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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Ubeel: Generating Local Narratives for Public Displays from Tagged and Annotated Video Content</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Pia Ojanen</string-name>
          <email>pia.ojanen@aalto.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Petri Vuorimaa</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Petri Saarikko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sanna Uotinen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Aalto University School of Science B.</institution>
          <addr-line>O. Box 15400, FI00076 Aalto</addr-line>
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Design</institution>
          ,
          <addr-line>Human Factors</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper, we present our vision and research directions for personalized and context-aware sharing of videos. Our aim is to explore new methods for providing situated video content. Utilizing multi-touch displays and encouraging users to collaboratively create content in shopping malls and public spaces. We seek to understand what motivates people to contribute to the local narratives or in viral marketing purposes. One objective is to explore content personalization utilizing tags and context-aware information. We present relevant preliminary results from participatory design workshops, organized to involve the customers to elaborate ideas for new digital services in shopping malls. Preliminary implementation for a mobile location aware social video sharing service Ubeel is presented. We will discuss our current vision of elements which are important and should be considered in such systems in the future.</p>
      </abstract>
      <kwd-group>
        <kwd>Public displays</kwd>
        <kwd>mobile</kwd>
        <kwd>video</kwd>
        <kwd>location aware</kwd>
        <kwd>collaborative</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Categories and Subject Descriptors</title>
      <p>H.5.3 [Information interfaces and presentation]: Group and
Organization Interfaces</p>
    </sec>
    <sec id="sec-2">
      <title>1. INTRODUCTION</title>
      <p>Public and situated displays are commonly available in shopping
malls around the world. Typically, they are used to present
location information, such as shop locations. In addition, they
usually include directories listing shop and service categories.
Recently, public displays in shopping malls have become more
active. Static displays have been replaced with video displays and
interactive touch displays. This allows users to browse and search
content on a single display. Interactive displays can offer
increasingly rich media content, such as photos, advertisement
videos, animations, and even simple games. However, users are
still reluctant to use these displays and the interactivity is not
obvious. Users cannot easily personalize these displays for their
own needs. Therefore, usage periods are usually short and the user
experience and engagement are quite poor.</p>
      <p>Many customers value the physical dimension of visiting the
shopping mall, instead of online shopping. Current technology
enables to introduce the same interactive elements that are already
available on the web to the physical context. This paper focuses
on new ways of providing personally relevant video content for
users in public and situated displays in shopping malls. The
questions we aim to answer in the future include:
•
•
•
•</p>
      <p>How both customers and retailers goals and needs
would be fulfilled with context-aware and social video
service in a shopping mall?
How user created video content is perceived and
consumed in shopping malls and public places?
What mechanisms should be used to increase
contribution, i.e. physical or virtual rewards?
How users perceive tags and annotations as a method of
personalization and content discovery in public settings?
To identify the current customer needs three workshops, utilizing
participatory design methods, were organized. Based on the ideas
and opinions of the participants we identified requirements and
scenarios for new services for shopping malls. We present a
service concept and preliminary design for social and location
based video sharing application Ubeel. With Ubeel people can use
their smart phones to record short video clips and share them
within the service. Other users can access the videos through
mobile devices, computers and interactive public displays. Wide
variety of categorized tags in the content allows the creation and
personalized presentation of context-aware public narratives,
based on presence of people and devices. The information can be
composed based on social connections and personal profiles.
This paper has been divided into seven parts. Section two
analyzes related research. Section three describes participatory
workshops. Section four presents our future scenario. In Section
five we introduce our implementation. Finally, in Section six we
discuss future directions and conclude in Section seven.</p>
    </sec>
    <sec id="sec-3">
      <title>2. RELATED WORK</title>
      <p>
        According to Wallace et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] applications developed for
shared, public displays, called Single-Display Groupware (SDG)
are known to support the teamwork aspects of collaborative work,
i.e., the activities required to work as group, such as coordination,
communication, and awareness maintenance. However, prolonged
interaction with large, touch-based systems can lead to fatigue and
physical discomfort. On the other hand, Multi-Display Groupware
(MDG) systems, which often consist of multiple connected
personal and often public devices allow users to prevent fatigue
when interacting with large display by enabling users to utilize
more powerful and efficient input techniques on a personal
display [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The Ubeel system, which we propose in this article, is
an MDG system intended for digital story telling between
shopping mall users.
