, producing 81
different ads that were delivered 11370 times in total to 610 test users. The advertising
system was hampered by technical difficulties such as variations in the implementation
of MMS players in different phones. [Ko07a]
The third mobile advertising system called B-MAD was based on Bluetooth and WAP
Push [Aa04]. A Bluetooth sensor was configured to periodically scan for the globally
unique Bluetooth device addresses of passing by Bluetooth user devices. The sensor sent
the BT addresses of detected devices over a WAP connection to an ad server, together
with a location identifier. The ad server mapped the BT addresses to the user phone
numbers and checked from the database if there were any ads associated with the
location that had not been delivered to the user. The undelivered ads were delivered as
XHTML Mobile Profile pages using WAP Push. User’s location was the only context
attribute used for triggering ad delivery. The B-MAD was evaluated with a small-scale
field trial where Bluetooth sensors were placed in eight stores providing 11 ads in total.
Two ads from a particular store were temporally related so that if the user stayed nearby
the store for a certain time after receiving the first ad, (s)he would receive a second ad
including a gift certificate. 35 test users were asked to walk a designated route bypassing
the stores and the delivery of ads was logged in the server. Due to the long Bluetooth
scanning delay the average positioning latency was 25 seconds and the sensor was not
guaranteed to detect every Bluetooth device passing by at walking speed. Further, ad
delivery with WAP Push took almost 12 seconds on average. The combined total latency
of 37 seconds meant that at times the user received the ad fairly far away from the
sending store.

The three mobile advertising systems and their evaluation in five field trials provided us
and advertisers valuable lessons in mobile advertising. The advertisers and the few
agencies they used for authoring mobile ads on their behalf had great difficulties in
understanding how personal channel a mobile device is. They were mostly content to
just reproduce the ads they used in printed mass media. They were also reluctant to
personalize the ads and consequently the customers found the ads rather useless. At the
beginning we also provided too many context attributes to choose from, which led to
sparse context spaces with few hits per ad. We learned that there was no room for
technical glitches, which were partly our own doing and partly due to problems in
commercial products. Further, we learned that being so much ahead of time was not
necessarily a bonus, as other stakeholders had difficulties in buying our vision.
Nevertheless, some advertisers reported that they managed to create new business by
participating in our trials.


6 Mobile Fair Diary
Mobile Fair Diary (MFD) was designed to allow a housing fair visitor to make a
personalized digital recording of his/her visit to the fairground for later use [Ko07b]. In a
typical housing fair a large number of different types of buildings and their décor are on
display for a given period of time. Typically, a visitor spends a day at the crowded
fairground under a hectic schedule, visiting possibly dozens of houses and exhibition
booths. Most of the offered information is made available as paper brochures, resulting
in a pile of paper being carried home for later use. The housing fair also typically comes
with an accompanying website containing online information about the houses and other
things. Further, many visitors are equipped with notebooks and a personal digital camera
for taking photos of interesting objects.
We can identify many problems in the conventional setup of a housing fair. Firstly, it
does not support the user in collecting, from a range of different sources (e.g., brochures,
the web and personal digital cameras), the specific detailed information of an object that
is of personal interest to the user in a manner which would incorporate automatic
hyperlinking between different sources. This is a very acute problem to be solved, as the
total amount of information available at a housing fair is immense, but only a fraction of
it may be relevant to a particular user. Secondly, the big pile of brochures and
miscellaneous photos does not support efficient retrieval of relevant information at a
later date, when that information would be needed in designing a kitchen renovation, for
example. Thirdly, the current setup does not support efficient sharing of information
with other users, for example with friends who might also be planning to renovate their
kitchens. Fourthly, the many month long marketing period before the fair requires that
all printed brochures are produced well ahead of the houses and their interior/exterior
being finalized. This means that computer generated models are used in brochures
instead of actual photos, or that illustrative photos are omitted altogether.

