d4.9.2 reenact experiment progress report v1.0
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This report summarizes the progress made in the development of the REENACT
experiment, following the description of goals, requirements, design and implementation plan
included in D4.9.1. Details are given regarding the construction of the different pieces of
software that will make up the REENACT system, and also regarding the use and integration
of resources bundled in the EXPERIMEDIA facility. Updates of risk and opportunities
management, value impact and privacy impact assessment, and dissemination efforts are
included too.
D4.9.2
REENACT Experiment Progress report
2013-04-08
Martn Lpez-Nores, Yolanda Blanco-Fernndez, Jos Juan Pazos-Arias,
Alberto Gil-Solla, Jorge Garca-Duque and Manuel Ramos-Cabrer
Universidade de Vigo (UVIGO)
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Table of Contents
1. Executive Summary ............................................................................................................................ 3
2. Introduction ........................................................................................................................................ 4
3. Design and implementation of the REENACT system ............................................................... 6
3.1. The reenactors front-end ........................................................................................................ 6
3.1.1. The main activity ................................................................................................................... 7
3.1.2. Other activities for the reenactment stage ........................................................................ 9
3.1.3. The coordinator service ..................................................................................................... 11
3.1.4. The social room................................................................................................................... 12
3.2. The experts front-end ............................................................................................................ 22
3.3. The experimenters front-end ............................................................................................... 23
3.4. The REENACT server .......................................................................................................... 24
4. Update of Value Impact and Privacy Impact Assessments ........................................................ 27
4.1. QoS parameters ....................................................................................................................... 27
4.2. QoE parameters ...................................................................................................................... 28
4.3. QoC parameters ...................................................................................................................... 29
4.4. Privacy concerns ...................................................................................................................... 30
5. Update of risks and opportunity registries .................................................................................... 31
6. Dissemination efforts ....................................................................................................................... 36
7. Conclusions ....................................................................................................................................... 38
Appendix A. Formalisation of the script for the Battle of Thermopylae ................................... 39
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1.Executive SummaryThis document summarizes the progress made by UVIGO in the development of the
REENACT experiment, following the description of goals, requirements, design and
implementation plan included in D4.9.1, REENACT Experiment: Problem Statement andRequirements. First of all, we are including a detailed description of the implementation of the
different pieces of software that will make up the REENACT system, paying attention to how
they rely on the components of the EXPERIMEDIA facility. Major design features will be
described briefly (further details will follow in D4.9.3, REENACT Experiment: Software and
Documentation), along with a number of screen captures illustrating the state of implementation
of the different systems and features. Then, we include an update of the management of risks
and opportunities, as well as of value impact and privacy impact assessments. Finally, we provide
a report of dissemination efforts and plans.
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2.IntroductionAs explained in D4.9.1, the goal of the REENACT experiment is to investigate an approach to
engage groups of people into immersive collective experiences that will make them learn about
the prelude, the course and the aftermath of historical battles and wars with the aid of tactilemobile devices, repositories of multimedia contents, an advanced technological facility and
experts. The experiment will be carried out by taking advantage of the technological features
provided by the EXPERIMEDIA facility, as well as of the spaces, equipment and contents
available at the Foundation of the Hellenic World (FHW).
The REENACT experiences will be organised in three stages:
Stage 1 (reenactment) is about involving groups of people in the reenactment of battles.They will be moving around in a room, playing the actions defined for a given role by a
script of the event. Tactile mobile devices will provide the participants with anaugmented reality vision resembling a multiplayer role-playing game (RPG).
In stage 2 (replay), the participants will be taken to a projection room to analyse howtheir recreation compares to the real historic events, thus learning by watching things
from outside. The explanations will be given by one expert, who may be physically
present at the projection room or appearing on the screen from a remote location.
Finally, in stage 3 (debate), the expert will drive a collective brainstorming about theconsequences of the conflict in the short, medium and long terms. The projection screen
will become a dynamic big board to display comments posted by the participants, while
the expert will be able to browse a repository of multimedia contents to illustrate thedifferent points that are raised.
The workplan of the REENACT experiment remains as presented in D4.9.1, with tasks allocated
over the next four phases:
PLAN (PM13 to PM15, completed). The goal of the PLAN phase was to fully workout the problem statement and the experiment design, bearing in mind the advance of
Activity 3 (construction of the EXPERIMEDIA facility). An initial review of the ethics
and privacy considerations was conducted, too, and implementation and experimentation
plans were sketched to drive the rest of the work. The results from this stage weregathered into D4.9.1.
