Eleventh International Conference on Mobile Data Management
Mobile Multimedia Management for
Community-aware Storytelling
Yiwei Cao, Anna Hannemann, Ralf Klamma, Dejan Kovachev, Dominik Renzel
Informatik 5 (Information Systems & Databases)
RWTH Aachen University
Ahornstr. 55, D-52056, Aachen Germany
Email: {cao,hannemann,klamma,kovachev,renzel}@dbis.rwth-aachen.de
Storytelling is a natural knowledge creation and sharing
process. Storytelling can be seen as an approach to developing
learning histories [4] by creating knowledge hyper stories
[5]. Consequently, storytelling is an important aspect for
knowledge sharing and learning in Communities of Practice
(CoP) [6]. Therefore, telling, sharing and consuming stories
are common ways for knowledge creation and transfer in
CoP. The Web 2.0 enables every Internet user to tell stories
easily with a couple of mouse clicks, which significantly
lowers the barriers of media or art production, access, and
management. Storytelling in any media helps spot trends and
foresee impending problems via narratives of actions and
reactions [7]. In practice, digital storytelling is an intuitive
and effective approach to communicating with people using
multimedia. However, mobile forms of storytelling introduce
new possibilites, but at the same time raise requirements to
multimedia management.
In this paper we propose a framework for mobile multimedia
management in order to realize multiple mobile storytelling
scenarios in business and common life. We analyze the requirements for mobile data management including tasks and
goals. A data model is proposed regarding to a set of multimedia operations for mobile storytelling. The mobile multimedia
management tasks are monitored on a mobile multimedia test
bed. In the test bed various multimedia community related
information is collected, including mobile multimedia creation
information, multimedia access information by communities,
and multimedia storytelling information.
The rest of this paper is organized as follows. A selection
of use case scenarios for mobile storytelling are illustrated
for requirements analysis to mobile multimedia management
in Section II. The theoretical knowledge on storytelling for
multimedia management and a survey of existing storytelling
approaches are discussed in Section III. We propose our
approach to multimedia management for mobile storytelling
in Section IV. In Section V we discuss the evaluation steps
on a test bed. Section VI gives conclusions and our future
work.
Abstract—Storytelling is a natural and effective approach to
human communication. The enrichment of stories using multimedia technologies has been established in knowledge sharing
for professional communities since long ago. However, mobile
multimedia production and consumption for storytelling raises
several issues for mobile data management. We start with a
requirements analysis for various application scenarios ranging
from business to common life with mobile multimedia storytelling. A mobile multimedia data management model is proposed
based on the presented scenarios. A test bed for the measurement
of mobile multimedia community information system success is
briefly described for the evaluation of our approach.
I. I NTRODUCTION
At this year’s Web 2.0 Summit Morgan Stanley Internet
analyst Mary Meeker stated that mobile computing is going
to continue to ramp up considerably. Mobile consumers will
focus mainly on aspects such as car electronics GPS, mobile
video, games, wireless home appliances, kindle, MP3 etc.
Moreover, data integration becomes a challenge with these
mobile consumers [1]. All of these aspects raise challenges
for mobile multimedia management.
Digital multimedia management has become a commodity
in the Web 2.0 [2]. People use platforms such as like YouTube,
Flickr, and Vimeo as low-cost solutions for archiving and
sharing huge amounts of user-generated multimedia. Commercial platforms allow downloading or streaming of professional
multimedia content such as Hollywood blockbusters, TV series
and popular music on demand [3]. The need for multimedia
management and the growing availability of broadband access
to the Internet is related. Mobile multimedia management is
even more challenging, because of multiple capacity and interoperability limitations. Still today, mobile devices introduce
limitations in terms of display size, battery life, computing
power, storage capacity, etc. Interoperability has ever been a
serious problem due to incompatible data formats, applications
platforms and devices, and in the mobile world, this problem is
even more serious due to an ever growing emergence of highly
heterogeneous mobile device types. Especially for mobile
multimedia storytelling, where individual multimedia items
are recombined from multiple distributed sources and possibly
have to be adapted for consumption on mobile devices, a
suitable mobile multimedia management approach becomes
inevitable.
978-0-7695-4048-1/10 $26.00 © 2010 IEEE
DOI 10.1109/MDM.2010.70
II. M OBILE S TORYTELLING S CENARIOS
Mobile storytelling is often motivated in traveling scenarios.
People can use mobile storytelling to share traveling expe59
riences or get information en route. However, it is easy to
identify a plethora of further mobile scenarios ranging from
daily life to crisis management, where storytelling is applied,
but often not explicitly recognized.