      </p>
      <p>
        Müller et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] have studied why users ignore the content of
public displays. Users expectations appear to depend on the
perceived context of the display, especially, who they believe is
the owner of the display. For certain owners (e.g., universities,
public offices) users expect the content to be interesting, while for
others (e.g., shops) they expect advertisements. Users would like
to see personalized content, such as, local city information, local
news, sports, and entertainment. Our motivation is to concentrate
primarily to the shopping malls and user expectations in that
context.
      </p>
      <p>
        According to Numa et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], common devices, such as mobile
phones, can be turned into expression tools, which allow users to
collect and share their stories. In their experiment, the users'
stories are connected to each other using questions and answers
made by the users themselves. Each story consists of 1) answer to
the question from the previous participant, 2) short presentation
about a physical item, which user is carrying, 3) connecting
phrase to next presentation, and 4) a question to the next
participant.
      </p>
      <p>
        Peltonen et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] have studied sharing of user-created mobile
media related to large-scale events on public displays. They
focused especially on sharing mobile photos. The public display
called CityWall supports multi-touch interaction, and thus enables
collaborative use of the display. The combined use of personal
mobile devices and a large public display, used collaboratively
with other users, creates a unique setting that extends the group's
feeling of participation in the events. However, it does not work
as a personal communication media. Our system is a bit similar to
CityWall, but the focus is set especially on video content and
personalization.
      </p>
    </sec>
    <sec id="sec-4">
      <title>3. PARTICIPATORY WORKSHOPS</title>
      <p>
        We organized a series of participatory design workshops [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], in
order to gather ideas and needs for digital service innovations for
shopping malls in co-operation with the customers. Customer
surveys and focus groups tend to concentrate on the current use
and rely on what people say [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]. Therefore, they often fail to
uncover latent needs and sticky information and might result only
minor improvements rather than innovative thinking [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
    </sec>
    <sec id="sec-5">
      <title>3.1 Method</title>
      <p>Workshop participants were recruited purposively from Social
Media Services. 20 participants attended the workshops. The
participant group, aged from 25 to 65, included as much women
and men. Most mentioned shopping as a hobby and visited
shopping malls several times a week. The participants were
rewarded with gift cards after each workshop.</p>
      <p>In the first workshop, participants were divided into groups that
walked within the shopping mall observing it with researchers.
Semi-structured interview questions were used to find out
participants’ experiences and views about the mall as a shopping
place as well as a place for spending time. The discussions were
audio recorded and transcribed. Discussion themes were identified
from the transcripts and used to form ten theme cards for the
second workshop to back up discussion. In the third workshop,
participants used video cameras as future “shopping tools”. They
were asked to create stories and visions about the shopping mall
in 2014. In addition to workshops, a closed Facebook group was
created to continue discussions about ideas and to bring up new
topics.</p>
      <p>All workshops were audio recorded and transcribed. Service ideas
and related comments were written on post-it notes. Altogether
approximately 450 ideas were found from the transcripts and
Facebook discussions. However, the exact amount of distinct
ideas is somewhat smaller. The ideas were organized in thematic
groups based on applications with affinity diagram.</p>
    </sec>
    <sec id="sec-6">
      <title>3.2 Ideas and Opinions</title>
      <p>Preliminary analysis and implications of ideas and opinions
discussed in the workshops is presented in this Section. Full
results, validation of ideas and analysis of the method will be
reported in following publications.
3.2.1 Public Information Displays in Shopping malls
Participants considered interactive public displays as a commodity
in shopping malls. According to them, the most important things
include up to date information, quick access to personally relevant
content and location information. People are accustomed to search
engines, which creates expectations for searchability. They
wished that public displays would provide an interface to relevant
information as well, such as news and public transport schedules.
They identified some problems with current interactive public
displays. Users do not often identify the availability of the touch
screen, while advertisements are rolling while the display is idle.
Sometimes information is not discovered, because users do not
dare to touch the screen. Attention could be attracted with placing
displays close to the entrance or in spaces where people hang out,.
