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D4.3.

1 FHW Experiment Design and Plan


2012-08-10

Manolis Wallace (IME) Anthousis Andreadis (IME) Efstathia Chatzi (IME)

This deliverable outlines the design and plan for EXPERIMEDIAs embedded experiment focusing on shared, real-time, immersive and interactive cultural and educational and executed by the Foundation of the Hellenic World at its premises at Hellenic Cosmos in Athens. Starting from the more abstract scenario description provided in the earlier D2.1.2, exploiting the architectural blueprint described in the D2.1.3 that is being developed in parallel, and taking into consideration the methodological guidelines described in D2.1.1 as well as the ethical oversight principles described in D5.1.1, the document provides an overview of the current status as well as a detailed design and time plan for the future of the experiment.

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Project acronym EXPERIMEDIA Full title Experiments in live social and networked media experiences Grant agreement number 287966 Funding scheme Large-scale Integrating Project (IP) Work programme topic Objective ICT-2011.1.6 Future Internet Research and Experimentation (FIRE) Project start date 2011-10-01 Project duration 36 months Activity 4 Experimentation Workpackage 4.3 EX3: shared, real-time, immersive and interactive cultural and educational experiences Deliverable lead organisation IME Authors Manolis Wallace, Anthousis Andreadis, Efstathia Chatzi (IME) Reviewers Wolfgang Halb (JRS), Stephen C. Phillips (ITInnov) Version 1.0 Status Final Dissemination level PU: Public Due date PM8 (2012-05-31) Delivery date 2012-08-10

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Table of Contents
1. 2. 3. Executive summary ............................................................................................................................ 5 Introduction ........................................................................................................................................ 6 The FHW embedded experiment .................................................................................................... 8 3.1. 3.2. 3.3. 3.4. 3.5. Vision .......................................................................................................................................... 8 Experiences currently offered ............................................................................................... 10 The experience examined in the embedded experiment ................................................... 10 Experience architecture .......................................................................................................... 12 Component tear-down ........................................................................................................... 13

3.5.1. Smart devices ....................................................................................................................... 13 3.5.2. Streaming.............................................................................................................................. 13 3.5.3. Experts Toolbox ................................................................................................................ 13 4. Experiment design............................................................................................................................ 14 4.1. Goals ......................................................................................................................................... 14 4.1.1. Goal 1: Be an EXPERIMEDIA test bed ........................................................................ 14 4.1.2. Goal 2: Explore suitability of FIRE technologies for the field under examination .......................................................................................................................... 14 4.1.3. Goal 3: Measure impact of FIRE technologies .............................................................. 14 4.1.4. Goal 4: Identify parameters that affect impact ............................................................... 14 4.2. Experiment procedure............................................................................................................ 15 4.2.1. Preparatory phase................................................................................................................ 15 4.2.2. Execution phase .................................................................................................................. 15 4.2.3. Data acquisition phase ....................................................................................................... 16 4.2.4. Analysis phase...................................................................................................................... 17 4.3. 4.4. Examined parameters ............................................................................................................. 17 Experiment evaluation ........................................................................................................... 18

4.4.1. Baseline success ................................................................................................................... 18 4.4.2. Moderate success ................................................................................................................ 18 4.4.3. Success .................................................................................................................................. 19 4.4.4. Exceptional success ............................................................................................................ 19 4.5. Recruiting ................................................................................................................................. 20 4.5.1. Random visitors .................................................................................................................. 20 4.5.2. Organized groups................................................................................................................ 20 Copyright IME and other members of the EXPERIMEDIA consortium 2012 2

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4.5.3. Summer schools and other FHW activities..................................................................... 20 4.6. 5. 5.1. 5.2. Constraints ............................................................................................................................... 20 System architecture ................................................................................................................. 22 Requirements ........................................................................................................................... 25 Experimental facility implementation............................................................................................ 22 5.1.1. The architecture in the scope of the experiment............................................................ 25 5.2.1. Requirements on the FHW facility................................................................................... 25 5.2.2. Required components by FHW (development) ............................................................. 26 5.2.3. Requirements for input from EXPERIMEDIA partners ............................................ 26 5.3. 6. 6.1. Content lifecycle ...................................................................................................................... 27 Minimum ethical principles ................................................................................................... 28 Ethics, privacy, PIA.......................................................................................................................... 28 6.1.1. Doing good .......................................................................................................................... 28 6.1.2. Doing no harm .................................................................................................................... 29 6.1.3. Risk management ................................................................................................................ 29 6.1.4. Consent................................................................................................................................. 29 6.1.5. Confidentiality ..................................................................................................................... 29 6.1.6. Data protection ................................................................................................................... 30 6.2. Ethical oversight principles ................................................................................................... 30 6.2.1. Informed consent ............................................................................................................... 30 6.2.2. Deception ............................................................................................................................. 30 6.2.3. Data collection..................................................................................................................... 30 6.2.4. Withdrawal from the investigation ................................................................................... 31 6.2.5. Observational research ....................................................................................................... 31 6.2.6. Data protection regulation................................................................................................. 31 6.2.7. Consortium partner responsibility .................................................................................... 31 6.3. 6.4. Points to consider in the FHW embedded experiment ..................................................... 31 PIA ............................................................................................................................................ 32

6.4.1. PIA phase 1.......................................................................................................................... 32 6.4.2. PIA phase 2.......................................................................................................................... 32 7. Risks.................................................................................................................................................... 33 7.1. 7.2. 8. Risks for the participants ....................................................................................................... 33 Risks for the experiment ........................................................................................................ 34

Current status and plan for implementation................................................................................. 35 3

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Current status........................................................................................................................... 35

8.1.1. Video capture ...................................................................................................................... 35 8.1.2. Streaming.............................................................................................................................. 35 8.1.3. Experts toolbox.................................................................................................................. 35 8.1.4. Augmented reality ............................................................................................................... 35 8.2. 9. Future plans ............................................................................................................................. 36 Conclusion ......................................................................................................................................... 37

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1. Executive summary
This deliverable outlines the design and plan for EXPERIMEDIAs embedded experiment focusing on shared, real-time, immersive and interactive cultural and educational and executed by the Foundation of the Hellenic World at its premises at Hellenic Cosmos in Athens. Starting with this executive summary and an introductory note in section 2, the remaining of this document is organized as follows: Section 3 presents the venues vision with respect to the technologies discussed in the experiment and their ways in which they will be used in order to enhance the cultural and educational experiences that the venue is able to provide to its visitors. The section closes with a presentation of the user interaction scenario that will be supported by the embedded experiment. With that in mind, Section 4 provides the technical and methodological description of the experiment. This includes the specification of the experiments goals, the procedure that will be followed, the data that will be collected and the way in which this data collection will be achieved, the way the data will be analysed and the parameters that will be studied. This follows from the corresponding scenario, as it was defined in deliverable D2.1.2, as well as from the methodological guidelines described in D2.1.1. Section 5 presents the detailed architecture of the experimental facilities that will be developed and utilized for the needs of this experiment. This follows from the architectural blueprint described in the D2.1.3. Section 6 discusses ethical and privacy concerns that may be relevant to the experiment in question. This follows from the ethical and data protection guidelines that have been established in deliverable D5.1.1. Special emphasis is given to the Privacy Impact Assessment (PIA) methodology dictated in D2.1.1. Section 7 presents the current status of the work and discusses the projected timeline for the execution of the different tasks that are related to the implementation and analysis of the experiment, following from the DoW as well as from the implementation plans of the relevant activities of other EXPERIMEDIA WPs.

