2008 Steg

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    2008 Steg - Presentation Transcript

    1. Making sense of collaboratively annotated multimedia metadata for (mobile) digital story-telling and educational gaming First International Workshop on Story-Telling and Educational Games (STEG 2008) Maastricht, The Netherlands September 16th 2008 Pablo Moreno Ger , Marc Spaniol, Enrique López Mañas Niels Drobek, Baltasar Fernández-Manjón Universidad Complutense RWTH - Aachen Max Planck Institute
    2. Motivation
      • Educational gaming could use some…
        • Attractive narratives
        • Good stories interweaving content and interest
        • Well-structured and correctly paced narratives for learning situations
      • Story-telling could use some…
        • Visual support (eye-candy)
        • Interactivity
      • Actually, these are not new ideas
        • Games tell stories
        • Interactive stories are games
    3. Education 2.0
      • New media offers the consumers the opportunity of contributing their own content
        • The Internet is going 2.0
        • Education is going 2.0
        • Even videogames are going 2.0 (MMOs, Spore)
      • Web 2.0 brought forth the prosumer
        • Producer + consumer
      • Learning 2.0 is introducing the teaner
        • Teacher + learner
    4. But…
      • Can teaners really produce high-quality educational content?
        • Instructor guidance
        • Peer-correction and improvement
      • Is 2.0 educational gaming even possible?
    5. The objectives:
      • Use together digital story-telling and educational gaming platforms
      • Provide a collaborative authoring process for story-driven educational gaming
      • Facilitate the creation and maintenance of metadata annotations
    6. MIST: Media Integrated Story-Telling
      • Support of an international community of researchers in order to preserve the Afghan cultural heritage by:
      - Exchange of multimedia artifacts - MPEG-7 based semantic multimedia annotations - Re-contextualization multimedia contents via non-linear stories
    7. MIST – Multimedia Management
      • Creation and management:
        • Media collections
        • Metadata
        • Media variations
      • Collaborative indexing based on:
        • Free text annotations (à la Flickr)
        • Semantic MPEG-7 basetypes
          • Agent
          • Event
          • Concept
          • Object
          • Place
          • Time
          • State
    8. MIST – Story Creation
      • Illustration of episodic knowledge
        • Modeling of non-linear stories based on Movement Oriented Design (MOD)
        • Decomposition of stories according to a problem hierarchy
        • Recall of semantic high-quality metadata on multimedia artifacts
    9. MIST – Story Consumption
      • Non-linear access sequences in multimedia stories, i.e. “success vs. failure“ depending on access sequence
      • Context information via multimedia annotations
    10. <e-Adventure>
      • Instructor-oriented authoring tool for the creation
      • of low-cost educational adventure games for online education
      http://e-adventure.e-ucm.es
    11. <e-Adventure>
      • Instructor-oriented authoring tool for the creation
      • of low-cost educational adventure games for online education
      • Why adventure games?
        • Biased for content instead of action
          • Narrative and puzzles drive the game
        • They promote significant learning skills
          • Problem solving
          • Action planning
          • Exploration
          • Situated reasoning
          • Discovey-based learning
    12. <e-Adventure>
      • Instructor-oriented authoring tool for the creation
      • of low-cost educational adventure games for online education
    13. <e-Adventure>
      • Instructor-oriented authoring tool for the creation
      • of low-cost educational adventure games for online education
      • Games as Learning Objects
        • <e-Adventure> exports the games as standards-compliant Learning Objects
        • IMS Content Packaging + IEEE LOM Metadata
    14. The best of both worlds Game document <e-Adventure> game MIST XML-binding MIST story Edit Refine Adaptation process
    15. The advantages
      • MIST interactive stories can be enriched and executed in a visually appealing environment
      • <e-Adventure> games can get better story-lines written in MIST
      • 2.0 (1.5?) creation of educational games