PROVISION (PM15 to PM20, current). The PROVISION phase deals with therealisation of all the processes required to obtain the IT and human resources needed to
run the experiment at the FHW. From PM15 to PM18, the efforts would be devoted to
the implementation of the elements of the REENACT system, which would be
integrated and deployed between PM19 and PM20.
RUN (PM21 to PM23). During the RUN phase, between PM21 and PM23, the goalwill be to collect as much data as possible for the evaluation of Quality of Service,
Quality of Experience and Quality of Community, as explained later in this document. In
parallel with the running of the experiments, UVIGO personnel will examine the
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feedback gathered in order to prepare new releases of the software, solving bugs and
implementation defects.
EVALUATE (PM22 to PM24). Finally, the EVALUATE phase will be devotedanalysing the data gathered during the RUN phase.
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3.Design and implementation of the REENACT systemThe REENACT experiences will be delivered by four components that will (directly or
indirectly) rely on/interact with the components of the EXPERIMEDIA facility and some of
the resources available to the venue of the Hellenic Cosmos. The four components are:
The reenactors front-end: this is an Android application that delivers the interactionsenvisaged for the participants during the reenactment, replay and debate stages. It relies
on the Pervasive Content Component (PCC) to render the augmented reality vision of
the reenactments on the participants tactile mobile devices, and on the Social Content
Component (SCC) to support messaging, ratings and so on during the replay and debate.
It also interacts with the Audiovisual Content Component (AVCC) to control the flows
of text, images and audio entering and leaving each tactile mobile device.
The experts front-end: this is a web application providing the functionalities needed bythe expert to conduct the replay and debate stages. It interacts primarily with the AVCC,
to allow the experts not to be physically present at the FHW and to retrieve the
multimedia contents to illustrate the situations arisen during the reenactments. The
experts participation will be realised through the SCC as for the other participants.
Finally, the experts front-end provides means to manage the arguments raised during the
debate, including some features of real-time parsing (e.g. to highlight key words),
searching, and filtering of text messages in cases of foul language or
disrespectful/offending comments.
The experimenters front-end: this is an Android application that allows to supervisethe operation of the rest of the elements during the REENACT experiences, includingmanual control over the orchestration of events, means to monitor the reenactors
activities (e.g. whether they stay within the reenactors app or temporarily switch to other
apps in the mobile devices) and elements to browse the information gathered about
Quality of Service (QoS), Quality of Experience (QoE) and Quality of Community
(QoC) metrics.
The REENACT server: this is a centralised point for the other components to accesspre-recorded contents and streaming flows through the Audio Visual Content
Component (AVCC) of the EXPERIMEDIA facility, to store the records of events
raised during the reenactments, to control what is displayed on the different areas of a
projection screen during the replay and debate stages, and to upload data to the
Experiment Content Component (ECC) for later evaluation.
Detailed descriptions of the components of the REENACT system are given in the following
subsections.
3.1. The reenactors front-endThe reenactors front-end is being developed as an Android application that will deliver the
interactions envisaged for the participants during the reenactment, replay and debate stages. The
basis for the implementation is the hardware and software provided by the tablet Samsung Tab
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7.7, which was presented in D4.9.1 as the only one that met the following desirable
requirements:
A 7.7 inches screen that allows displaying a fair amount of information withoutcluttering, while making the devices comfortable to carry while moving around during
the reenactment stage.1
Rear camera, gyroscope, compass and other sensors to support immersive experiences. Sufficient computing power to run the augmented reality features and to manage 3D and
contents and high-definition multimedia.
A recent version of the Android operating system (namely version 3.2, Honeycomb).UVIGO purchased six units of Samsung Tab 7.7 in November 2011 to ensure the development
and testing of the software needed to run the REENACT experiences with the minimum
number of participants. Yet, the development works strive to keep the software compatible with
as many devices as possible, bearing in mind that the goal in the end is to allow people toparticipate in the experiments with devices of their own.
3.1.1.The main activityFollowing the election of a role in the reenactment and the indication of what other participants
are known to the user, the main activityof the reenactors application is the place where the user
will be informed of his/her own position during the reenactment stage, where he/she will be
able to browse multimedia contents describing the current state of things, and where he/she will
be given indications and choices to go on in the reenactment. To this aim, the screen of the
mobile device will be split as shown in the snapshots of Figure 1.