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2. Introduction
This deliverable describes the experiment design and plan for one of the three embedded experiments that use the EXPERIMEDIA facility. EXPERIMEDIA is a "FIRE" (Future Internet Research and Experimentation) project. For the project and in this context "experimentation" means that we do not know exactly beforehand what the researchers using the EXPERIMEDIA facility will want to do. The embedded experiments are used to provide requirements during facility development and to verify and validate the facility capabilities to be used by further experiments that are either funded during the open calls or unfunded. In our embedded experiment we shall develop a testing setting that will relate the FHW 3D content and the FHW real-time rendering engine with new and innovative user oriented media services. Using this setting we will explore the possibility to present this content in different device and network contexts, to single users and to user groups, in real-time, whilst supporting the live interaction between all involved user groups. We will also explore how the provided services may be enhanced with the exploitation of social media extensions. In order to achieve the above we will extend the existing 3D content provision infrastructure with capabilities such as live interaction with remote users and Augmented Reality (AR). This will allow us to offer two additional services to the ones currently available to our visitors: real time feedback by the content experts themselves and association of real objects to the ones contained in the virtual worlds and to the digital metadata that is available at FHW. Through suitable experimentation with real users we will examine on one hand the suitability of the utilized approach and future internet technologies for this type of applications and on the other hand how the technical parameters of these technologies affect the Quality of Experience (QoE) that is finally offered to the participating end users. The successful execution of this embedded experiment will provide a validation for the overall architecture and approach to experimentation followed in EXPERIMEDIA, and the experience gathered during the execution of the experiment will be vital towards the better planning for and execution of future EXPERIMEDIA experiments. The remainder of this document is organized as follows: Section 3 presents the venues vision with respect to the technologies discussed in the experiment and their ways in which they will be used in order to enhance the cultural and educational experiences that the venue is able to provide to its visitors. The section closes with a presentation of the user interaction scenario that will be supported by the embedded experiment. With that in mind, Section 4 provides the technical and methodological description of the experiment. This includes the specification of the experiments goals, the procedure that will be followed, the data that will be collected and the way in which this data collection will be achieved, the way the data will be analysed and the parameters that will be studied. This follows from the corresponding scenario, as it was defined in deliverable D2.1.2, as well as from the methodological guidelines described in D2.1.1. Copyright IME and other members of the EXPERIMEDIA consortium 2012 6

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Section 5 presents the detailed architecture of the experimental facilities that will be developed and utilized for the needs of this experiment. This follows from the architectural blueprint described in the D2.1.3. Section 6 discusses ethical and privacy concerns that may be relevant to the experiment in question. This follows from the ethical and data protection guidelines that have been established in deliverable D5.1.1. Special emphasis is given to the Privacy Impact Assessment (PIA) methodology dictated in D2.1.1. Section 7 presents the current status of the work and discusses the projected timeline for the execution of the different tasks that are related to the implementation and analysis of the experiment, following from the DoW as well as from the implementation plans of the relevant activities of other EXPERIMEDIA WPs.

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3. The FHW embedded experiment


The experiment will be conducted at the Hellenic Cosmos, the Foundation of the Hellenic Worlds privately owned cultural centre in Athens. The Hellenic Cosmos boasts the Tholos, a unique dome shaped VR theatre that provides VR content that is rendered in real time, based on the commands issued by the personnel running the facilities and adapted to the needs and likes of each group of people that visit it. This will be the centre of the embedded experiment. Being a part of the Foundation of the Hellenic World, Hellenic Cosmos is strategically oriented towards the exploration and exploitation of new and emerging technologies in order to enhance the services it is able to offer. It is exactly this reason that has urged FHW to make Hellenic Cosmos a smart venue of EXPERIMEDIA, as this will give us the opportunity to have a firsthand experience with FIRE technologies. Clearly, at FHW we are extremely keen in experimenting with any promising new technology, and therefore we look forward not only to the results from our own embedded experiment but also to those of the experimenters that will join the project at a later date. Making our focus more specific, in the following we start by presenting our vision with respect to the integration of the selected technologies for the FHW embedded experiment (AR, social media, streaming) to the Hellenic Cosmos facilities. We then move on to present the current mode of operation of the venue and how this will be extended using the EXPERIMEDIA technology in the scope of the embedded experiment.

3.1.

Vision

Our aim at FHW has always been to exploit all sorts of capabilities that technology has to offer at any given time, in order to create and provide engaging cultural and educational experiences. As such, in this experiment we aim to cross-fertilize AR and social media with traditional virtual reality installations in order to provide a cultural and educational experience that should put visitors in touch with what is fundamentally engaging, help them build a scaffolding of the historical core concepts and motivate them to go deeper into the subject themselves. Augmented Reality (AR) brings the virtual world to the physical world. Information such as audio or computer graphics is layered over real objects in a manner that is attracting widespread attention and is being used to create applications for a range of uses. Research has suggested, for example, the potential for using augmented reality location-based games (AR/LBS games) that use wireless handheld devices to provide virtual game information in a physical environment, as an educational tool. Augmented Reality mobile applications are beginning to change the way visitors of museums, art galleries and tourist locations in general see and interact with the physical world. Augmented Reality also appeals to constructivist notions of education where students take control of their own learning, and interact with the real and virtual environments. These types of training provide opportunities for more authentic learning and appeal to multiple learning styles. AR applications can provide each student with his/her own unique discovery path, move from a rote learning concepts and an I teach-you listen method to a more active and participatory learning method Copyright IME and other members of the EXPERIMEDIA consortium 2012 8

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where learners take responsibility for learning and are engaged participants rather than passive observers. Besides the learning experience itself, the social aspect of a museum visit should not be underestimated. People tend to visit museums in groups and have shared experiences. Thus, by interconnecting with social networks we can also provide access to one of the main methods of socializing among youth. In this manner the provided experience can foster collaboration and introduce fun during the sometimes long and tiresome waiting queues associated with VR exhibits, without alienating the visitor form the main theme of the VR exhibit they are about to experience. With the continuous advances of game consoles, VR systems simply have to keep up. Therefore they cannot afford to remain fresh from a visual only standpoint; they need to address more of the visitors senses, provide multiple and diverse stimuli, and employ a variety of new and ubiquitous technologies not only during the show, but also during the pre- and post-show of the primary VR installation. Another direction in which museums have to work hard is that of dynamic information. The type of information that is available in static exhibitions, regardless of the rarity and importance of the exhibits, can hardly be considered as exciting for the general public. Museums have realized that a long time ago, and have tried to fill the gap with the use of museum guides, i.e. with individuals who have some sort of expertise on the exhibits and provide the information in a more lively and intuitive manner to groups of visitors. Although this has been a step in the right direction, the expertise of the tour guide has always been a point of weakness, as typically tour guides are not true experts but rather individuals who have studied a predefined presentation script and have little ability to operate outside it. Of course hiring true experts as museum guides is not an option; even if they are available, as is the case with FHW, their expertise is too useful and expensive for them to be on standby at the museum in case they are needed. Furthermore, a truly intuitive and free navigation, allowing the visitor to wonder and receive information of any type and on any topic conceivable, would require the involvement of multiple experts in the guidance of each individual group, which is simply unrealistic. Streaming technology is an ideal tool when there is a need to synchronously transmit heavy streams of information to multiple remote locations. This type of technology can make it possible for multiple individuals, and more specifically for the various experts employed by FHW, to monitor the on-going visits and step in providing specialized information, when and if that is required. Such a service would allow the venue to provide less structured and therefore considerably more engaging and stimulating experiences, as the visitors could be given more control over the direction of their experience. Combining all the above, the provided immersive experience will be extended and enhanced, and the visitor will feel that his whole visit to the museum, not just the few minutes of the VR show, forms a unique experience of immersion into a digitally enhanced world.

