Personal Content Experience: Managing Digital Life in the Mobile Age

Juha Lehikoinen, Antti Aaltonen, Pertti Huuskonen, Ilkka Salminen

  • 出版商: Wiley
  • 出版日期: 2007-06-01
  • 售價: $3,200
  • 貴賓價: 9.5$3,040
  • 語言: 英文
  • 頁數: 382
  • 裝訂: Paperback
  • ISBN: 0470034645
  • ISBN-13: 9780470034644
  • 海外代購書籍(需單獨結帳)

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商品描述

Description

"The new era of powerful, mobile computing and sensing devices having ever larger memories and personal databases brings to light a number of difficult problems in software, interface design, search, organization of information, and methods for inferring context and for sharing personal content… The authors have done an admirable job at describing the problems and opportunities and, as such, this book should be on the shelves of researchers struggling to make these mobile devices truly valuable to the ever expanding number of their users."
—David G. Stork, Chief Scientist, Ricoh Innovations

Personal Content Experience is a comprehensive introduction to mobile personal content. The book introduces and explores issues such as context capture, user interfaces for continuous mobile use, UI design for mobile media applications, metadata magic, virtual communities, and ontologies. User interactions and behavioural patterns with personal content are also covered, resulting in a ‘GEMS’ lifecycle model for analysing media devices, services, applications, and user interfaces. In addition, the book describes an extensible software architecture targeted at content management in mobile devices, pointing out the essential topics that will benefit anyone developing mobile content-intensive applications and services.

Personal Content Experience:

  • Establishes a foundation for analyzing applications, services and user interfaces targeted at personal content.
  • Provides a strong industrial insight, combining hands-on examples, application concepts and software architecture descriptions with theoretical frameworks and models.
  • Offers a multi-disciplinary approach, considering both user perspective and technology aspects.

This book is a clear and practical guide to the field of personal content and will be invaluable to practitioners in mobile industry and digital content management, media-intensive application developers, content creators and distributors, academic researchers, and lecturers in computer science and multimedia.

 

Table of Contents

Foreword.

Acknowledgements.

List of Abbreviations.

Prologue.

Chapter 1: Digital Memories and the Personal Content Explosion.

1.1 Digital Us.

1.2 You and This Book.

1.3 Contents at a Glance.

Chapter 2: Trends Towards Mobility.

2.1 The New Nomads.

2.1.1 Five-Second Attention Span.

2.1.2 Continuous and Nomadic Mobile Use.

2.2 Mobile Device Categories.

2.2.1 Dedicated Media Devices.

2.2.2 Swiss Army Knives.

2.2.3 Toolbox Devices.

2.2.4 Accessories and Other Devices.

2.3 Mobile Compromises.

2.3.1 Teeny Weeny UIs.

2.4 Because it Can!

2.5 Convergence.

2.6 Wireless Revolution.

2.6.1 Broadcast Networks.

2.6.2 Short-Range Wireless.

2.7 Case Study: Mobile Music.

2.8 References.

Chapter 3: Mobile Personal Content Uncovered.

3.1 First there were Files.

3.1.1 From File Management to Content Management.

3.1.2 Creation and Usage make Content Personal.

3.2 Categorization.

3.3 Characteristics of Personal Content.

3.3.1 Content Explosion.

3.3.2 Personal Content is Invaluable.

3.3.3 Personal Content is Familiar . . . or Not.

3.3.4 Favourites.

3.3.5 Sharing and Communities.

3.3.6 Relations and Associations.

3.3.7 Privacy and Security Requirements.

3.4 Mobile Personal Content.

3.4.1 Mobile Personal Content is Distributed.

3.4.2 Mobile Content is Tied to Creation and Usage Context.

3.4.3 The Same Content Types, New Usage Patterns.

3.4.4 Totally New Content Types, or Extended Use of Existing Content Types.

3.4.5 New Behavioural Patterns.

3.4.6 New Challenges.

3.5 Content Wants to be Free?

3.6 GEMS, a Tool for Modelling Personal Content Experience.

3.7 References.

Chapter 4: Metadata Magic.