1 Actually, preliminary tests suggest that the 7.7 inches size may be somewhat excessive, inasmuch as average handsseem to grab comfortably only up to 7 inches. This point will be checked during the experiment.
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Figure 1. Snapshots of the main activity of the reenactors front-end.
On the top half of the screen, one or several pieces of multimedia content will be arranged in a
horizontally-scrollable panel, right after the menu of indications and choices to go on (these willbe always displayed as the first item on the panel). The data will be retrieved from the AVCC or
the REENACT server. On the bottom half, an interactive map (built on top of Google Maps
API for Android) will be displaying the relevant locations of the Battle of Thermopylae,
including a representation of the reenactors positions. The map can display 3 different scenes:
The first scene (appearing on the left of Figure 1) situates the main locations during theprelude of the battle: Asia Minor, the Hellespont, Thessaly, Phocis, Thebes, Corinth,
Arcadia and Sparta.
The second scene (appearing on the right of Figure 1) displays the relevant locationsduring the course of the fights in the Thermopylae area: the Persian camp, the Greekcamp, the old Phocian wall, the Anopaean path and the Greek rearguard. These locations
can appear either on a satellite view of the area (as seen nowadays) or on an ancient
historical map overlaid on it, which helps the user understand how the area has changed
over the centuries due to a process of sedimentary deposition that has moved the
coastline far apart from the mountains.
The third scene displays three afterlife locations to host participants whose characters dieduring the reenactment: the Elysium (Greek heaven), the Tartarus (Greek underworld)
and the Garothman (Zoroastrianism heaven).
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At the moment, the implementation of the interactive map is hard-wired to the scenario of the
Battle of Thermopylae, even though the code has been written in such a way that it would be
easy to define scenes, locations and additional resources (e.g. historical maps) for other events.
One final element on the screen is one UI component intended to gather data from the
reenactors for one of the QoE metrics. It is basically a progress bar that the user can drag from a
neutral position to the negative side or the positive side, changing the thumb accordingly to
display emoticons from very sad/bored to very happy/excited. The thumb gradually moves back
to neutral position as a means to ask the user to refresh. The implementation of this component
reports data to the Babylon tool of the PCC, taking advantage of source code provided by
Interactive. The experimenters are wondering about displaying one or two of these controls on
screen to ask for one or two dimensions of emotion.
3.1.2.Other activities for the reenactment stageDuring the reenactment stage, the users will be faced from time to time with other activitiesintended to sustain the immersive and entertainment aspects of the REENACT experiences.
The first activity for immersion is intended to deliver 3D views of certain locations,putting the user inside a cubemap that he/she can move around by rotating the mobile
device. This way, he/she can see him/herself inside the scenery of certain locations. The
implementation of this activity relies on min3d(https://code.google.com/p/min3d/), a
3D library/framework for Android using Java and OpenGL ES. The code is general in
the sense that it can be made to display different views by indicating different parameters
on startup. At the moment, we can display cubemaps of the Persian and Greek camps at
Thermopylae thanks to images provided by the VR department of the FHW. Twosnapshots are included in Figure 2.
https://code.google.com/p/min3d/https://code.google.com/p/min3d/https://code.google.com/p/min3d/https://code.google.com/p/min3d/ -
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Figure 2. Snapshots of the 3D views of the Persian and Greek camps at Thermopylae.
The second key activity is the so-called ZonesNavigator, which is an AR application builton top of the Metaio AR framework. The activity manages a number of 2D codes, one
corresponding to each location, and tells the user to move around to find a certain one.
Once he/she is there, a Check-in button is enabled to confirm that the user has made
the movement requested by the reenactment script. The 2D codes are linked to 3D
models (again, provided by the FHW) representative of each one of the locations. An
example is shown in the snapshot of Figure 3.
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Figure 3. A snapshot of the Zones Navigator, instructing the user to go to the destination of Thebes whilehe/she is closer to the Greek camp at Thermopylae.
The entertainment aspect of the reenactment stage will be furnished by game activities to
simulate sword fighting, arrow launching and the building of a pass across the Hellespont. These
games will be kept quite simple because the users will only spend up to 1 or 2 minutes with
them.
The last relevant activity for stage 1 is called FullScreenContentActivity, which is in charge of full-
screen displaying images and videos of high quality without increasing excessively the memory
demands of the main activity and without complicating the design of the front-ends interface.