Participants wished in-shop screens as well. On the other hand,
some screens were considered too public, which results non-use.
Empty space around the displays would decrease the barrier to
interact.</p>
      <sec id="sec-6-1">
        <title>3.2.2 Service community</title>
        <p>Participants wished to obtain a bi-directional service community
to the shopping mall ecosystem, including participation of all
shops and services. The service could be provided via interactive
online channel, facilitating direct communications with the
customers. They envisioned a virtual feedback box inside the
shopping mall premises and more personal experiences. Viral
marketing was considered as a viable method for advertising.
Customers could be promoters for the shopping mall and
products. Rewards were mentioned as a way to encourage people
to contribute to the common good and to the community services.</p>
      </sec>
      <sec id="sec-6-2">
        <title>3.2.3 Video Content and Ambience</title>
        <p>Participants felt that the mall could be the cultural center of the
area, with emphasis on locality. They wished possibility for locals
to promote their own artistic projects. One central topic was a
local media display, to which users could send content they have
created. Customers could curate the content collaboratively. The
shopping experience could be better if customers would be able to
sit down for a moment and enjoy for example video installations.
Interactive applications, such as quizzes, auctions and games
could be used with mobile devices. Small prizes, such as coffee or
lunch, were mentioned as good motivators for contribution.
People expect something surprising from the user experience,
even though it cannot be too distracting or obtrusive.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>4. SCENARIO</title>
      <p>Motivated by some of the ideas presented above, we derived a
scenario for social sharing of videos. The proposed service can
simultaneously work as a viral marketing tool and as a public
voice of the local communities and individuals.</p>
      <p>Tina and her friends love shopping. Tina is spending time at the
mall and meets her friend Carol. They go to a clothing store to try
on new skirts. Carol checks herself in to the store with her phone
and starts shooting a video of Tina, wearing a blue skirt. The
application identifies active devices in the area, and tags Tina and
a shopping assistant to the video. Carol reads the QR code printed
in the label of the skirt, which is also tagged to the video. Carol
uploads the video to the server. Tina tries on another skirt, and
Carol records again. Meanwhile their friend Marion checks the
display on the hallway. Marion is automatically recognized as a
friend of Tina, based on her social graph. Her profile indicates
interest in clothing. Video about Tina wearing the blue skirt
appears on the screen and after the video has ended Marion inserts
a comment inside the video: “Wow, looks great!”. Back in the
store Carol has uploaded the second video and sees the comment.
Tina is thrilled of the attention and decides to buy that skirt. Girls
leave the shop. A group of teenage girls stop by the display. They
have youth clothing listed in their interest profile. Therefore
video’s related to the new collection appear. They immediately
like what they see and decide to head towards the clothing store.
When Tina’s friend Michelle arrives to the store later, the in-store
display shows videos of Tina on the top of the list. She checks the
videos and decides to try on the red skirt Tina did not buy.</p>
    </sec>
    <sec id="sec-8">
      <title>5. IMPLEMENTATION</title>
      <p>Video sharing tool Ubeel is designed to eventually fulfill the
scenario presented above. The core of the service is to embed
presence data automatically into the videos and allow tagging and
commenting. The server is designed to restore and share both
automatic and human created video annotations. The advantage of
the annotated and tagged video content is reduced effort in content
discovery. Content can be displayed based on location of the user,
either currently or when the video was recorded and based on
social connections. This approach combines traditional automated
recommendation systems and human computing. Privacy issues
are not presented in this paper, but are considered as one relevant.
In this section we introduce the current status of the
implementation and explore possibilities to enhance Ubeel
prototype to be a part of public sharing platform and include it to
multi touch displays in smart spaces. Proper balance between
more private mobile interface and public use might create more
balanced experience.</p>
    </sec>
    <sec id="sec-9">
      <title>5.1 Mobile User Interface</title>
      <p>Mobile application can be set to launch video recording by
touching an NFC tag on the location. Video recording sessions are
supported by automatic ID collection and visualization, as
presented in Figure 1. Mobile User Interface identifies a device.
While video is being recorded the application augments available
Bluetooth device names on the video display.