4.1 Metadata for Consumers: A Brief Introduction.

4.1.1 Metadata Semantics.

4.1.2 Metadata – For Managing or Enjoying?

4.2 Metadata Creation.

4.3 Metadata Maintenance.

4.4 Relations Give Meaning.

4.4.1 People as First-Class Metadata.

4.4.2 Derived Metadata.

4.5 How does Metadata Benefit the User?

4.5.1 Tracing and Recall.

4.5.2 Searching.

4.5.3 Organizing: Sorting, Grouping and Filtering.

4.5.4 Automatic Summarizing.

4.5.5 Enhancing Privacy and Security.

4.5.6 Constructing Views.

4.5.7 Better Recommendations.

4.5.8 Reusing / Remixing / Reconstructing.

4.5.9 Smoother Transition Between Applications.

4.6 Existing Approaches.

4.6.1 MARC.

4.6.2 Dublin Core Metadata Initiative.

4.6.3 XMP.

4.6.4 ID3v2.

4.6.5 Acidized Wav.

4.6.6 DCF and EXIF.

4.6.7 Quicktime.

4.6.8 MPEG-7.

4.6.9 RSS.

4.6.10 Summary.

4.7 The PCE Trinity: Mobility, Context and Metadata.

4.7.1 File Context.

4.7.2 Elements of Context.

4.7.3 Context is Essential for Communication.

4.8 The Challenges: Universal Metadata, Extensibility, Abuse.

4.9 Yet Another Challenge: Interoperability.

4.9.1 Personal Content Device Ecosystem.

4.9.2 Application Interoperability.

4.9.3 Existing Solutions for Interoperability.

4.10 The Dream: When Metadata Really Works.

4.11 References.

Chapter 5: Realizing a Metadata Framework.

5.1 Metadata is a Solution . . . and a Problem.

5.2 Challenges in Distributed Mobile Content Management.

5.2.1 Storage.

5.2.2 Synchronization.

5.2.3 Version Control.

5.2.4 Backing Up.

5.2.5 Content Adaptation.

5.2.6 Locating the Desired Piece of Content.

5.3 Different Types of Metadata.

5.3.1 Tags.

5.3.2 Context Capture.

5.3.3 Relationships.

5.3.4 Usage History and Events.

5.4 From Content Management to Metadata Management.

5.4.1 Cross Media Challenge and Metadata Ownership.

5.4.2 Separating Metadata from Content Binaries.

5.4.3 Preparing for the Future.

5.5 Overall Architecture.

5.6 Our Metadata Ontology.

5.6.1 Instance Metadata and the Schema.

5.6.2 Initializing the Framework.

5.6.3 Our Default Ontology.

5.6.4 Namespace.

5.6.5 Metadata Schema Objects.

5.6.6 The Most Typical Metadata Schema Objects and Attributes.

5.6.7 Events.

5.6.8 Relationships.

5.6.9 How to Handle Composite Objects.

5.6.10 URIs for Fragments.

5.6.11 Extending the Ontology.

5.7 Making a Prototype Implementation.

5.7.1 Metadata Engine.

5.7.2 Managing Schemas.

5.7.3 Why Use SQL and Especially SQLite as Persistent Storage.

5.7.4 Harvester Manager.

5.7.5 Context Engine.

5.8 Facing Real Life.

5.8.1 Memory Consumption.

5.8.2 Speed.

5.8.3 Example Usage of Metadata Engine.

5.9 Metadata Processors.

5.10 Summary.

5.11 References.

Chapter 6: User Interfaces for Mobile Media.

6.1 Human in the Loop.

6.1.1 Searching.

6.1.2 User-Centred Design.

6.2 Interacting with Mobile Personal Content.

6.2.1 Music.

6.2.2 Photos.

6.2.3 Video.

6.3 Interfaces for Mobile Media Devices.

6.3.1 Why not Speech User Interfaces for Mobiles?

6.3.2 Graphical User Interfaces.

6.3.3 Interaction Technologies and Techniques.

6.3.4 UI structure and Navigation.

6.3.5 Basic UI Components for Mobile Media.

6.4 Designing a Mobile User Interface.

6.4.1 Common UI Design Guidelines.

6.4.2 The UI Design Process and Methods.

6.4.3 Validating the Design.

6.5 Performing the GEMS Tasks.

6.5.1 Cross-GEMS Tasks: Browse and Search.

6.5.2 Get Content.

6.5.3 Enjoy Content.

6.5.4 Maintain Content.

6.5.5 Share Content.

6.5.6 Multi-Tasking in GEMS.

6.6 The Effect of Device Category on UI.

6.7 Summary.

6.8 References.

Chapter 7: Application Outlook.