3.1.3.The coordinator serviceThe flow between the activities of the reenactors front-end enumerated in the preceding section
(the main activity, the 360 views, the ZonesNavigatorand the FullScreenContentActivityis controlled
by an Android service running continually in the background. This service communicates with
the activities by using a simple messaging protocol built on top of Java classes. It also centralises
the communications between each tablet and the REENACT server, exchanging XML-formatted messages like the ones shown below through a RESTful interface.
Reenactors tablet asks the REENACT server for a role
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1
noresnau
REENACT server communicates chosen role to the reenactors tablet
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Offensive language is filtered resorting to a dictionary of swear words that is locally stored in the
Android application, which prevents the reenactors from entering rude terms, as depicted in
Figure 4.
Figure 4: Alert dialog to notify the use of offensive language in the experiment social room.
The highlighting of key words allows the experts to attract the reenactors attention on relevant
issues in the discussion topics handled in the social room. To this aim, the expressions to behighlighted must be lodged between the tags and . As depicted in Figures 5 and 6,
once the messages have been formatted, they are published as posts on the Facebook event wall,
and finally processed by the Android application to be shown to the reenactors.
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Figure 5: Facebook event wall including the tagged messages related to the feature of highlighting keywords.
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Figure 6: Snapshot of the Android application showing some expressions highlighted by anexpert.
3.1.4.1. Management of multiple-choice questionsDuring stage 2, the experts can pose multiple-choice questions to the reenactors by publishing
posts on the Facebook event wall as per the formatting guidelines described next:
[Q, Id, question text]: this post refers to a specific question (uniquely identified via Id),including the text to be shown to the reenactors.
[A, Id, option 1]: this message allows the Android application to recognise each possibleanswer associated to the question Id.
[R, nickname, Id, selected option]: this post refers to the response given by the usernickname to the question Id.
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The aforementioned messages are automatically processed by the Android application, which
organises each question and the possible answers in an explandable list, as shown in Figure 7.
Figure 7: Expandable list showing the multiple-choice questions posed by an expert to reenactors.
Whenever a reenactor selects a response for a given question, the Android application switches
to another activity where all the answers provided by the remaining participants are shown, as
depicted in Figure 8.
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Figure 8: Some responses given by the reenactors to a specific question posed by an expert.
Lastly, Figure 9 depicts a screen capture of the Facebook event from a web browser, showing
that the formatting is handled by means of markup that is only visible on Facebook.
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Figure 9: A view of the underlying Facebook event including the posts related to multiple-choice questionsposed by an expert.
3.1.4.2. Gathering information about activity in social roomThe reenactors and experts can rate comments and responses provided by other users, as shown
in Figures 10 and 11, respectively.
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Figure 10: Rating reenactors-provided comments under a discussion topic posed by an expert.
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Figure 11: Rating reenactors-provided responses for multiple-choice questions.
This feedback is relevant when it comes to measuring QoC, so that the Android application
includes an activity aimed at gathering information about the ratings given by the users during
stages 2 and 3 of the experiences, as shown in Figure 12.
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Figure 12: Android activity in charge of gathering information about the ratings provided by theparticipants (reenactors and experts) during phases 2 and 3 of the experiment.
The users impressions are published as posts on Facebook identifying the kind of rating (I like
it, I dont like it, it makes sense, it makes no sense, it is funny), the Id of the
Comment/Response which the rating belongs to, the nickname of the user who shares his/her
judgement, and the text of the rated comment/response. As depicted in the screen capture
shown in Figure 13, the posts published on Facebook are as follows:
For comments:o [LC, nickname, Id, comment]o [DLC, nicknake, Id, comment]o [FC, nickname, Id, comment]o [SC, nickname, Id, comment]o [NSC, nickname, Id, comment]
For responses:o [LR, nickname, Id, response]o [DLR, nicknake, Id, response]
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o [FR, nickname, Id, response]o [SR, nickname, Id, response]o [NSR, nickname, Id, response]
Figure 13. A view of the Facebook event wall including posts related to the feedback provided by theparticipants during stages 2 and 3.
3.2. The experts front-endThe experts front-end will be a web application (accessible through a web browser) providing
the functionalities needed by the expert to conduct the replay and debate stages of the
REENACT experiences. The (web-based) frontend already supports the following features as
shown in the snapshot of Figure 14:
Accessing the social room to interact with the other participants by means of textualcomments. Things are ready to deliver multiple-choice questions, using the same markup
as the reenactors front-end for formatting. The implementation (depicted on the top left
corner of Figure 16) is based on the SCC code provided by ICCS/NTUA.