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3.2.

Experiences currently offered

As has already been mentioned, the embedded experiment is built around the VR immersion experience offered by the Tholos. Currently, this is offered mainly as a standalone experience that is not necessarily combined with any of the other exhibits or services of Hellenic Cosmos. The typical operation of the Tholos and of the service it offers to its visitors may be graphically modeled as in Figure 1. It is easy to see that this is a mainly one-way communication system, as the museum educator controls the system, thus specifying what the Tholos system will render and project to the visitors, while at the same time commenting on it. As a sole exception to this, visitors are able to participate in electronic polls which determine the path that the Educator will follow altering in this way the flow of the presentation in real time. The main reason for this extremely structured and predefined approach is that the museum educator is working with predefined scenarios, i.e. descriptive texts prepared by the FHW experts. These texts provide information on the 3D worlds in a specific order and therefore the tour in the 3D world has to follow the same order, otherwise the museum educator would be unable to provide synchronized information.

FHW FACILITIES

Navigation Control

Tholos Dome Theater

USERS

Museum Educator

Visitor

Figure 1. Tholos operation without EXPERIMEDIA extensions.

3.3.

The experience examined in the embedded experiment

Utilizing the advanced capabilities offered by the components developed by the EPXERIMEDIA technical partners this communication model will be extended in at least two directions, as shown in Figure 2. Copyright IME and other members of the EXPERIMEDIA consortium 2012 10

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In this model visitors, upon their arrival at the premises of Hellenic Cosmos, will be given brochures will with details about the show they will be attending (a travel to ancient Miletus). Specific markers will exists inside the brochure the use of which will be described later. Furthermore the visitors will be given Smart Mobile Devices that will have the FHW mobile application installed. The visitors at this point may enter their social media credentials to the mobile application.

FHW FACILITIES

Experts Toolbox

Mobile Application

Navigation Control

Tholos Dome Theater

USERS

Museum Educator

Museum Educator

Visitor

Figure 2. Tholos operation with EXPERIMEDIA extensions.

The next stop will be the Tholos installation where they will attend the show about ancient Miletus. As has already been mentioned, a museum educator will be guiding the experience by controlling the content that is visualized in Tholos. But, in contrast to the conventional Tholos experience, visitors will now have the opportunity to make a larger impact to their shared experiences, either by requesting that a different path is taken or simply by asking the questions that they find most interesting, using the smart devices. In addition to the museum educator, visitors will actually be interacting with FHW experts, mainly historians, archaeologists and Copyright IME and other members of the EXPERIMEDIA consortium 2012 11

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architects. These experts will not be located at the Tholos installation, but will be virtually attending the show remotely and will be available to provide additional information when the visitors ask for something more specialized or even when simply the path taken in the 3D world is one that the museum educator is not properly trained to support. Using the smart devices the visitors will also have the opportunity to review several of the 3D models that they saw during the show. This will be achieved using the markers on the brochures they have been given. Furthermore they will either be given a guided tour of Hellenic Cosmos or they will have the opportunity to wonder around on their own. In both cases they will be able to retrieve additional information, namely related 3D content, about the various exhibits that they will examine, using the markers that will be placed next to them.

3.4.

Experience architecture

In this subsection we discuss the components that will be used in order to make possible the provision of the abovementioned experience. We refer to this as architecture of the experience rather than the experiment, as the architecture of the experiment will have to include additional components that are not related to the service offered to the visitors but rather to the experimental process itself (i.e. monitoring of the experiment, measurement of parameters, etc) As shown in Figure 2 a set of applications will be provided to the remote experts so that he can virtually attend the show and communicate with the visitors and provide details on the displayed content; we refer to this as the Experts Toolbox. The Experts Toolbox aims to allow remote experts to join and support the museum educator in providing details on the displayed content. In order to make this possible the toolbox will include the following: An application that will allow the expert to know what is displayed in the Tholos. This will be achieved through the provision of live streaming video from the Tholos. The stream will also include audio from the educator, thus allowing the expert to know not only what the visitors see, but also what it is that they have already been told. They will also be able to be asked questions directly from the museum educator. An application that will allow the expert to interact directly with the audience. This will be achieved through social media, making the interaction shared. The second extension of the operation model regards the inclusion of a smart device operated by the visitor. This will be equipped with a suitable mobile application, built to serve the needs of the abovementioned interaction model. This smart device will provide the following capabilities: The ability for the visitors to communicate with the experts during the show and ask questions related to the virtual world or to see the already available discussions and take part in them. This will be based on social media. The use of social media has the added value of making the discussions visible to all and also available even beyond the duration of a single show, offering more in-depth information on the content of the show to the interested visitors and acting as an information vault for future reference. The opportunity for the users to explore and get familiar with virtual objects related to the content of the show. This will be achieved through the use of Augmented Reality. Specifically, observing the content through the lens of the mobile device, be it something Copyright IME and other members of the EXPERIMEDIA consortium 2012 12

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on the provided brochure or even a real object in one of the Hellenic Cosmos exhibitions, additional content will be provided by the device. The main concept of the experiment is to study first of all the meaningfulness of these extensions and, assuming a positive observation, to assess how different flavors of these extensions, i.e. extensions built using different parameters in the EXPERIMEDIA components, are perceived by the participating users.

3.5.

Component tear-down

In this section we move a step further from the abstract architecture provided above, in order to provide links not just to the technology, but rather to the specific technological components that will be used in the experimental facility. This tear down details the technologies that contribute to the facility and will be examined during the experiment, and also outlines the critical dependencies of the experiment on the work performed in the technological WPs of the project.

3.5.1. Smart devices


Having considered the programming languages used by the different technological partners for the components that will be loaded on the devices, a consensus has been reached on using devices that use the Android OS. Due to availability issues (the devices initially selected were out of stock in the Greek market and waiting for them could jeopardize the experiments time schedule) different devices are being examined, also taking under consideration other parameters such as price, durability, camera analysis etc. For the connection to social media the SocialAuth component will be used. The AR capabilities will be provided by the Metaio SDK (Free version).

3.5.2. Streaming
A Video Capture Card has been acquired and successfully tested. This will be used to generate the stream that will then be forwarded to the experts. This is installed on a standard PC with Windows OS. For the actual streaming the RTMP protocol for streaming video is used (Adobe Flash Media Live Encoder) ATOS will provide the streaming service through one of its servers

3.5.3. Experts Toolbox


No dedicated application will be developed for the experts. Instead, a collection of existing applications will be exploited, hence the term Experts Toolbox. Specifically: The incoming stream will be provided as a URL link for Flash video stream and viewed via a standard browser. The default Web interfaces will be used to interact with social media.