But who is actually telling the stories? While news media
were produced by professional reporters not too long ago,
nowadays agencies recognize the multimedia-augmented news
bits contributed by mobile amateur reporters. While not too
long ago, only media professionals could use traditional broadcasting channels such as TV or Cinema, nowadays everybody
can raise wide media attention using low-cost hardware and
Web 2.0 technologies.
In the following subsections we discuss four use case
scenarios from different application domains, which will later
on be analyzed in Section II-B for requirements valid in mobile
multimedia storytelling.
are participating in the same missions. The need for reliability
and security is obvious. Sending current status information
requires not only all mobile context dimensions and real-time
behaviour, but also high multimedia quality.
3) Scenario S3: Rallye Game: Target communities are
people participating in a mobile rallye game conceptualized to
familiarize new employees of a company with their colleagues
and important places. Teams receive mobile devices and a
certain end goal to fulfill. Objects on the campus are marked,
e.g. with RFID tags. With the help of mobile devices, players
locate these markers and solve accompanying tasks rewarded
with a certain amount of points. Finally, the team with the
highest score wins. While participating in a rallye it makes
sense for a team to split in order to access more tasks in
less time. However, players of a team still need to stay
in touch to exchange information and their plans. For this
purpose mobile collaborative storytelling presents a suitable
approach. Gamers can tell a story of their game. Stories created
collaboratively will consolidate all the steps team members
have executed. Current mobile devices are equipped with
cameras and GPS sensors for the enrichment of stories with
mobile multimedia and context information, thereby reducing
information uncertainty within a team.
This scenario lets us identify the need for real-time, reliable, and secure mobile multimedia storytelling. Information
exchange within the groups requires data to be both pulled
and pushed. Place, time and community parameters play a
significant role.
4) Scenario S4: Mobile Amateur Reporting: The temptation to report or chronicle a public event as it is happening is
enormous. It can provide more accurate insight of the event
compared to mainstream media. Some examples include the
coverage of Hurricane Katrina or the Virginia Tech shooting. People immediately share what they are witnessing by
uploading multimedia on YouTube or Flickr. However, users
are not able to produce complete stories on site, i.e. capture,
annotate, edit multimedia, create meaningful stories and share
them using their mobile phone in a seamless way. However,
they can massively contribute information on an event from
their own point of view.
On the opposite side, news agencies often have the story
but do not have enough media from the scene. They can send
requests for photos, videos or other additional information and
designate the request to a particular community of subscribed
mobile amateur reporters. The community can be determined
e.g. by the joint interests of the members, the location or
their reputations. After locating a suitable amateur reporter,
the reporter collects multimedia material directly on the scene
using his mobile device. Thus, amateur reporters can provide
near real-time cheap multi-perspective event coverage.
Multimedia quality is significantly important for any kind
of reporting. Mobile storytelling must be real-time enabled
and enhanced with information on place, time and community.
Data transmission must be secure and reliable. As amateur
reporters have no special equipment, storytelling must be
adaptive to any sort of mobile devices.
A. Use Cases
1) Scenario S1: City Car Parking: Target communities are
people living in cities without fixed parking slots. They have
a residential parking ticket, allowing to park their cars within
a certain radius around their home, but often face problems in
finding a free parking slot during rush hours. Here, mobile
storytelling enables people to share success and failure of
parking stories on their own personal experiences in order to
help others to locate free slots easily or record frequently used
slots that are hardly ever available. Two modes can be applied:
real-time or aftermath storytelling.
This scenario brings certain requirements for mobile storytelling. Various dimensions of mobile context - place, time
and parking community - have to included in the approach. A
high diversity of mobile phones used by community members
strongly requires adaptiveness. Furthermore, people not only
want to share their stories with others, but also be informed
about incoming information, which implies a combination of
push and pull communication modes.
2) Scenario S2: Special Ops Training: Mobile storytelling
is applicable in the domain of special ops training for different occupation groups such as military or fire brigades.