The MFD was designed to allow a housing fair visitor to capture the relevant
information and to support more timely dissemination of information.The MFD
combined a mobile phone and a desktop PC into a novel hybrid interface for collecting,
storing and sharing information. The phone application was used for taking context-
aware notes such as visual codes, photos, dictations and text. The notes were uploaded
onto a website where they were presented in a contextual order for browsing, organizing
and sharing with friends to be used on a later occasion. The website also automatically
linked user-made notes with ready-made content packages of houses and related online
resources.




          (a)                     (b)                     (c)                    (d)

Figure 6. Screenshots of the UI of the MFD phone application: (a) main view; (b) adding a note;
(c) a visual code is read; (d) a 2nd level visual code has been read and location is updated.

When starting the phone application for the first time, the user was required to type in a
phone number or an email address or both so that the user could be delivered the user ID
and password needed for accessing the website. After typing in the contact information,
the user was presented with the main view showing the number of entries made at the
current location and the total number of entries (Fig. 6(a)). The phone application had
dedicated user interfaces for reading visual codes, taking photos, making dictations and
writing text memos (Fig. 6(b)). The phone application also facilitated browsing and
deleting the notes.
When a note was taken, it was associated with related contextual metadata comprising of
the current location and a timestamp. The current location was indicated by reading a 2-
D visual code of known locations with the phone’s camera (Fig. 6(c)). Upon reading a
visual code the user location was automatically updated (Fig. 6(d)). The MFD employed
a nested two-level hierarchy of visual codes so that a 1st level code designated a house
or an outdoor object such as a piece of art. The 2nd level code associated with a 1st level
code of a house designated objects inside the house, for example a room or a piece of
furniture. The 1st level codes were placed at the entrances, which were supposed to be
read upon entering the houses. If the user forgot to read the 1st level code at the
entrance, but then read a 2nd level code indoor, the phone application automatically
recognized the corresponding 1st level code associated with the 2nd level code and
updated the location accordingly. Furthermore, the user could also change the location
by selecting it manually from the list of 1st level codes. The phone application was
configurable so that an XML file specifying all visual codes and their UI labels was
automatically downloaded when the application was started for the first time. The notes
and their metadata were uploaded to a server at the end of the visit to the housing fair.




Figure 7. The MFD website presented notes in contextual order with hyperlinks to related
information.
The MFD website facilitated fluent browsing, organizing and sharing of the notes taken
with the mobile phone. The notes were presented in contextual order so that the objects
corresponding to the 1st level codes read by the mobile phone (i.e., the houses and
outdoor objects visited) were visualized in the left-hand frame with the title and
thumbnail image in chronological order (Fig. 7). One of them was designated as the
current object of interest, for which the right-hand frame then showed all notes taken in
chronological order. The website also automatically augmented the notes of a particular
object with hyperlinks to the online content package provided by us for that object and to
other related online resources such as the website provided by the fair organizers. The
user could rearrange the notes into any order that the user saw fit and deleting any
needless notes. Furthermore, the user could compose personal collections of notes
augmented with textual annotations. The user could also download the diary from the
website to a local file as a ZIP-package.

The MFD was empirically evaluated in a large-scale field trial at the national Finnish
Housing Fair in July-August 2005. The annual fair is the most prominent activity
undertaken by The Finnish Housing Fair Co-operative Organization, a non-profit
association, whose mission is to improve the quality of construction in Finland. Different
types of buildings and their décor were on display for a period of 30 days, after which
the actual occupants of the houses moved in. The fairground consisted of over fifty
houses and apartment buildings constructed on an area of 13 hectares (Fig. 8(a)). We
were granted permission to place a 1st level visual code at the entrance of each house
and apartment building (Fig. 8(b)) and on outdoor art pieces. Furthermore, a limited
number of 2nd level visual codes were allowed (3-8 per house, 43 in total) inside the
eight houses circled in Fig. 8(a).