Ubeel can be set to share tags automatically. Users with Bluetooth
enabled devices can be visible on video recordings. The
application uses automatic mechanism to inform users if they
have been tagged in other videos, which are available for viewing,
as presented in Figure 2.</p>
    </sec>
    <sec id="sec-10">
      <title>5.2 Desktop Application</title>
      <p>In current implementation users can browse, replay, annotate and
share videos on desktop computers and tablets. Desktop enables
more functionality for interacting with the content and more
efficient input techniques. The annotation function allows user to
mark points of interest on the video by drawing a rectangular
shape on live video feed. It is possible to add textual comments to
these annotations and they can be also shared socially to other
users of the system. Desktop tool will be extended to support
public multi-touch displays.</p>
    </sec>
    <sec id="sec-11">
      <title>6. DISCUSSION AND FUTURE WORK</title>
      <p>The workshops conducted with the shopping mall users confirmed
that the content offered by the public displays should be up to date
and personally relevant. Bi-directional communication with the
services community of the shopping mall was considered as way
to increase personal relevance of the content. The service should
also offer experiences and surprises, something unexpected, but
not too obtrusive.</p>
      <p>The experimental Ubeel service allows users to create content
with their mobile phones and share it based on physical
presence. NFC tags are used to automate video recording and
content annotation with Bluetooth device-names.
Context information can be used to automatically link to content
created by different users. The prototype implemented so far
shows that NFC technology, which is currently being introduced
in mobile devices, enhances the user experience of the service.
The Ubeel service is based on the MDG model. Mobile devices
allow users to create the content themselves. The public display
can be used to share the content and communicate with other
customers and shopping mall services. Multi-touch can be utilized
as an interaction method in both mobile devices and public
displays. In addition, NFC and Bluetooth can be used to
automatically identify the users near public displays.</p>
      <p>Wide variety of categorized tags in the content allows the creation
of public narratives, based on location of the display and on
presence of people and devices. Automatically generated tags
enable the linking of places, items, and persons as a part of the
service content. The videos created by the individual users can be
viewed from public displays. They can be presented and
organized based on multiple variables, such as location, time,
devices and tagged objects related to a place or a person and
annotated comments. In addition, users can add annotations to the
timeline of the video, which can be either video or textual input.
The information can be presented to users based on social
connections and personal profiles, by combining recommendation
systems and human computing.</p>
      <p>
        In the workshops, participants presented small prizes as
persuasive motivational triggers for contributing to community
services. Several successful examples exist, which reward active
users for participation. Social games have revealed that people
appreciate rewards especially when they come from a person
versus a machine and represent approval [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Small physical
prizes, such as free coffee or lunch, were considered sufficient to
motivate users to contribute. The rewards could be granted based
on activity, contribution or actions related to certain locations,
shops or services.
      </p>
      <p>Next step is to develop more robust and extensive version of the
application with the enhancements described above and to test it
in a public field trial in a shopping mall. Mobile application will
be available for smart phones, which is a small limitation.</p>
    </sec>
    <sec id="sec-12">
      <title>7. CONCLUSIONS</title>
      <p>In shopping malls, people would like to receive personalized
content and feel a sense of togetherness. Workshop participants
perceived the shopping mall as a shared living room where they
can enjoy themselves and share experiences with friends. We
presented preliminary results from three participatory design
workshops organized to identify new service ideas and
opportunities. We introduced our current implementation, which
enables context-aware mobile video creation, automatic tagging,
annotation and social sharing. Public displays can be used to
present situated interactive narratives, which engage the users and
simultaneously offer relevant information related to the context.
Our current findings suggest that such systems might benefit from
gamification, integration of social sharing and automatic
recommendation systems and integrated tags or addresses of
devices and things. Future work includes further development of
our implementation, especially the functionality for public
displays and validating these issues in a field trial. This system
will have a major impact on the way people discover, consume
and share video content.</p>
    </sec>
    <sec id="sec-13">
      <title>8. ACKNOWLEDGMENTS</title>
      <p>This work has been done in Smart 4D Project, funded by
Multidiciplinary Institute of Digitalisation and Energy (MIDE).
We want to thank Riikka Hänninen and Tomi Hokkanen, who
participated in the work.</p>
    </sec>
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