During their missions, expert teams are equipped with mobile
communication devices and additional sensors pushing rich
information about their current status (e.g. position, body
functions, camera vision, weapon status, etc.) to a command center and their team members in real-time. In that
sense, expert squads tell a multimedia story implicitly during
their missions. In aftermath sessions, recorded communication
and telemetry data is analyzed to extract information about
common situations, particular actions, and outcomes. This
information can be used to generate training material such
as multimedia stories or interactive games in order to enable
apprentices to learn from success and failure of experts. In
this scenario storytelling is a never ending task and needs
to be adaptive to new situations, e.g. the emergence of new
equipment or enemy strategies. Rich context information is
indispensable for this form of mobile storytelling. A nonlinearity aspect arises due to the fact that different experts
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B. Requirements Analysis
An analysis of the above scenarios resulted in a list of key
requirements to be presented in this section. The first observation was that all scenarios involve a cardinality relationship
of n:m between story tellers and listeners, i.e. multiple story
tellers contribute to the production of stories that are consumed
by multiple story listeners, which are mostly organized in
communities. In the next step, we extracted 12 functional and
non-functional requirements, mostly shared by all scenarios.
These include generic requirements (e.g. security, reliability),
mobile context aspects (e.g. place, time, community) and also
different modes of communication semantics (pull, push). The
diagram in Figure 1 depicts our results.
Fig. 2.
Uncertainty in mobile multimedia management
Media Quality
Adaptiveness
Security & Trust
Ubiquity
Reliability
∙
Non-Linearity
Pull Mode
Place Information
Push Mode
Realtime Support
Time Information
Community Information
Fig. 1. Storytelling Requirements (red: S1, blue: S2, yellow: S3, green: S4)
∙
C. Challenges in Mobile Multimedia Management
With the wide availability of media creation and processing
as well as accessibility to Web-based services for media sharing on mobile devices, the necessity for an efficient multimedia
data management arises due to the vast amount of multimedia
items to be stored and indexed for an efficient retrieval and
transmission to consumers. Especially with regard to mobile
multimedia storytelling, a management approach must furthermore take into account the limitations of mobile devices as
well as the specific processes and operations required for story
creation and consumption.
Sources of mobile multimedia are heterogeneous. Storage
locations of mobile multimedia are scattered. Multimedia
databases, streaming servers, or Web servers can host diverse
multimedia contents in various formats and transport them
using different protocols, e.g. RTSP, FTP and HTTP. Further
problems to be addressed are large amounts of multimedia
content, inappropriate versions to be adapted to mobile devices, and the emergence of different levels of mobile multimedia uncertainty issues[8] (cf. Figure 2) . An efficient form
of mobile multimedia management is furthermore required to
support a set of typical operations used during story creation.
∙
∙
∙
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Decomposition: In many cases, only a part of a medium is
needed as element in a multimedia story. Several decomposition types are imaginable. Temporal decompositions
are usable with media including a temporal extent, e.g.
videos or audio files. Spatial decompositions are applicable to media with a spatial extent, e.g. 3D models or
images. Spatio-temporal decompositions are applicable to
media with both temporal and spatial extents, e.g. videos
or 3D animations. Decompositions are either physical,
resulting in partial copies of the original or virtual,
i.e. defined as metadata in addition to the original. In
particular with regard to mobile device limitations, it
is necessary to consider multimedia delivery techniques
such as downloading or streaming.
Synthesis: A central operation in story creation is the
recombination of individual multimedia items. Synthesis
is the main means for defining story structure. In the case
of linear stories, synthesis consists of sequencing multimedia items. In the case of non-linear stories, synthesis
requires the ability to define story graphs.
Contextualization: This operation is more related to individual multimedia items. Storytelling approaches should
enable multimedia items to connect to each other within
a certain context. For example, a multimedia file can be
mapped to a problem or to a solution. A story is even
more expressive if a problem statement lies under the
complete story plot.
Semantization: Multimedia express certain semantics that
should be either extracted automatically or explicitly
specified by humans. Semantization tries to bridge the
gap between machine processibility and human understandability.
Analysis: story analysis can be conducted on story content, structure or on the multimedia in use. Examples
for the application of story analysis are the extraction
of similarities, popularity of certain multimedia, often
recurring patterns reusable for the generation of story
templates, etc.
III. R ELATED W ORK
unfold that with increasing interactivity the narrative component is simultaneously decreasing. Narration is taken away by
the recipient. For this reason the Adaptive Digital Storytelling
technique [14] is used.
Collaborative Storytelling combines classic multimedia production environments for non-linear stories with Web 2.0
collaborative environments for user generated content. The
bridge between both worlds is built by integrated user models,
profile-based story search and retrieval, Web 2.0 feedback and
rating mechanisms [15].
A. The Narrative Concepts
The grand narrative concept stressed by Boje [9] aims
to problematize any linear complex stories by replacing it
with an open polysemous series of little stories, inspired by
Lyotard’s idea about strong expressiveness of small stories
or story pieces [10]. He also conducted intertextual analysis
for stories, researching on collaborative authors, actors and
readers and dynamic story textual production, distribution and
consumption. He featured story context in two fields [9]:
∙
∙
C. A Survey of (Mobile) Multimedia Systems
Global social contexts consist of social identities, decision on characters in the story, identification of storytellers and story listeners.