                    (a)                                             (b)

Figure 8. (a) A map of the fairground, where the circled houses were equipped with 2nd level
visual codes indoors; (b) A 1st level visual code placed at an entrance of an apartment building.
The field trial was coordinated from an office located near the main entrance to the
fairground. If people had a compatible phone, they could acquire the phone application
themselves by sending an SMS to a given phone number, downloading the application
from the web, or visiting the field office. If their phone was not compatible they could
loan one, without charge, for the duration of their visit at the fairground. Each test user
was rewarded with ice cream upon returning to the desk and uploading their diary to the
website. Qualitative data was collected through an online questionnaire available at the
website and by interviewing ten randomly selected users. The test users were motivated
to fill in the questionnaire with a raffle. Quantitative data comprised of the statistics of
the notes and their metadata, together with the log of the users’ actions on the website.

During the one-month trial 349 test users uploaded their diary to the website and 169
(48.4%) of them filled in the online questionnaire. Our small sample had similar profile
to that of the whole Housing Fair clientale of 121110. The 349 diaries contained 27258
notes. 302 (86.5%) of the 349 diaries contained more than 10 notes, which can be
regarded as actual usage of the MFD. An individual user took about 78 notes on average,
over half of the users took more than 50 notes and 25 (7.2%) heavy users took more than
200 notes. The 27258 notes were of different types as follows: 24044 photos, 1869
indoor objects (2nd level visual codes), 831 dictations and 514 text notes. The large
number of photos is simply explained by the fact that a photo has clearly the highest
information value with respect to the amount of work needed. The low number of text
notes is explained by the difficulty of typing notes with the 12-key keypad of a mobile
phone. The low amount of dictations is at least partially explained by the challenging
social setting, for it is understandably difficult to dictate given the crowd and ambient
noise at the housing fair.

Here I present just some key observations from the data while the reader should see
[Ko07b] for in-depth analysis. When we conducted a statistical test between the numbers
of different notes and selected respondent attributes (gender, age, prior experience in
using smart phones, prior experience in using the Internet), the only statistically
significant finding was that females took more text notes. This means that, for example,
the lack of any prior experience in using smart phones had no effect on the usage of the
phone application, which testifies to a successful design in terms of learnability and
efficiency. When we tested for any statistically significant differences in the
questionnaire data with respect to respondent demographics, the following findings were
made. Female users thought that the service was easier to learn (average score of 4.43 on
5-point Likert scale) and more self-evident to use (4.38) than male users (4.11 / 4.08).
Female users were also more confident that the service was useful (4.60) than male users
(4.35). Female users also felt that they gained more advantage from using the service
(4.32 vs. 3.97). Quite surprisingly, the users with no prior experience of smart phones
felt that the MFD was easy to learn (4.61) than those with prior experience (4.36). They
also felt that the service was more self-evident to use (4.36 vs 4.10). As a whole, the data
demonstrated excellent user satisfaction and identified unconventional enthusiastic user
groups for a mobile service such as middle-aged women.

The MFD concept was commercialized by the startup company founded by the
researchers of the project and is now available as a commercial product Entre Exhibitor.
7 panOULU Luotsi
panOULU Luotsi (~ Pilot in English, [pa09b]) is a location-based information mash-up
provided for the users of a large municipal wireless network in the City of Oulu in
northern Finland [Ku08]. The panOULU (public access network Oulu) network is
provided by a consortium of five public organizations and four ISPs [Oj08][pa09]. As of
now, the network totals about 1050 WLAN (IEEE 802.11a/b/g) access points, which
provide indoor and outdoor coverage in locations deemed relevant for public access. The
city center and its immediate surroundings are blanketed with a large outdoor WLAN
mesh network, but otherwise the coverage is provided in hotspot manner. In its coverage
area panOULU provides open (no login/authentication/registration) and free (no
payment) wireless internet access to the general public, as long as you have a WLAN-
equipped device. In September 2008, 15127 devices used the network, totaling 370000
sessions and 13.9 million online minutes. Up to 40% of the users in a given month are
visitors, as determined from the usage patterns and by detecting devices that had not
been seen in the network before. The proportion of multi-mode mobile handsets
equipped with WLAN radios has been growing steadily so that they make up ~25% of
the devices today. The usage of the network is still very much nomadic, not mobile, as
only ~5% of sessions can be considered mobile.