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4. Experiment design
In the previous section we presented the enhanced services that we aim to offer to Hellenic Cosmos visitors by using the various EXPERIMEDIA extensions that will be made available by the project partners. In this section we will focus more on the experiment itself and discuss its goals and the way these goals will be pursued.

4.1.

Goals

EXPERIMEDIA is a very complex and ambitious project. It combines the consideration of multiple emerging technologies with the execution of medium to large scale experiments with real users in real settings, and all that under tremendously tight schedules. Therefore, as is typically the rule with highly ambitious projects, it is best if goals are set (and pursued) progressively. With that in mind, we define here goals of different difficulty, all of which will of course be pursued with equal eagerness to succeed.

4.1.1. Goal 1: Be an EXPERIMEDIA test bed


This being one of the embedded experiments of EXPERIMEDIA, i.e. an experiment that will be executed very early on in the project and clearly before any of the related components have matured, one of its goals is to test and validate the overall approach, to work as a testing bed for the involved technologies and architecture, and to provide a working scenario to assess the compatibility and integration of the different components.

4.1.2. Goal 2: Explore suitability of FIRE technologies for the field under examination
Moving beyond the mere implementation and integration of the experimental facilities and into the actual execution of the experiment, there is the question of whether all, none, or just some of the considered EXPERIMEDIA technologies are meaningful. Therefore, one of the experiments goals is to examine whether the selected EXPERIMEDIA toolboxes that will be applied in Hellenic Cosmos truly have a positive impact on the services that may be offered to the visitors.

4.1.3. Goal 3: Measure impact of FIRE technologies


Building on the previous comment, what is even more interesting is the ability to measure the impact that each technology has. In other words, one of the experiments goals is to manage to quantify the impact that the application of the EXPERIMEDIA technologies has had on the offered experiences, with an emphasis on Quality of Experience (QoE) metrics.

4.1.4. Goal 4: Identify parameters that affect impact


A further research direction of interest regards the technical characteristics of the involved technologies. What needs to be assessed is how the different parameters of the EXPERIMEDIA components affect the measured QoE of the end users. In other words, the final of the experiments goals is to determine which parameters affect the way and/or degree to which the examined technologies affect the quality of the experience that is offered to the venues visitors. Copyright IME and other members of the EXPERIMEDIA consortium 2012 14

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4.2.

Experiment procedure

The embedded experiment will take place at the premises of Hellenic World and can be semantically split in four, partially overlapping, phases: Preparatory, Execution, Data Acquisition and Analysis, as follows.

4.2.1. Preparatory phase


This is the stage where participants will be selected and prepared for the experiment. In order for the experiments results to be most meaningful it is of course desired to have the broadest and most representative participation of visitors. Still other issues have to be considered, as for example our commitment not to perform experiments on minors. Therefore, in the preparatory phase suitable candidates will be identified and asked to participate in the experiment. The experiments goals, the overall procedure, their role in the experiment, the nature of the gathered data, the handling of the data etc will be explain in detail to every candidate, both aurally and in writing and a written consent will be acquired. No information other than the note of informed consent will be gathered at this time.

4.2.2. Execution phase


This is the phase in which the visitors that participate in the experiment will visit the Tholos as well as the physical exhibitions of the Hellenic Cosmos and take advantage of the EXPERIMEDIA based extensions. Those visitors that will be given a smart device (it is not possible to provide such devices for the full number of individuals that may visit the Tholos, especially when considering that these devices will not be used by the visitors only during the show but also after it) will also be required to sign for them. This documentation will not be combined with any of the experiments data and will not be maintained after the device has been returned. All participants of the experiment will also acquire a related brochure; some elements of the brochure will be designed specifically for use with the AR component on the smart devices. While in the Tholos the visitors will have the opportunity to ask questions freely about the content they are watching, and these questions will be answered by either the museum educator or some remote expert, in an online and real time manner. Visitors with smart devices will be able to pose the questions directly to the experts and/or discuss them online; others will be limited to asking the museum educator who will have the option of referring the questions to the remote experts if needed. Based on the requests of the visitors the navigation in the virtual world may vary considerably with respect to the standard routes typically followed in the current mode of operation of the Tholos. After the show in Tholos the visitors will have the opportunity to explore the other areas of the venue. The visitors carrying the smart devices will be able to exploit additional information that is overlaid with the use of AR technology and/or review some of the shows 3D models at wish. Different groups of users may be asked to experience different versions on the facility, i.e. instances of the facility where different EXPERIMEDIA modules or EXPERIMEDIA modules Copyright IME and other members of the EXPERIMEDIA consortium 2012 15

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with different parameters are used, in order to assess how these differences affect the users perception of the facility. According to D2.1.1 the execution of an EXPERIMEDIA experiment should follow two phases: Value Opportunity Validation and Macro Modelling Phase for the engagement of lead users for small scale experimentation, on sample use cases which will be implemented via the use of focus groups that will produce the model for the assessment of the experiment roadmap Industrialisation Assessment Phase that will test the experiment model on a bigger sample On the other hand it is clear that the timing of the embedded experiments does not allow for many iterations of the experiment, as their schedule is already extremely tight, if one considers the time at which the baseline technologies are expected to become available for use and integration in the experimental settings of the venues. The two phases will be implemented of course, as dictated by D2.1.1, but their role will be slightly altered. Specifically: The first phase will go much further than merely producing the model for the core experiment and will aim towards tackling the first two goals of the experiment, therefore focusing on a rough evaluation of the experiment components. The second phase, on the other hand, will entail more extensive and detailed experimentation as it will target the latter two goals of the experiment. Clearly, both phases will provide queues as to whether the approach could be industrialized, i.e. as to whether this experimental setting could become a new service provided by Hellenic Cosmos to its paying customers. What cannot be performed in the scope of the embedded experiment is a full scalability analysis, as it is not financially possible to provide smart devices for everyone that may wish to use one during one day of operations.

4.2.3. Data acquisition phase


In the data acquisition participating users will be polled for information relevant to the experiment. As far as the users are concerned, in this experiment we identify three distinct user roles: Visitors. These are the visitors who receive enhanced services due to the availability of the EXPERIMEDIA modules. The degree to which their QoE is enhanced will be the core measure for the overall experiment. Museum educators. Being the ones who typically interact with visitors directly, museum educators can provide crucial feedback regarding the experience of groups that experienced the EXPERIMEDIA version of the Tholos facility when compared to that

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of the currently offered service. The way in which their own work is affected in also of interest. Experts. Remote experts will be the only users of one of the experiments components (the Experts Toolbox), and therefore their feedback is necessary in order to assess the parameters that are involved in the operation of that component.

As far as the data acquisition itself is concerned, two methods will be used: 4.2.3.1. Questionnaires Questionnaires will be developed in order to acquire information from the participating users. The probed information ranges from simple demographic data to information that will allow us to assess the QoE of the users. 4.2.3.2. Focus groups Focus groups differ from conventional survey methods such as questionnaires because they use insight instead of rules, and have a social and not individual orientation. They also have the benefit of translating the whole experience to words and feelings instead of numbers, which allows the participating users to be much more expressive in their feedback. On the low side, the unstructured nature makes it is considerably harder to process and analyse the acquired information; therefore this approach will not be applied in an equally extensive approach as questionnaire.

