IPML: Extending SMIL for Distributed Multimedia Presentations
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چکیده
This paper addresses issues of distributing multimedia presentations in an ambient intelligent environment, exams the existing technologies and proposes IPML, a markup language that extends SMIL for distributed settings. It uses a powerful metaphor of play, with which the timing and mapping issues in distributed presentations are easily covered in a natural way. Ambient Intelligence (AmI) is introduced by Philips Research as a new paradigm in how people interact with technology. It envisions digital environments to be sensitive, adaptive, and responsive to the presence of people, and AmI environments will change the way people use multimedia services [1]. The environments, which include many devices, will play interactive multimedia to engage people in a more immersive experience than just watching television shows. People will interact not only with the environment itself, but also with the interactive multimedia through the environment. For many years, the research and development of multimedia technologies have increasingly focused on models for distributed applications, but the focus was mainly on the distribution of the media sources. Within the context of AmI, not only are the media sources distributed, the presentation of and the interaction with the media will also be distributed across interface devices. This paper focuses on the design of the structure of multimedia content, believing that the user experience of multimedia in a distributed environment can be enriched by structuring both the media content at the production side and the playback system architecture at the user side in a proper way. The structure should enable both the media presentation and the user interaction to be distributed and synchronized over the networked devices in the environment. The presentation and interaction should be adaptive to the profiles and preferences of the users, and the dynamic configurations of the environment. To structure the media content, the following issues need to be addressed: 1. By what means will the authors compose the content for many different environments? The authors have to be able to specify the following with minimized knowledge of the environments: (a) Desired environment configurations; (b) Interactive content specification for this environment. 2. How can the system playback the interactive media with the cooperation of the user(s) in a way that: (a) makes the best use of the physical environment H. Zha et al. (Eds.): VSMM 2006, LNCS 4270, pp. 60–70, 2006. c © Springer-Verlag Berlin Heidelberg 2006 IPML: Extending SMIL for Distributed Multimedia Presentations 61 to match the desired environment on the fly. (b) enables context dependent presentation and interaction. Here the term “context” means the environment configuration, the application context, the user preferences, and other presentation circumstances. (c) synchronizes the media and interaction in the environment according to the script. This paper first exams existing open standards for synchronized media and a scripting language called StoryML, then proposes IPML addressing aforementioned issues. 1 When Technologies Meet Requirements SMIL and MPEG-4 are contemporary technologies in the area of synchronized multimedia [2,3]. SMIL focuses on Internet applications and enables simple authoring of interactive audiovisual presentations, whereas MPEG-4 is a superset of technologies building on the proven success in digital television, interactive graphics applications and also interactive multimedia for the Web. Both were the most versatile open standards available at the moment of time. But both were challenged by the requirement for distributed interactions. It requires that the technology is first of all able to describe the distribution of the interaction and the media objects over multiple devices. The BIFS in MPEG-4 emphasizes the composition of media objects on one rendering device. It doesn’t take multiple devices into account, nor does it have a notation for it. SMIL 2.0 introduces the MultiWindowLayout module, which contains elements and attributes providing for creation and control of multiple top level windows [4]. This is very promising and comes closer to the requirements of distributed content interaction. Although these top level windows are supposed to be on the same rendering device, they can to some extent, be recognized as software interface components which have the same capability. To enable multimedia presentations over multiple interface devices, StoryML was proposed [5]. It models the interactive media presentation as an interactive Story presented in a desired environment (called a Theater). The story consists of several Storylines and a definition of possible user Interaction during the story. User interaction can result in switching between storylines, or changes within a storyline. Dialogues make up the interaction. A dialogue is a linear conversation between the system and the user, which in turn consists of Feed-forward objects, and the Feedback objects depending on the user’s Response. The environment may have several Interactors. The interactors render the media objects. And finally, the story is rendered in a Theater. One problem of the StoryML is that it uses a mixed set of terms. “Story” and “storylines” are from narratives, “media objects” are from computer science, whereas itneractors are from human computer interaction. Scripting an interactive story requires various types of background knowledge to some extent. It is questionable whether StoryML has succeeded in both keeping the scripting language at a high level and let the script authors only focus on the interactive 62 J. Hu and L. Feijs content. “Movies did not flourish until the engineers lost control to artists – or more precisely, to the communications craftsmen.” [6] StoryML uses storytelling as a metaphor for weaving the interactive media objects together to present the content as an “interactive story”. This metaphor made it difficult to apply StoryML to other applications when there are no explicit storylines or narratives. Moreover, StoryML can only deal with linear structure and use only a storyline switching mechanism for interaction. Instead of StoryML, it is necessary to design a script language that has a more generic metaphor, that supports both linear and nonlinear structures and that can deal with complex synchronization and interaction scenarios.
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Structuring Distributed Multimedia Presentations in Ambient Intelligent Environments
This paper addresses issues of distributing multimedia presentations in an ambient intelligent environment, examines the existing technologies and proposes IPML, a markup language that extends SMIL for distributed settings. It uses a metaphor of play, with which the timing and mapping issues in distributed presentations are covered in a natural way. A generic architecture for playback systems i...
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تاریخ انتشار 2006