    16. Case-study: Cultural Heritage Tasks in the Bamiyan Valley
      • Documentation of consolidation measures at Bamiyan cliffsite
      • Help local workers understand the task and the procedures involved
      • Gather annotated media and transmit it through story-driven educational games
    17. The Bamiyan e-Adventure
    18. But…
      • Are we really using everything that
      • MIST and <eAdventure> have to offer?
      ?
    19. In MIST…
      • MIST offers a very powerful metadata management system
        • Huge media repository
        • MPEG-7 metadata annotated collaboratively
        • Metadata for each individual media resource
        • Different categories (location, coordinates, current state, historical interest…)
        • Secured database with access control
    20. In <e-Adventure>…
      • Games can be exported as standards-compliant Learning Objects
        • Packaged according to the IMS Content Packaging specification
        • Annotated with IEEE Learning Object Metadata
    21. Open questions…
      • Which metadata standards should we use?
        • MPEG7
        • IEEE LOM
        • Dublin-Core
      • On which level should we maintain metadata?
        • Game/story
        • Individual resource
      • How can we maintain the metadata?
        • We need good tools to allow users to maintain the metadata collaboratively
    22. Resource-level metadata
      • MPEG 7 seems to be the most powerful
      • Our solution:
        • Use MIST metadata for the resource level
        • Avoid loosing the benefits of MIST when converting the story into a game
      Game document <e-Adventure> game MD Unit MD Unit MD Unit
      • Collaboratively annotated
      • Flexible approach
      • Exported from MIST as an XML file
      • Runtime link to MIST storage
      • Open specification: MPEG7, DublinCore, …
    23. Game/story-level metadata
      • Leverage <e-Adventure> LMS-orientation
        • MPEG7 is more powerful, but IEEE LOM is more extended in educational contexts
      • Our solution:
        • Use IEEE LOM for game-level metadata
      Learning Object (IMS Content Packaging) LO Metadata (IEEE LOM) Game document <e-Adventure> game MD Unit MD Unit MD Unit
    24. Going mobile
      • <m-Adventure> to be released early 2009
    25. Going mobile
      • MIST for mobile environments currently under development
        • Mobile story-player
        • Mobile edition of media metadata
      • MD-annotation in media-acquisition time
        • GPS cameras
        • PDAs in field-work
        • Fast consultation of experts
    26. Metadata for mobility
      • New metadata dimension
        • Device capabilities and profiles
      • Available standards/specifications
        • MPEG-7: Good for media, poor for hardware
        • MPEG-21: Hardware descriptions
        • W3C’s Composite Capabilities/Preferences Profiles (CC/PP)
        • UAProf
        • Wireless Universal Resource File (WURFL)
    27. Conclusions
      • MIST + <e-Adventure> is:
        • Web 2.0 creation of educational adventure games
        • Enriched game-like interactive story-telling
        • Story-driven educational gaming
      • Metadata gathering and maintenance is a significant but necessary challenge
        • Profesional annotation of metadata does not work
        • Collaborative tagging does work (at least in the Web 2.0)
      • Metadata for multimedia and education: complicated
        • Different specifications for different purposes
      • Metadata for mobility: complete mess
        • Too many competing formats
    28. Future work
      • Completing the integration between MIST and <e-Adventure>
        • Two-way metadata interoperability
      • Collaborative development of story-driven educational games
        • Tap into RWTH Aachen’s vast repository of annotated media
      • Mobile versions of both MIST and <e-Adventure>
        • Assure the interoperability from the beginning
        • Unification of mobile metadata approaches
    29. Your turn…
    30. Making sense of collaboratively annotated multimedia metadata for (mobile) digital story-telling and educational gaming First International Workshop on Story-Telling and Educational Games (STEG 2008) Maastricht, The Netherlands September 16th 2008 Pablo Moreno Ger , Marc Spaniol, Enrique López Mañas Niels Drobek, Baltasar Fernández-Manjón Universidad Complutense RWTH - Aachen Max Planck Institute

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