4.2.4. Analysis phase


In the analysis phase the information gathered from the execution of the experiment will be analysed. The offered experience will be the object of this analysis, with the measured QoE being the observed output and the system set up, the measured technical parameters, EXPERIMEDIA component parameters and user group population characteristics being considered as the systems input. The result of this analysis will be an estimation of how the followed experience as a whole and each parameter individually affect the quality of the service offered to the end users. Although the specifics of the analysis will be determined by the exact parameters that will be monitored (to be later defined as has already been mentions) what can clearly be stated already is that the analysis will be guided by the goals that have been set in the experiment. In other words, the focus of the analysis will be to pursue the predefined goals.

4.3.

Examined parameters

As has already been explained, a first parameter that will be examined is whether each of the EPXERIMEDIA extensions is used at all. This is of course related only to the first goal that has been set for the experiment, and it is clearly expected that the experiment will confirm that the EXPERIMEDIA extensions enhance the provided service. Getting into the specifics though, and as the details of the EXPERIMEDIA baseline components are still being formed, the final list of adjustable parameters for the different Copyright IME and other members of the EXPERIMEDIA consortium 2012 17

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EXPERIMEDIA components is not yet known. Therefore, the exact list of parameters to be assessed will have to be determined at a later stage and will be reported in detail in D4.3.2. Highly possible candidates include the quality of the transmitted streams (bandwidth/throughput, depth/analysis/frame rate for video, sampling frequency/bitrate for audio, microphone parameters etc). Less technical but equally relevant parameters include the duration of the show, the time provided for a free tour of the venue with a smart device, the ratio of smart devices per participant etc.

4.4.

Experiment evaluation

The fact that this is an explorative rather than validating experiment (in other words we are looking to see what is right and not just to confirm something that we already know), it is not possible to know beforehand which are the correct results. This of course raises the question of how does one know whether the work has been successful and to what extent. In order to tackle this, we define herein specific success criteria, based on the goals that have been set for the experiment. Moreover, given the complex and challenging nature of the work involved, we define incremental success criteria, so that we do not evaluate merely whether we have been successful but also the degree to which we have been successful. Based on these criteria we shall perform internal (i.e. by FHW personnel) but independent (i.e. by personnel that is not related to the experiment) evaluations of the success of the work at different stage; namely at the two reporting periods for the experiment, the submission times of D4.3.2 and D4.3.3. Based on the four goals mentioned earlier, the following degrees of success are defined.

4.4.1. Baseline success


Related goal: Be an EXPERIMEDIA test bed Success criteria: The experiment can be executed. This entails having implemented the experiment architecture, having made all of the included components operational and having been successful in their integration. Know-how has been gathered. This refers to the gathering of know-how related to the further implementation of the embedded experiment.

4.4.2. Moderate success


Related goal: Explore suitability of FIRE technologies for the field under examination Success criteria: Copyright IME and other members of the EXPERIMEDIA consortium 2012 18

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Identify differentiation between using and not using the FIRE technologies. In other words, we need to establish that there is a substantial difference for the visitors between the conventional experience currently offered and the one that will be offered in the scope of the experiment. Classify the impact of each component as positive, negative or neutral. This is a more specific version of the previous criterion, as here it is not enough to establish that there is a difference. What is also required is a clear indication regarding whether this difference has an impact that QoE of the visitors and if so whether this impact is positive or negative.

4.4.3. Success
Related goal: Measure impact of FIRE technologies. Success criteria: Quantify and measure QoE. In other words we need to have designed a measure that quantifies QoE and we also need to have applied this to data gathered from the experiment. Correlate measured QoE to utilized FIRE technologies. Moving a step further, to meet this criterion we should be able to identify the contribution of each component in the QoE, so that strategic decisions can be made regarding the directions that warrant further examination.

4.4.4. Exceptional success


Related goal: Identify parameters that affect impact Success criteria: Measure QoE for different parameters. This criterion is met if data gathered when running different instances of the experiment and different QoE values are computed. The compared instances need to be such that a direct comparison related the differences in QoE to differences in QoS of some kind (e.g. bitrate), differences in the design and execution of experiment (e.g. duration of show), differences in demographics etc. Gathered insight for the design of future experiments. This refers to the gathering of insight related to the implementation of future EXPERIMEDIA installations at Hellenic Cosmos, for example in order to run future experiments.

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4.5.

Recruiting

When planning to run experiments with real users in real setting, the recruiting of the experiment subjects is always a complex matter. Of course, Hellenic Cosmos boasts having more than 300.000 visitors per year. Yet, this does not necessarily imply that a similar number of potential experiment participants are available. First of all, for reasons that will be detailed in the following subsection, a very large portion of these visitors are not eligible to participate in EXPERIMEDIA. Furthermore, paying visitors of the venue have to be provided with the experience that has been guaranteed to them and not with an experience that, as part of an on-going experiment, could go either way. Of course this is not to say that it will be difficult to recruit subjects for the experiment. What the above mean is that it is absolutely required to develop a recruiting strategy at this early stage, so that the relevant risks are reduced. For our experiment we have the following plans:

4.5.1. Random visitors


This is not the first time that Hellenic Cosmos has been used for the experiment. Quite the contrary, Hellenic Cosmos has participated in various projects as a testbed. Experience from these projects shows that large numbers of participants can be found in the venues random visitors. Specifically, the plan is to identify random visitors that seem to be eligible to participate and simply ask them if they would be interested in that. This does not include the paying visitors that have opted to watch the specific show, as they need to be provided with the guaranteed experience. Therefore, the individuals that are approached have the additional incentive of having free access to the experimental version of the show.

4.5.2. Organized groups


The Foundation of the Hellenic World in itself, as well as its personnel individually, is linked to a number of universities and other organizations. Through this links it is possible to arrange for group visits to the venue, and to ask the members of the groups, if they so wish, to participate in the experiment. Again, free access is an additional incentive.

4.5.3. Summer schools and other FHW activities


FHW organizes various activities, such as summer schools, which involve large groups of people. The experiment can be joined with these activities in a cooperative way. For example the participation in the experiment could become an optional workshop for a relevant summer school, with both EXPERIMEDIA and the summer school gaining from the cooperation.

4.6.

Constraints

The main attendants of FHW shows are children and adolescents. In the EXPERIMEDIA experiments only adults will be considered, which creates a question regarding the validity and generality of the results.

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For the same reasons, and given the fact that the navigation in a virtual world is a group experience, it will not be possible to apply some monitoring techniques (for example video recording), unless if the experiment is executed only when pure groups of participants are present, i.e. when there is no one present who is either not eligible or has not agreed to participate in the experiment. Regarding the experiment timeline, since a lot of the real exhibits connected to tags in the virtual content are in open areas of the Hellenic Cosmos venue, the weather may have a crucial impact on the execution of the experiment. Therefore, an effort will be made for the actual experiment to be organised and implemented not after October 2012, as by that time the weather conditions will not be stable enough to permit for an unobstructed execution. This is also in line with the deadline foreseen for the first reporting of the experiment in November (D4.3.2). Every effort will be made to gather as much data as possible in this stage, so that the analysis required for the second stage of reporting (D4.3.3) can go ahead regardless of the weather conditions. On the other hand, the execution of the experiment is also constrained in a much more definitive way by the timeline of the development of EXPERIMEDIA components by the technological partners of the project.