Local contexts mean texts in use for the stories. When
extended to multimedia narrativity, local context should
also include any multimedia type including texts.
Mobile multimedia information systems are realized by
diverse service developments, which are in line with Service
Oriented Architecture and Software as a Service paradigms.
A selection of mobile multimedia storytelling systems is
presented in the following.
YouTell is a Web 2.0 application for collaborative storytelling and expert-finding [15]. Besides the storytelling board,
an additional user model is conceptualized to assign different
media operation rights to users with different roles. Web
2.0 features such as tagging and ranking are also employed.
Story search algorithms are developed including a profilebased algorithm. In addition, experts with certain knowledge
can be identified in communities of practice.
InStory (http://img.di.fct.unl.pt/InStory/) aims to support
narratives with a spatial navigator in Portugal for mobile storytelling, information access, and gaming activities. The stories
are built on a set of story threads and narratives for the purpose
of the exploration of physical spaces. Spatial navigation and
exploration takes both the perspective of sharing information
among users and historic location context. [16].
SofiaTraffic (http://sofiatraffic.info/) is designed for mobile
users. The purpose of the system is to make users familiar with
the traffic conditions in Sofia, Bulgaria. Mobile users can be
alarmed with the traffic jams on streets and intersections. It is
also possible to vote which street has few problems to drive
on it.
Twitter has developed the idea to a storytelling tool recently.
They intend to make good use of the 140-character tweets
to compose non-linear narratives. YouTube has also been a
channel for online users to share stories which are shot by
numerous “amateur” film producers besides film trailers and
music videos.
Boje provides a good description for narratives. Mobility
is reflected in the dynamic aspects of storytelling. One is
that storytellers or story listeners are involved in the stories
with changing roles. The other is non-linearity and dynamic
development of story plots. However, Boje mainly focused on
the textual constitution of stories, the essence of the stories
with their narrativity.
B. Storytelling Approaches
In fact, with the same multimedia content a story can be told
in totally different ways. First, sequences of the multimedia
content can be organized in diverse ways. Second, the same
multimedia content can be shared by different stories. However, the currently prevailing platforms or social networking
sites lack approaches to flexible authoring and recombination of multimedia content. The existing technologies enable
production of a great amount of user-generated content, but
with no certain connected purpose. Storytelling is an effective
and entertaining approach to pass and embed certain meaning
and purposes to multimedia content. It expresses that media
semantics only exist in presence of a certain context.
Linear vs. Non-linear represents whether a story can represent linear sequences of actions. In a linear story, the author
does not have to worry about the choices and actions of the
characters, since he controls the result of their actions [11].
Obviously, for the modern application of storytelling linearity
is restricted [12]. Non-linearity is introduced in order to tell
more complex stories. Different points of view could affect
the normal flow of a story. For this kind of stories there are
several versions with potentially different endings.
Interactive Storytelling is the ability of the consumer to actively determine the further course of history by his decisions.
The consumer is also the protagonist of the story. Dynamic
narratives are created with which the user can interact in a
game-like manner, helping players to be more immersed in a
story and enjoy it to a greater extent [13].
Adaptive Storytelling is required, when consumers have the
opportunity to interact. Some concepts of digital storytelling
IV. M OBILE S TORYTELLING M ODEL
Storytelling focuses on the research of contextualizing
and re-contextualizing multimedia content with Web 2.0 approaches such as content tagging, rating, and giving feedback.
A. Requirements of Mobile Multimedia Management for Storytelling
Based on the scenarios discussed in Section II, we employed
i* [17] for requirements modeling as depicted in Fig. 3. The
agents also include a set of story and user management services besides storytellers and story listeners. Both story tellers
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and listeners are dependent on user management, storytelling
and story management services. Tasks consist of different
operations on stories such as to get multimedia resources,
to compose and view multimedia stories, etc. The goal of
achieving high quality multimedia stories can be adjusted by
soft goals such as mobility, reliability and interoperability.
Fig. 4.
Mobile Storytelling Data Model in Entity Relationship Diagram
C. Mobile Multimedia Operations for Storytelling
Fig. 3.
In this section we refer to the realization of the mobile
multimedia operations described in Section II-B. The technical
foundation for our realization is LAS [21], a lightweight
application server hosting all necessary functionality as a set
of modular services.