The motivation behind Luotsi was to provide one obvious access point to useful
information, which was before fragmented across several web sites and presented in
different formats. Thus, the user had to implicitly know what information s/he needed
and where to get it from. In many cases the user had to resort to multiple services before
acquiring the necessary information. Some providers had made efforts to gather more
comprehensive data in their site, but the data was still rather limited and outdated at
times due to the lack of administration. Further, while one site might offer a map on the
location of the desired target, another might not, and the user would have to manually
enter the address in a map service, thus leaving the service s/he was originally using. The
motivation was equally supported by the increasing coverage and usage of the panOULU
network. The over 15000 users represent a considerable population in a city of 130000
people. Further, large proportion of them are visitors, who need up-to-date information
of the services, places and events in a foreign city. In addition to providing a single
access point to topical and relevant local information, other design goals included re-
using existing information feeds instead of reinventing them, no client application should
be needed besides a web browser, and the information should always be up-to-date. The
design goals could be achieved with a web mash-up, which builds on the aggregation of
various information feeds and real-time positioning of the user.

The high-level software architecture of panOULU Luotsi is shown in Figure 9. To access
the vast amount of distributed information and to bypass the problem of outdated data on
different sites, all content into Luotsi is acquired in form of XML-based feeds such as,
but not limited to RSS or ATOM. The varying presentation formats of the feeds are dealt
by the XML aggregator illustrated as the DataMapper in Figure 9, which maps different
heterogeneous information feeds into the Luotsi database without any changes to the
application source code.
Figure 9. The high-level software architecture of panOULU Luotsi.

Luotsi has an administrator interface for registering any XML-based feed to be
registered in the system. When registering a feed, the administrator receives a parsed
presentation of how the feed is formulated (the XML tags). The administrator manually
maps the attributes to corresponding fields in the Luotsi data model. For example, two
feeds may describe a place with different XML structures such as  and
. Both are mapped to ‘place_name’ field in Luotsi data
model. The mapping needs to be done only once for a feed unless, of course, the
structure of the feed changes. The mapping rules are saved in a configuration file. The
registered feeds are then automatically updated periodically by their provider, thus
ensuring that all data is always up-to-date.

The location of the user is estimated as the location of the WLAN access point the user
device is currently connected to. Typically, the user’s actual location is within a 50 meter
radius of location of the access point. This network-based AP ID positioning has several
benefits over other methods such as GPS positioning: the user device needs no additional
software or hardware, the first location estimate is obtained very quickly, and it works
also indoors provided network coverage is available.
Currently, registered feeds include movie listings from Finnkino (the main movie
provider in Finland), City of Oulu’s event calendar and news feed, fast food restaurants
from kaenkky.com (a local website listing and reviewing all fast food restaurants in Oulu
region), service directory and local sights listings from ouluthisweek.net (local service
provider producing both online and printed information services), and the latest news
from Kaleva (the local main newspaper). Aggregated, these feeds provide a very
comprehensive directory of services and events that both local people and visitors might
need when moving around Oulu. Luotsi also provides a location aware weather report
based on a cluster of micro weather stations installed around the city. The weather data
provided by the stations is available as a public web service. Luotsi automatically
determines the weather station nearest to the user’s current location and displays the data
in easy-to-read manner, thus adding another element to the mash-up.

The feeds are retrieved periodically by the Content Retriever, mapped by the
DataMapper into Luotsi data model based on the rules in the configuration file and the
mapped data is stored in the Database. The Database serves as a proxy (cache), thus
making later queries much faster than if the data was always fetched from the individual
feeds and mapped on the fly. The Database is a mySQL database with a table structure
conforming to Luotsi data model. The data model is flexible to support the needs of
varying feed structures. Fields not found from a feed are left blank, and cross-
referencing is supported. This is useful if, for instance, an event-item does not have
explicit location information (e.g. coordinates), but contains a logical name or street
address, which can be mapped to the coordinates using the City of Oulu’s geodetic
service. Similarly, relevant tags of the emerging geoRSS format (e.g.  and
) could be mapped to a location in our data model, although the current content
feeds do not use them.