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5. Experimental facility implementation


This section describes the design of the infrastructure that will be developed and used in order to enable the experiment in question. As will be seen in the following, the development of this infrastructure encompasses the utilization of already existing FHW facilities and infrastructure, the utilization of components developed by the technical partners of EPXERIMEDIA, the development of new software components by FHW as well as the integration of all the above into a seamless basis for experimentation. In the following we start by presenting the overall architecture of the experimentation infrastructure and continue with a discussion of the requirements for its implementation and the associated risks

5.1.

System architecture
EXPERIMEDIA FACILITIES

Monitoring Service

Social Media

Video Stream Servers

FHW FACILITIES

Experts Toolbox

Navigation Control

Mobile Application

Tholos Dome Theater

USERS

Expert

Educator

Visitor

Experimenter

Figure 3. Flow of information and component diagram for the experiment.

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In this figure we can see that the museum educator holds the navigation control, which specifies the content that should be displayed to the visitors. Based on this input, the cluster in the Tholos dome processes the loaded 3D world in order to render the according location and viewpoint and display it to the visitors in the dome. This is the part that was already supported before EXPERIMEDIA and it is in fact the typical scenario for the utilization of the Tholos. With the EXPERIMEDIA extensions, the Tholos system, in addition to the local projections, also forwards the rendered stream (actually a downsized and 2D version of it) to the video stream server, which in turn makes it available to the Experts' Toolbox. In this way the experts will be aware of the presented content in real time. The video stream from Tholos is captured from another PC through a video capture card (AVERMEDIA Game Broadcaster HD). At this PC the video is transcoded along with the audio feed from the educators microphone and are transmitted using Adobes Flash Live Encoding to ATOS Server. The Experts will be using ATOS Flash Player to visualize the video stream. The FHW mobile application will integrate the ICCS SocialAuth in order to facilitate visitors access to social media. On the other hand the experts will be accessing the social media via the standard Web interfaces. In this way their communication will be public and available to all interested parties even after the show ends. Furthermore we will integrate the Metaio Free SDK to achieve augmented reality on the mobile devices. Finally, at all times of the experiment execution various system parameters are monitored in an automated manner by the EXPERIMEDIA monitoring service.

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Visitor Question

Expert's Answer

Experts Toolbox

Web Browser

Expert's PC Screen

ATOS Flash Player

Educator Voice Adobe Flash Media Live Encoder Video Feed from Dome Video Capture Machine Video Streaming Server

Educator Commands (joystick)

Navigation Control

Real-Time Render Farm for Dome

Dome Projectors (final image for visitors)

Figure 4. Flow of information and component diagram for the experiment.

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Video Feed of the real world

Mobile App using Metaio SDK

Video Feed of the real world + Virtual Objects Augmented Reality

Reality

Figure 5. Flow of information when using the visitors augmented reality mobile application.

5.1.1. The architecture in the scope of the experiment


Mobile Application Collaborative presentation application: The visitors will supply their social media credentials and will then connect to specific common for the show channels. The application will allow them to post text and photos and of course receive all the channels communication. Augmented reality application: The second functionality of the mobile application will be using the utilising the Metaio free SDK to support augmented reality. The user will be using the camera of his mobile device in order to see true 3d models in specific locations or leaflets at the premises of Hellenic World through the use of marker tracking. Experts Toolbox The experts toolbox will provide a flash component that will allow them to view the streamed content. The streamed image will be accompanied with the audio from the microphone of the educator. Another toolbox component will offer them social media connectivity to the specified common channels of communication (as mentioned above) and will allow them to interact through messaging with the visitors attending the show. Evaluation As we have already mentioned the mobile application will be directly interacting with the FIRE application of EXPERIMEDIA. During the execution of the experiment system parameters will be monitored and logged.

5.2.

Requirements

As can be seen from the previous section, the technological infrastructure that will be utilized in this experiment is quite complex. As a result, it is only natural that a number of requirements are associated with its successful implementation. We discuss the most important ones below.

5.2.1. Requirements on the FHW facility


As has already been explained, a number of existing FHW facility components will be utilized. These include the VR content that will be displayed in the Tholos, the Tholos dome and Tholos Copyright IME and other members of the EXPERIMEDIA consortium 2012 25

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cluster for the projection and rendering of the VR content respectively, and the network via which these components will interact with the remote EXPERIMEDIA components as well as with the mobile devices. In order for these to be suitable for use in the scope of the experiment, the following requirements are in place: VR content The 3D content currently available is not semantically annotated. The documentation about the content is available and it is quite extensive, but it is not aligned with the content. In other words, although extensive texts are available that discuss each element in the 3D content, there is no automated way to relate each piece of text with a specific item in the content. In order for the tagging part of the experiment to be enabled, these annotations will have to be made available. Tholos dome and cluster The Tholos system has been designed with sole purpose to render 3D worlds in real time. The designed experiment also requires the transmission of synchronized metadata and therefore the Tholos system will have to be altered. This creates the requirement for testing time on the Tholos system, as well as for the ability to support different instances of the system, as the original system will have to remain in operation during the execution of the experiments, since it constitutes a major part of the Hellenic Cosmos operation model and cannot be unavailable during Hellenic Cosmos working hours. Network Network availability is crucial and network speed needs to be sufficient for the described tasks. The specific metrics that constitute sufficient network resources will be specified based on the requirements set by the partners developing the components in question.

5.2.2. Required components by FHW (development)


Recording and Streaming Software Component As described previously the experiment will require a Video Capture Card and specific software for the encoding/streaming of the captured content presented at the Tholos facility. Experts Toolbox The board of experts uses a set of tools to playback the stream from the Streaming Server and to access the Social Media in order to communicate both ways with the audience.

5.2.3. Requirements for input from EXPERIMEDIA partners


Streaming server

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The board of experts as described above may consist of many individuals each of which may be located further away in a different location. Since the FHW networking facilities cannot support such bandwidth requirements, the user of a dedicated stream server is necessary. The server will receive the source stream from the FHW facilities and will be responsible for the retransmission to the experts application. The EXPERIMEDIA facility will have to provide this Server, the requirements on the format expected and all the required credentials needed for the establishment of communication. Monitoring service In order to evaluate the user experience and to be able to track detailed info about the network statistics and the quality of service, a monitoring service is mandatory.

5.3.

Content lifecycle

The FHW personnel create all the content that is presented during the show at the Tholos installation. The FHWs personnel also generate the multimedia content presented to the audiences mobile application. The video stream that is presented to the experts is generated dynamically from the FHWs software (EVS Enhanced Visualization Engine). The assets needed for the Tholos Virtual Reality show are stored at servers of FHW. The 3d models that will be presented to the mobile application will be stored on the mobile devices. The Virtual Reality application shown at Tholos is handled from FHWs software while FHWs servers transmit the content. The video stream is delivered to the experts from EXPERIMEDIAs servers.