Browsing the activities of the reenactors during stage 1, displaying a timeline with thesequence of states they have been through (bottom half of Figure 16). The states relate
directly to the contents offered to the participants at the different moments, which is the
main aid for the expert to organize the points he/she will be making. Clicking on the box
that represents one state, the front-end displays a list of the contents offered to the
reenactors while they were in that state. Clicking on an item of the list opens a pop-up
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window where the expert can see the material him/herself. Even though this feature is
yet to be implemented, the contents chosen by the expert will also be displayed on the
projection screen.
Delivering the output of the expert's webcam to a remote location. The componentimplementing this feature (shown in the middle of the top half of Figure 16) relies onW3CsWebRTC API, that works best within Google Chrome.
Figure 14. A snapshot of the experts front-end.
The work that remains in the development of the experts front-end relates to the integration
with the AVCC component that will be provided by ATOS, which will be in charge of streaming
the audio and video from the projection room of stages 2 and 3 (from the Tholos dome, in the
case of the experiments that will be carried out in the Hellenic Cosmos) to the experts
computer. This implementation should be much like the one used in the driving experiment of
the FHW (see D4.3.1 and D.4.3.2). The place for this component has been reserved on the
upper right corner of the experts screen.
It is worth noting that the repository of contents has not been populated yet. The FHW hasprovided some textual and audiovisual material, but it is up to UVIGO to decide on the
particular pieces that will be used to illustrate each state during the reenactment.
3.3. The experimenters front-endThe experimenters front-end (formerly called administrators front-end in D4.9.1) will provide the
interfaces needed to supervise the operation of the rest of the elements during the REENACT
experiences. It will be an Android application with very simple interfaces for the following
features:
Displaying information about the state of each reenactor in the game during stage 1.
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Indicating which events are expected from each participant at any time, as a means tocheck whether someone is stuck or lost for some reason.
Recording whether the participants remain during the reenactors front-end during stage1 or they do switch to use other applications on the tablet (this will be data to be
uploaded to the ECC as an indicator of QoE). Allowing the experimenters to participate in the social room during stages 2 and 3, which
makes sense especially when the REENACT sessions are supervised by museum guides
or educators.
Since the experimenters will not need to move around, they may be able to use a bigger device
than the reenactors. That is the reason why the interfaces of the experimenters front-end are
being designed considering the target of a 10-inch tablet (namely one Samsung Tab 10.1
purchased by UVIGO in November).
3.4. The REENACT serverThe REENACT server will be deployed to centralise access to the audiovisual contents servedby the AVCC instance to be provided by ATOS. The specification of the latter was agreed
during the General Assembly of January 2013 in Madrid as follows:
Ability to stream around 15/20 preencoded videos to a number of Android devices,optimized for Samsung Galaxy Tab 7.7 tablets (1280x800) and considering a maximum
bit rate of 3 Mbit/s.
Ability to streaming the audio and video feeds coming out of the experts webcam to theprojection room (high quality).
Streaming from the projection room to the experts front-end just like in the FHWdriving experiment.
A local VirtualBox server to be used as ECC and Web proxy.This AVCC configuration will readily be used to store pieces of text and images that may be used
by the reenactors front-end or the experts front-end for illustration purposes at any time, in
addition to the audiovisual contents.
The REENACT server will also be the place to store the records of events raised during the
reenactments. To this aim, a database has been implemented following the data model of Figure
15, which can be queried (by any of the front-ends) through a RESTful interface. It is also
possible for clients to subscribe to the notification ofevents, as needed for the reenactors app to
display up-to-date information about all the participants.
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Figure 15. The data model of the database of the REENACT server.
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Finally, in order to deal with potential risks related to the integration of the Creator environment
for the orchestration of events during the reenactment stage (see Section 5), the experimenters
are including in the REENACT server an implementation of their own of the script of the Battle
of Thermopylae, controlling the orchestration of events for the simplest scenario of 6
participants with 5 different roles: King Xerxes, King Leonidas, two persian soldiers, one spartan
soldier and Ephialtes. The formalisation of the simplified script in the shape of state machines is
included in the Appendix.
