Adaptability for personalised and collective media experiences

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This presentation provides a discussion of scenarios from the media sector that poses changes for dynamic and adaptive service infrastructures. The presentation examines the nature of Quality of Experience and touches on the impact of the Internet of aspects of intention and attention. The argument is that greater personalisation can reduce quality of experience especially if it is not done in consideration of the community individuals are part of. Dealing with community is the real challenge and how the Future Media Internet can support meaningful experiences that link the real and digital worlds.

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Adaptability for personalised and collective media experiences

  1. 1. Adaptability for personalised and collective media experiences<br />Thoughts from a Future Internet Socio Economics perspective<br />Michael Boniface (mjb@it-innovation.soton.ac.uk)<br />IT Innovation Centre<br />Dynamically Adaptive FI Applications: Beyond Adaptive Services<br />FIA Budapest<br />18 May 2011<br />
  2. 2. Increasing Choice Opportunities<br />Increasing complexity and<br />individualisation in society<br />Value change over <br />stability<br />Value opportunity over<br />loyalty<br />Capacity to choose among a endless<br />number of products, contents and<br />contacts (van Dijk, 1999/2006)<br />Flickr: Will Ockenden<br />
  3. 3. Quality of Experience<br />Improved Quality of Experience is a key driver for media scenarios<br />International Telecommunication Union defines QoE:<br />“The overall acceptability of an application or service, as perceived subjectively by the end-user.”<br />Cognitive psychology tells us that experience happens in the human mind<br />technology is just catching up<br />Studies show common elements required for enjoyment<br />necessary psychological conditions<br />clear intention, challenge, and attention <br />
  4. 4. Intention and attention in a dynamic and adaptive Internet?<br />Every desire anticipated and every fear avoided by my guardian Google (Gandy)<br />Critical cognitive processes de-emphasised (Carr)<br />attention, contemplation, introspection, conceptual thinking<br />Mental work substitution by ICT causes intellectual laziness (Pena-Lopez, Ellis) but “Things That Make Us Smart” (Norman)<br />Doom mongering or do we just adapt ?<br />
  5. 5. Experience and Value<br />Quality of Experience is directly related to value<br />better experience, greater likelihood of social and financial commitments<br />Personalisation can better target offers but it does not always increase value<br />can reduces value (e.g. digital downloads, tv channels)<br />can reduce attention (e.g. information overload, too much choice)<br />can reduce community (e.g. individualism vs collectivism)<br />Adaptability need to consider community together with personalisation<br />goal selection, attention, and shared community values and experiences<br />OR<br />
  6. 6. Rich Media Collective Experiences<br />Create value by linking people to each other and to locations in ways that capture popular imagination<br />Emerging applications<br />personalised entertainment supporting interaction non-linear story-telling, and immersive experiences<br />social communities using 3D environments to communicate and interact<br />capture and reproduction of the real world in 3D<br />perceptual congruity between real and virtual worlds<br />Services must adapt to this dynamic socially distributed, fixed and mobile content<br />
  7. 7. Live Real-World Events<br />adaptation to environment considering physical, social and ethical constraints<br />adaptation of content according to individual and/or group preferences<br />adaptive scaling for large-scale short-lived communities<br />
  8. 8. Live Real-World Events<br />real-time orchestration allowing for adaptive narratives<br />adaptation to unreliable sensors and devices for detection and tracking of feature points<br />adaptation to device capabilities both remote and at a venue<br />Flickr: Krug6<br />adaptation to cooperative or collaborative frameworks including dealing with selfish or malicious users<br />
  9. 9. Summary<br />Quality of Experience is at the heart of the Future Media Internet<br />traditional service adaptation through dynamic business processes often assumes rational behaviour<br />but people in wider society are often irrational, unless they are regulated<br />how to support irrational, creative interactions along side more structure processes?<br />Personalisation and community needs to be considered together<br />how to create more meaningful interaction by connecting people through content?<br />Adaptability needs to focus on the convergence of real and digital world communities<br />how to deliver real-world experiences through FI technology that encourages greater social and financial commitments?<br />
  10. 10. More Information<br />W: http://www.seserv.org<br />E: getinvolved@seserv.org<br />http://www.linkedin.com/groups?about=&gid=3870856<br />http://www.twitter.com/seserv<br />Get your socio-economic priorities on the FISE agenda <br />http://limesurvey.oii.ox.ac.uk/index.php?sid=68914<br />Technical Manager<br />Michael Boniface<br />IT Innovation Centre<br />mjb@it-innovation.soton.ac.uk<br />Project Coordinator<br />Prof. Dr.BurkhardStiller<br />University of Zurich<br />stiller@ifi.uzh.ch<br />

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