The panOULU Luotsi web user interface is illustrated in Figure 10. It is implemented
with the jQuery AJAX library using the model-view-controller design paradigm. The
presentation layer is separated from the application logic stored in separate PHP files
that are called from the UI. The layout is divided into two columns so that the left
column shows the location of the user and objects of interest. The user’s current location
is presented by placing a ‘guess circle’ around the icon representing the user on the map,
indicating that the user’s actual location is within the guess circle. Object categories are
presented with their specific distinct icons, e.g. a plate indicates a restaurant. The map
file is retrieved by the MapServiceInterface component from the City of Oulu‘s online
map service, which offers an open web inteface for retrieving maps. The map is initially
centered at the user’s location, but it can be freely moved in any direction after that. The
maps outside the current view are fetched asynchronously in the background, so that
when the user moves off the current map view, map loading times are minimized. The
map also supports a 4-level zoom, allowing the user to zoom in or out at any point.
Luotsi is primarily intended to be used via the panOULU network, which facilitates the
AP ID positioning. However, Luotsi is a public web service, and thus can be used via
any other access network, as well. If the positioning fails because the user is not
connected to panOULU network, the user is asked to enter his/her current or desired
location manually, e.g. as a street address or pointing a location on the map.
Figure 10. The browsing interface of panOULU Luotsi.

Luotsi also employs automatic proximity-based search functionality. Once the user
location has been established, the system automatically displays five nearest objects on
the map. The objects found with the proximity-based search are hidden once the user
makes a search for something else. Below the map is a window that can display different
information based on the selected tab. Initially, the content area displays the
‘instructions’ tab with general information on the use of the service, but once the user
searches for something or selects one of the automatically shown objects, the content
changes to either a list of search results, or details on the selected object, respectively.

We have been logging the usage of Luotsi since its launch in October 2007. By
September 2008, a total of 6658 sessions was recorded, averaging 555 sessions a month.
About one third of the sessions were from devices connected to the panOULU network,
two thirds from elsewhere in the Internet.


8 Conclusion
I conclude with a brief discussion on some important lessons that I have learned from the
case studies and related research efforts. The lessons may also help to understand why
commercially relevant context-aware applications remain sparse, most notably GPS
navigators and few other location-based applications, despite the long-term enthusiasm
for context-aware computing in the research community.
Design for maximum usefulness. With usefulness I refer to the combination of utility and
usability [Ni94]. A system with high utility satisfies some concrete need(s) of the end
user. Their identification calls for understanding the “situation of concern”, where things
are not quite right and which could be resolved with the proposed system. We can then
quantify our success in system design and implementation by measuring or predicting
the usability of the system with various usability factors. The Mobile Fair Diary was a
prime example of a service satisfying a concrete need of capturing the relevant
information from a housing fair. Consequently, the test users expressed high subjective
satisfaction despite the assorted design flaws.

Content is king. The design and implementation of useful services requires high quality
content, which can be expensive and difficult to obtain. The same applies to contextual
data, as well. If you have to produce the content yourself, then you have to allocate
sufficient resources for that purpose. The TimeMachine Oulu is a good example of an
application made possible by high quality historical data. Similarly, the Google Maps
with its extensive map data and functional APIs have enabled thousands of web mash-
ups.