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6. Ethics, privacy, PIA


EXPERIMEDIA will conduct research with human participants and is, in particular, interested in human behaviour and experience with Future Internet technologies to understand how to provide meaningful collective experiences to individuals and society. Given that participants in social and networked media research should have confidence in the experimenters, good research will only be possible if there is mutual respect and confidence between experimenters and participants. As some areas of human experience and behaviour may be beyond the reach of experiments, observation or other form of investigation and may raise ethical considerations, EXPERIMEDIA will provide an ethics management process that incorporates ethical and data protection review of experiments. Appropriate management of ethical issues will be guaranteed by the project management through a mixture of measures to ensure the right technical, physical and administrative environment. The project identified an ethical issues coordinator, as well as a data protection coordinator, which will be incorporated within the overall project management structure. Additionally, an Ethics Advisory Board (EAB) and Data Protection Board (DPB) have been created. The EAB will advise the EXPERIMEDIA consortium on ethical, privacy and data protection issues. The DPB is responsible for ensuring that EXPERIMEDIA is compliant with data protection requirements and that the technical partners develop a system that considers privacy. These are described in more detail in D5.1.1, which also includes the results of extensive work towards the establishment of guidelines that should be followed in the experiments, in order to ensure compliance with ethical requirements and respect for the privacy of those involved in the experiments. In addition to that, D5.1.2 identifies points that specifically the FHW embedded experiment should consider and D2.1.1 details the Privacy Impact Assessment (PIA) methodology that should be followed by all EXPERIMEDIA experiments. In the following we elaborate on how these have been considered and incorporated specifically in the design of this embedded experiment. Given the overlapping nature of the topics and the documents, there may be some repetition of concepts. We keep it in the text by choice, in order to also maintain the point by point reference to the above documents.

6.1.

Minimum ethical principles

In D5.1.1 a set of ethical principles has been identified for the embedded experiments. They have all been considered in the design of this embedded experiment, as explained in the following.

6.1.1. Doing good


The experiment assesses the added value provided to end users by the extension of the Tholos infrastructure via exploitation of the EXPERIMEDIA technology. Therefore it does good both for those participating in the experiment as well as in general. Copyright IME and other members of the EXPERIMEDIA consortium 2012 28

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As far as the participants of the experiment are concerned, they will have the opportunity to benefit from enhanced services that were previously unavailable. In the more general sense, this experiment will be a first step towards making these technologies a part of the normal operation of the Tholos, so that more people can benefit from them in the future.

6.1.2. Doing no harm


Although people working in EXPERIMEDIA will be monitoring closely the execution of the experiment in all stages in order to analyse every relevant piece of information that becomes available, the actual navigation in the virtual worlds will still be performed by the properly trained personnel who do that task in the conventional Tholos shows. Their training and expertise guarantees the quality of the experience that will be provided to all participating user groups. For general public the Tholos is meant to provide a feeling of what it was like to live in another era, which will be achieved for the groups of the experiment as well. For a special case of visitors, though, there is a different goal: the students and pupils that visit the Tholos are mainly meant to receive assistance in their history courses. No harm will be done in this direction either, as these user groups are not considered as eligible participants for the experiment.

6.1.3. Risk management


As the experiment design is being formulated, and later on as the experiment will be executed, risks will be constantly analysed, evaluated and treated, in the same sense as in D1.1.2. In the experiments risk register, two types of risks are identified: risks for the participants and risks for the experiment itself. In the context of ethical oversight of the experiment of course, it is the former that is of core interest. The current instance of the risk register for the participants is displayed in Table 1. As can be seen all identified risks have been treated with the AVOID option. In fact this is a strategic choice for the experiment: risks for the participants will be avoided, even if that moves the risk to the experiment itself. In this manner we can be assured that the participants of the experimenters will not be facing any risks.

6.1.4. Consent
The preparatory phase of the experiment involves the explicit communication of any relevant information to the eligible participants (i.e. what the experiment is about, what it entails, which is their role, etc). Only those eligible participants that have agreed and will sign a note of informed consent will be considered in the experiment. This consent will have a predetermined duration and will be revocable at any time.

6.1.5. Confidentiality
During the experiment only the required data will be gathered, this data will only be made available to the individuals that are needed to process that data and no part of this data will be disclosed to any third parties. Gathered data will be anonymised to the degree that this is allowed by the nature of the experiment. All data will be purged after the analysis has been completed. Copyright IME and other members of the EXPERIMEDIA consortium 2012 29

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6.1.6. Data protection


We will follow a rigorous data protection plan, as can be seen in the following sections.

6.2.

Ethical oversight principles

D5.1.1 has also produced a more detailed set of ethical principles, more customized to the specifics of EXPERIMEDIA and the embedded experiments. These have also been considered and adopted in the design of the experiment, as seen in the following.

6.2.1. Informed consent


All participants will be informed of the research objectives and all aspects of the research that might reasonably be expected to influence willingness to participate. We will explain all other aspects of the research about which the participants enquire. This will be done in the preparatory phase of the experiment, before participants are asked to join the experiment, so their decision will constitute informed consent. We will make sure that participants do not feel pressured to take part in the experiment. There will not be any payments to participants. Incentive mechanisms used may include the offer of free passes for Hellenic Cosmos exhibitions. This does not put visitors that accept to participate in any higher risk than that of visitors who do not participate and pay for their passes for the exhibitions.

6.2.2. Deception
We will never intentionally deceive, mislead or withhold information from participants over the purpose and general nature of the investigation.

6.2.3. Data collection


We will collect some personal data about participants during the experiment (for example demographics). We will provide participants with any information to complete their understanding of the nature of the research. We will discuss with the participants their experience in order to monitor any unforeseen negative effects or misconceptions, in the scope of the focus groups. We will adopt a principle of data minimisation: only the necessary information will be collected and processed and the information will be stored only for as long as is necessary. It is not possible not to record specific individuals during the experiment, as we will need to keep track of the individuals that have the EXPERIMEDIA devices in their possession, but we will anonymise the data when the devices are returned at the end of each session of the experiment. User profiles will only be stored when the consent of the users is acquired and only for the purpose and lifetime of corresponding experiments session. There will be no commercial exploitation of user profiles.

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6.2.4. Withdrawal from the investigation


We will make it plain to participants that they have the right to withdraw from the research at any time, irrespective of whether some incentive has been offered and accepted. The participants will also have the right to withdraw retrospectively any consent given, and to require that their own data be destroyed.

6.2.5. Observational research


The experiment will be run in Tholos, which is used by user groups. In order to avoid observing individuals that have not given their consent for this, we will try to run the experiments only with pure groups, i.e. with groups that contain only people that have agreed to participate in the project. In any case observing in the context of this experiment does not include any kind of recording and is limited to observing group dynamics during the show. This is something that is done in the Tholos irrespective of the experiment, as the museum educator that is coordinating the show is always observing the groups response and adapts the navigation accordingly. If the technological choice is made to use audio in order to interact with the experts, then only the rooms general sounds will be recorded and not each individual separately. In any case, this will only be allowed for the pure EXPERIMEDIA groups.