7.1 General Characteristics of Mobile Applications.

7.2 Location-Based Applications.

7.2.1 Point of Interest.

7.2.2 Wayfi nding.

7.2.3 Annotations.

7.2.4 Location as Metadata.

7.2.5 Location and Communities.

7.2.6 Other Applications.

7.2.7 Discussion.

7.3 Sharing and Communities.

7.3.1 Content Sharing.

7.3.2 Content Rating.

7.3.3 Self-Expression.

7.3.4 YouTube.

7.3.5 Video Sharing Cornes of Age.

7.4 Games.

7.4.1 Mobile Games.

7.4.2 Personal Content Types Related to Games.

7.4.3 Modding.

7.4.4 Discussion.

7.5 Other Domains.

7.5.1 Personal Training.

7.5.2 Movie Subtitles.

7.5.3 Flash, Comics, Animations.

7.5.4 Discussion.

7.6 References.

Chapter 8: Timeshifting Life.

8.1 Metadata in the Years to Come.

8.1.1 Metadata Enablers.

8.2 Metadata Creation: Top-Down or Bottom-Up?

8.3 Show Me the Money.

8.4 Obstacles in Reaching the Vision.

8.4.1 Technical Problems and Challenges.

8.4.2 Human-Related Issues.

8.5 From Databases to Lifebases.

8.6 Move that Metadata!

8.7 References.

Epilogue.

Index.

商品描述(中文翻譯)

描述
「強大、移動的計算和感測設備的新時代,擁有越來越大的記憶體和個人資料庫,揭示了在軟體、介面設計、搜尋、資訊組織、推斷上下文和分享個人內容等方面的一些困難問題……作者在描述這些問題和機會方面做得相當出色,因此,這本書應該成為那些努力使這些移動設備真正對不斷擴大的用戶群體有價值的研究者的書架上的必備書籍。」—David G. Stork,Ricoh Innovations 首席科學家
《個人內容體驗》是一本全面介紹移動個人內容的書籍。該書介紹並探討了上下文捕捉、持續移動使用的用戶介面、移動媒體應用的UI設計、元數據魔法、虛擬社區和本體等問題。用戶與個人內容的互動和行為模式也被涵蓋,形成了一個用於分析媒體設備、服務、應用和用戶介面的「GEMS」生命周期模型。此外,該書描述了一種針對移動設備內容管理的可擴展軟體架構,指出了對於任何開發移動內容密集型應用和服務的人來說,將會受益的基本主題。
《個人內容體驗》:
- 建立了一個分析針對個人內容的應用、服務和用戶介面的基礎。
- 提供了強大的產業洞察,結合了實際範例、應用概念和軟體架構描述,並與理論框架和模型相結合。
- 提供了一種多學科的方法,考慮了用戶視角和技術方面。
這本書是個人內容領域的一本清晰且實用的指南,對於移動產業和數位內容管理的從業者、媒體密集型應用開發者、內容創作者和分發者、學術研究者以及計算機科學和多媒體的講師將是無價的。

目錄
前言
致謝
縮寫詞表
序言
第一章:數位記憶與個人內容的爆炸
1.1 數位我們
1.2 你與這本書
1.3 內容一覽
第二章:向移動性趨勢
2.1 新的遊牧民族
2.1.1 五秒注意力範圍
2.1.2 持續和遊牧的移動使用
2.2 移動設備類別
2.2.1 專用媒體設備
2.2.2 瑞士軍刀
2.2.3 工具箱設備
2.2.4 配件和其他設備
2.3 移動妥協
2.3.1 小巧的UI
2.4 因為它可以!
2.5 融合
2.6 無線革命
2.6.1 廣播網絡
2.6.2 短距離無線
2.7 案例研究:移動音樂
2.8 參考文獻
第三章:揭示移動個人內容
3.1 首先是檔案
3.1.1 從檔案管理到內容管理
3.1.2 創建和使用使內容個人化
3.2 分類
3.3 個人內容的特徵
3.3.1 內容爆炸
3.3.2 個人內容是無價的