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
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
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.