6.2.6. Data protection regulation


All personal data will be captured and processed according to the applicable data protection provisions, such as Directive 95/46/EC on the protection of individuals with regard to the processing of personal data and on the free movement of such data, including Article 29 Working Party 8/2010 opinion, and Directive 2002/58 on Privacy and Electronic Communications) and the Greek data protection legislation that may be applicable. This will be investigated in more detail when the comprehensive list of considered information items has been finalized.

6.2.7. Consortium partner responsibility


Be sharing this early version of the experiment description with the consortium we invite our partners to participate in the ethical review of our plans. As the experiment design progresses we will update this document and again share with our partners accordingly. Our partners are of course also invited to monitor the experiment either for the sake of acquiring a better of the operation of the technical components they have provided or simply for their information. Any concern that they may have at that time will be considered and treated accordingly.

6.3.

Points to consider in the FHW embedded experiment

Regarding the notes in D512, p13, we will not create a schedule of movies on a website, and therefore this is not a relevant concern. Also, the Tholos movie will only be available to those Copyright IME and other members of the EXPERIMEDIA consortium 2012 31

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present and the experts via a URL known only to them. The general public will not have access to it. Regarding the note in D512, p22, FHW holds the copyright that allows for the content to be used in the experiment

6.4.

PIA

6.4.1. PIA phase 1


The EXPERIMEDIA structure provides for the external review of the PIA. One such cycle has been performed successfully at the latest General Assembly, where the experiments PIA was presented. A second level will follow as this text will also be submitted to the EAB for review.

6.4.2. PIA phase 2


Question 1. Is personal data being processed? No personal data is processed. Question 2. Is data linked to a natural person? The participants name will only be logged for those individuals who are given a device. This will be done on a form that is only used to track the devices and will be perished when device is returned. Only data that is explicitly provided by the individuals themselves through questionnaires and focus groups will be processed in the experiment, whilst the devices will not hold any data. In order to make sure of this, devices will be reset when they are returned and before given to another user, so that no data may remain by accident or mistake. Therefore direct identification will not be possible. Indirect identification of participants on the other hand depends on the homogeneity of participants. In order to make sure there is no risk of indirect identification we will avoid detailed demographics. On a second level, in the rare event where elements are identified that may fine partitions in the sample of participants, these elements will be removed from the stored information or they will be merged into larger groups. Therefore indirect identification will not be possible. Consequently, no further PIA is required. Nevertheless, written and revocable consent of specified duration will be acquired and a detailed definition of roles will be performed with an emphasis on the role of data controller.

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7. Risks
As the experiment design is being formulated, and later on as the experiment will be executed, risks will be constantly analysed, evaluated and treated, in the same sense as in D1.1.2. In the experiments risk register, two types of risks are identified: risks for the participants and risks for the experiment itself. In the context of ethical oversight of the experiment of course, it is the former that is of core interest. The current instance of the risk register for the participants contains the following items:

7.1.
ID P1

Risks for the participants


Table 1. Risk register for the participants.

Description Mobile device damaged during the installation of the mobile application

Probability low

Impact Proximity high Execution phase

Response avoid

Comment Instead of using the participants own devices, the project will supply the mobile devices that will be used during the experiment. See point P1

P2

Mobile device not compatible with the EXPERIMEDIA software Malicious software installed on the mobile device Participants feel pressured to participate in the experiment

high

high

Execution phase

avoid

P3

low

high

Execution phase Preparatory phase

avoid

See point P1

P4

low

high

avoid

This is true particularly for members of groups who visit FHW facilities as part of an agreement between. We will make it clear to all during the preparatory phase that participation is not a requirement and has not affect.

As has already been explained, it is our priority not to put participants in any risk. Therefore participant risks are treated with the AVOID option, where applicable. This often has the result of moving the risk from the participants to the experiment. For example, P1 above was avoided by not using the participants own devices. This has had as a result the generation of risk E3 bellow, where we are considering the case of damaged mobile devices that are owned by FHW and are needed in order to run the experiments. Copyright IME and other members of the EXPERIMEDIA consortium 2012 33

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7.2.
ID E1

Risks for the experiment


Table 2. Risk register for the experiment.

Description Required experiments cannot be run because 90% of thee visitors are children and adolescents and the agreed Ethical Oversight Measures state we will not be dealing with children

Probability high

Impact Proximity high Preparatory phase

Response reduce

Comment The core concern is that the eligible participants that will be visiting the Hellenic Cosmos facilities will not be sufficient in number at the time of the execution of the experiment. In order to avoid this we are already 1) organizing parallel activities that will ensure the presence of wide numbers of adults and 2) we are working closely with universities in order to organize undergraduate and graduate student visits that will be combined with the experiment. Via close coordination with the consortium partners

E2

Required EXPERIMEDIA components not available on time or not compatible with the FHW facilities Damaged mobile devices

low

high

Experiment design

reduce

E3

low

high

Execution phase

fall-back

We will run the experiment with as many working devices are available. The mobile devices only affect one part of the experiment, and therefore the feedback of participants that are not given a device is still relevant We are planning to execute the experiments at a time that the weather is typically suitable

E4

Weather does not permit the use of outdoors locations

low

low

Execution phase

reduce

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8. Current status and plan for implementation


In the following we explain what has already been achieved and describe the plans for the immediate and later future.

8.1.

Current status

Although the current document has been continuously updated, and some further elements remain to be determined at a later time (e.g. the exact parameters to be monitored) the actual implementation has started much earlier, focusing on the elements that were already clarified. As a consequence, the following results can already be reported:

8.1.1. Video capture


The video captured card has been acquired, installed and successfully tested. Furthermore, the generation of a synchronized, reduced and 2D version of the content displayed in the Tholos has been implemented, and the two have been combined.

8.1.2. Streaming
The connection with the ATOS server has been tested successfully. It has been determined that the Hellenic Cosmos uplink is sufficient to cover the needs of the experiment.

8.1.3. Experts toolbox


Building on the above two points, a fist versions of the Experts Toolbox has already been developed and tested. During the last General Assembly it was successfully tested with the remote expert located in Sweden.

Figure 6. Screenshot of the Experts Toolbox.

8.1.4. Augmented reality


The Metaio SDK has been successfully used on an Android smart phone, thus confirming that we will be able to use it in the scope of the experiment.

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8.2.

Future plans

Given the heavy constraints imposed on the experiments scheduling by the predicted fall and winter Athens weather, it is crucial that the work continues to progress rapidly. Starting from the November deadline to deliver the first results of the experiment and moving backwards, our plans include: Mid November: completion of the report on the experiment. End of November: end of data analysis Mid October: completion of experiment execution required for the first report Start of October: start of data analysis, in parallel with continued experiment execution Mid September: completion of all development work, start of experiment execution Start of September: work on integration, early tests of applications Mid August: all internal and external components should be available The plans for the second stage of the experiment (the one leading to the final report) have not yet been established, as the experience from the execution of the first part will be an essential factor.

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9. Conclusion
We have described in this document the current status and future plans for the driving experiment based at the Foundation for the Hellenic World in Athens. The dual-purpose of the experiment as both a mechanism for helping the EXPERIMEDIA project and as a piece of research in itself has been discussed. The projects architectural blueprint, methodological guidelines and ethical oversight principles have all been taken into account. This report will be followed by a progress report, including intermediate results, at the end of November.

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