Understand existing business practices and value networks. Our difficulties with mobile
advertising were partly due to the concept being simply too far ahead of the state-of-the-
art in business-to-customer advertising. At the same time we failed to motivate and
educate the advertisers to use the mobile advertising channel in the “correct” manner.
We had similar difficulties with the Mobile Fair Diary, which we offered to the housing
fair as plain “technology push” without any consideration for a potential business model.
Consequently, the many commercial actors of the existing value network involved in the
deployment were not motivated, which led to delays and problems in the design and
implementation of the service and the execution of the field trial. Finally, the research
community seems often happily forgetting that a long-term production deployment of a
service calls for a viable business model. A fundamental shortcoming in all presented
case studies was that the user did not have to pay anything for using the services, though
most of them can be envisioned to be provided as free services.

Do not forget maintenance. The responsibilities do not end with the first deployment of a
service. On the contrary, the subsequent maintenance can require lots of manpower and
other resources, depending on the scalability, fault tolerance and maintainability of the
service infrastructure. Maintenance of context data can be difficult, as well. For example,
even if you manage to somehow acquire high quality user profile data, it is well known
that users are generally not motivated to keep the data up to date. Based on our own
experience research organizations and projects are traditionally not well equipped to do
maintenance on long-term basis. For example, we simply ran out of resources to keep the
WLAN positioning system based on signal strength fingerprints functional. Similarly,
maintaining dedicated server resources and components for long-term “production”
deployments has proven challenging, as the resources allocated per project basis
disappear when the project runs out. Thus, take maintenance into account in designing
your deployment and resourcing.
Share your infrastructure. The research community values novel contributions, not high
quality engineering which is a prerequisite for successful experimental field
deployments. Consequently, there is lots of needless “reinventing the wheel”, where a
particular application problem is tackled the umpteenth time with a slightly incremental
“novel” approach justifying a scientific publication, but not much else. This could be
alleviated by researchers sharing their implementations, assuming they would be of
sufficiently high quality for that purpose and no IPR issues would prevent sharing. The
panOULU network is a prime example of how sharing your infrastructure can benefit the
whole community. [RS05]

Empirical evaluation in the field pays off. I am a big fan of empirical user evaluation of
prototype implementations in true environment of use by genuine end users. Despite its
methodological pitfalls and practical challenges it remains the only way to involve all
factors affecting overall user acceptance, most importantly the actual usage context.
Field trials are expensive and time consuming for many reasons. In terms of engineering
cost there can be a big gap between a one-time steering group demo and months-long
deployment exposed to the diverse general public. Setting up a field trial in public space
may require dealing with lots of bureaucracy and logistic challenges. A field trial
inevitably requires lots of manpower for different tasks such as help desk, content
production, technical support and maintenance. A field trial may expose you to public
scrutiny, which is not always a pleasant experience. A large-scale field trial assumes
using off-the-shelf mass market technology, thus approving its limitations in comparison
to more advanced research equipment. Further, involving the general public as test users
can be very difficult, as people are simply too busy with their real lives and reluctant to
install your research software in their mobile phones. However, if you despite all these
warnings wish to engage in a field trial, the following recommendations may prove
useful. First establish your theoretical framework: what is your situation of concern,
what are your objectives, what are your hypotheses, what is being evaluated and how,
what data is needed for the evaluation, what are your evaluation criteria and their
theoretical foundations? Think carefully about your service offering: it is typically much
more difficult to sell a large service portfolio than an individual well-focused service.
When designing the field trial, plan well ahead and prepare for the unexpected. Allocate
sufficient time for the integration testing of your deployment before the start of the field
trial. Remember to budget ample resources for PR, help desk, technical support and
maintenance during the trial. Have a proper PR strategy to recruit people as test users, to
manage the expectations of the general public, media and other stakeholders, and harden
your skin for public scrutiny. Make sure that you obtain the data needed for your
theoretical framework and store it in a safe place. Allocate ample time for analysing the
data after the field trial, for otherwise your hard work can go waste, which would be a
real shame. Finally, try to decide before the field trial whether your service(s) are going
to be available after the conclusion of the field trial or not. If some remain, then you
have to allocate resources for their maintenance. The real proof of a successful trial
deployment is when the users continue to work with a system after the trial is officially
over [Wa06].
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