University of Oulu MUM 2002 - First International Conference on Mobile and Ubiquitous Multimedia
  Keynote #1: Entertainment and media in an environment of ubiquitous digital distribution: Issues and challenges

Peter Marx, Binary Protocol LLC, USA

Pervasive media distribution is both a benefit and a threat to existing content producers. For consumers it represents the ability to consume digital content at their convenience, both in terms of time and location. For content producers, it represents the potential "commodization" of their products with possible loss of control over the distribution and consumption by their customers.

On the other hand, pervasive media distribution may increase the size of the media and entertainment industry while allowing for new types of products and new types of business models. In moving from a one-to-many model of broadcast, theatrical release, and retail sales, the industry is being given an opportunity for one-to-one relationships with their customers along with the opportunity for customized products and services.

How will the large and small content producers react to pervasive media distribution? With hostility, litigation, and suspicion? Or with innovation, optimism, and enthusiasm? What does this represent for consumers? For distributors? And how will this affect enabling technologies? Most importantly, what are the issues which must be dealt with before this new marketplace can become a reality?

  Keynote #2: Mobile augmented reality systems

Prof. Steven Feiner, Columbia University, USA

As computers grow ever smaller and faster, the option of wearing them, rather than carrying or sitting in front of them, is rapidly becoming possible. One especially promising approach for wearable user interfaces is augmented reality. This alternative form of virtual reality augments, rather than replaces, the physical world with additional information. For example, a see-through and hear-through head-worn display can be used to overlay relevant graphics and audio on what the user normally sees and hears.

This talk provides an overview of the work being done by Columbia's Computer Graphics and User Interfaces Laboratory to address user interface design issues for mobile augmented reality. Such systems must function indoors and outdoors, both stand-alone and together with many other displays, devices, and users, into and out of whose presence we move. I will describe research prototypes that exploit a mix of display and interaction technologies. One example that I will present allows a mobile user to explore Columbia's campus, using head-worn and hand-held displays in combination with centimeter-level RTK GPS+GLONASS position tracking and inertial orientation tracking. The user can view multimedia documentaries that are interwoven with the actual sites at which the events that they document took place.


  Keynote #3: Context-awareness, augmented reality and proximity networking: new directions for mobile applications

Dr. Pertti J. Huuskonen, Nokia Research Center, Finland

Context-awareness, augmented reality & proximity networking: new directions for mobile applications

Context-awareness and mobile augmented reality are new interesting areas for mobile applications. Enablers for these services are especially the new sensing technologies and proximity networking solutions. Context-awareness ideas will already soon be utilized in presence services, that provide a system for sharing personal information about the user's status. Later on, sensors can be used to measure the state of the environment and the terminal and provide context information for applications.

Mobile augmented reality (MAR)means linking together the real world and the information coming from the network and/or applications. MAR covers the whole scope from simple location and map applications to dataglass 3D AR applications. Nokia Research Center is currently building a generic MAR applications development framework and toolkit for mobile terminals. This toolkit is called ARMOO, which will in 2003 be publicly released for application developers.


  Keynote #4: Octopus - Open innovation, development and testing environment for mobile applications and services

Dr. Kari Kaarela, Nokia Mobile Software, Finland

This presentation provides an overview of the Octopus program, an open innovation, development and testing environment for mobile applications. The program brings together all the essential players in the mobile services value chain: service providers, developers, network operators, vendors of the mobile networks and terminals as well as end users.

Octopus offers its partners an open co-operative environment in which they can innovate novel mobile services, develop them utilising state-of-the-art mobile technology enablers, and test them in a real network with large groups of end users. Through its international network, Octopus can also provide support for setting up start-up companies, financing as well as international marketing.

One key element of the Octopus program is the cooperation with the educational institutes. For them, Octopus provides excellent opportunities to conduct research and offer up-to-date training with state-of-the-art equipment and service enablers. In turn, the participating educational institutes, Oulu Polytechnic and the University of Oulu, are committed to educating a pool of of 500 mobile service professionals by 2006.

The technical platform of Octopus will be built in several phases. Each phase will introduce the most attractive and latest service enablers well ahead of their commercial launch in order to give a competitive edge for the participating companies. The first phase is already up and running, containing a 2 - 2.5 G mobile network and service enablers such as browsing, SMS, and MMS. The second phase will be launched in December 2002, and it will introduce mobile payment, content download (e.g. Java), digital rights management, and streaming.

The Octopus program is mainly funded by the EU and coordinated by Mobile Forum. The principal partners of the program are the City of Oulu, Technopolis Plc, Oulun Puhelin Plc, and Nokia Plc.