∙ Decomposition: realized by an MPEG-7 multimedia content service for the definition and retrieval of multimedia
decompositions. Until now, we have demonstrated spatial
decompositions on images and temporal decompositions
on videos.
∙ Synthesis: realized by a specific MOD story service for
definition and retrieval of non-linear multimedia stories.
The service uses MPEG-7 services for the linkage of
multimedia items to story units. On top of the MOD
service, a set of further services facilitates a complete
story production process reflected in Figure 4.
∙ Analysis: experiments have been started in the form
of a dedicated service on structural analysis for the
identification of similarities among stories.
∙ Contextualization: realized by a set of methods in the
MOD story service. Problems can be assigned to multimedia items occurring in a certain overall story context.
∙ Semantization: realized by an MPEG-7 semantic base
type service facilitating the definition of semantic entities.
These can be assigned to multimedia items using the
MPEG-7 multimedia content service. Mobile versions of
LAS connector clients (e.g. for J2ME [22] or the iPhone
[23]) are enabled to transfer mobile context information
available from mobile device sensors, which can then be
used for automatic annotations.
Dependency model of a mobile storytelling system
B. Data Model for Mobile Multimedia Story Production
A data model design for collaborative mobile multimedia
story production is proposed to meet the requirements of
mobile multimedia management in the context of mobile
storytelling. The strongly simplified ER-Diagram in Figure 4
depicts the model. The main entities are story, story user, and
story project. A story project employs the idea of multimedia
production management from a classical viewpoint. Stories
can be told based on story templates serving to assist storytellers in creating story structure, organize multimedia and
adapt stories by varying applied story templates. A story is
composed from an arbitrary number of multimedia items. Additional story attributes facilitate versioning and the possibility
to rate and review. For reasons of simplicity the depicted model
does not include information on story structuring details. For
this purpose, we employ a formalized version [18] of the MOD
paradigm [19], introducing a recursive story graph structure
composed of units with alternative begin, middle and end
parts and the specification of story paths. Multimedia items
and annotations are managed by using MPEG-7 [20] metadata
and are uniquely addressable by an identifier or URI. Besides
free text annotations, semantic information is specifiable. Additional attributes available from mobile context information
include network infrastructure, device, time, location, etc.
Stories are told to state problems and appropriate solutions.
Problems are considered as special context attributes.
It should be noted that different degrees and forms of
data uncertainty are inherent. Examples are the imprecision
of location context information available from GPS sensors
or semantic annotation imprecisions introduced by inefficient
extraction algorithms or human annotation failure.
V. M OBILE M ULTIMEDIA M ANAGEMENT E VALUATION
For the evaluation of our approach we will briefly sketch the
applicability of MobSOS [22], an extension of LAS towards
a test-bed for mobile multimedia community information
systems. MobSOS is backed by a success model based on [24]
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and combines qualitative and quantitative success measures.
The model is fed by a monitoring module recording service
usage information in conjunction with mobile context information and a user survey module enabling users to provide
rich feedback.
With respect to mobile multimedia storytelling, the evaluation consists of a joint approach of analyzing monitoring log
data and user survey results for the respective LAS services
across all six model dimensions referring to the requirements
stated in Section II-B. For example statements on reliability or
scalability can be derived from service invocation error rates,
service invocation request processing times, etc. available from
monitoring logs, while statements on perceived multimedia
quality or impact on individuals and communities can be
derived from user survey results. The outcoming analysis
results can contribute to improve our approach.
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VI. C ONCLUSIONS AND F UTURE W ORK
Mobile storytelling is a process of a series of operations on
multimedia with regard to context and semantic information by
user communities. Mobile storytelling can be widely applied
for knowledge sharing among communities at real-time. It
raises new challenges for mobile data management tasks.
Multimedia creation is highly heterogenous by different user
communities for various scenarios. The whole multimedia
creation and consumption cycle requires well using context
and multimedia semantic information. We summarize the goals
and tasks of mobile storytelling systems in an i* model. The
related data model is based on the key entities story, story
project and story user with regard to community, multimedia
semantic and context. How far the requirements on mobile
multimedia management for mobile storytelling are fulfilled
can be measured in our test bed.
At the storytelling operation level, a set of analysis can be
further carried out on stories including story network analysis
to explore story dynamics, microstoria analysis to discover
local knowlege and little storyteller in comparison to great
storyteller [9]. Furthermore, a large amount of log data of
mobile storytelling systems need to be monitored in order to
validate the applicability of this mobile storytelling model.
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