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4.Update of Value Impact and Privacy Impact AssessmentsThe REENACT experiment is intended to assess the value impact of the proposal for venues
like the Foundation of the Hellenic World and the different people involved in the experiences.
Yet, UVIGO will try to assess whether the REENACT solution could be taken out of themuseums, for example, to enable new pedagogical experiences in primary and secondary schools.
The VIA methodology that drives experimentation in the EXPERIMEDIA project focuses on
defining, measuring and assessing business release value at specific milestones during the lifetime
of an experiment, defining it in terms of key performance indicators derived from Quality of
Service(QoS),Quality of Experience(QoE) andQuality of Community(QoC) metrics. The following is
an updated enumeration of the parameters that will be considered in the REENACT
experiment, enhanced with a table that turns them into specific metrics of certain types, with
their corresponding units and sampling intervals:
4.1. QoS parameters CPU and memory consumption of the reenactors app. Quality and latency of the pre-recorded videos delivered to the reenactors app from the
AVCC.
Quality and latency of the video feeds transmitted by the AVCC from the expert to theprojection screen.
Battery consumption of the reenactors devices. Data will be provided at the end of eachstage by the app itself.
Delays in switching the contents displayed on the main part of the Tholos screen (hard-wired to a special media server that needs some time to load). The experimenters are not
yet sure about who will make the measurements and provide the data; at least, it could be
the experiments administrator through its own front-end.
Name QoS/QoE/QoC Type Unit Samplingfrequency
CPU usage of reenactors app QoS RATIO % 5s intervalMemory consumption of
reenactors appQoS RATIO MB 5s interval
Quality of videos served from theAVCC QoS RATIO Resolution// Frames per
second1/experimentationsession
Latency of videos served from theAVCC QoS RATIO ms 1/videoQuality of video feed from expert QoS RATIO Resolution
// Frames persecond
1/experimentationsession
Latency of video feed from expert QoS RATIO ms 1/experimentationsession
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Name QoS/QoE/QoC Type Unit Samplingfrequency
Battery consumption of reenactorsapp QoS RATIO mAh 1/experimentationsessionDelays in switching contentsdisplayed on the Tholos screen QoS RATIO s 1/piece of content
4.2. QoE parameters It is necessary to store a record of the events entering and leaving each mobile device
during the reenactment stage. Each event will have a name and up to two string
parameters, which must be annotated along with a timestamp.
Likewise, it is necessaryto store the participants responses to the voting and quiz(multiple-choice) games during the replay and debate stages. The experimenters areinterested in measuring the participation in the votings, the number of people who
selected each of the possible answers, and the number of correct answers.
The Babylon tool included in the PCC will be used by specific UI elements as explainedin Section 3.1 to gather data about the participants mood throughout the experience.
The data will be analysed in conjunction with the aforementioned timestamps. The
experimenters will consider at least one dimension, from -1 (bored) to +1 (excited).
This will be sampled every 10 seconds by the reenactors app.
The experimenters will store the answers to the questionnaires that will be used to askthe reenactors about their ratings for different aspects of the proposal: educational value,
level of entertainment, convenience of the interfaces, quality and completeness of the
contents, preferences for certain types of contents, etc. The data will be uploaded at the
end of the experiences by the reenactors app.
Finally, the reenactors front-endwill inform the experimenters front-end about thepercentage of time that each user stays with the REENACT app, considering switches to
other apps in the tablet as indications of lack of interest.
Name QoS/QoE/QoC Type Unit Samplingfrequency
Participation in votingsduring replay and debate QoE RATIO Number of votes 1/questionParticipation in multiple-choice games QoE RATIO Number of answers 1/questionParticipants moodreported through Babylon QoE INTERVAL Scale from -1 to +1, mappedto feelings between bored
and excited.1s interval
Rating of educational value QoE ORDINAL {1,2,3,4,5} 1/participantRating of level of
entertainment QoE ORDINAL {1,2,3,4,5} 1/participant
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Name QoS/QoE/QoC Type Unit Samplingfrequency
Rating of quality andcompleteness of contents QoE ORDINAL {1,2,3,4,5} 1/participantRating of value and interestof reenactment game QoE ORDINAL {1,2,3,4,5} 1/participantRating of value and interestof interactive and historicalmaps
QOE ORDINAL {1,2,3,4,5} 1/participant
Rating of value and interestof 360 views QoE ORDINAL {1,2,3,4,5} 1/participantRating of value and interestof augmented realityfeatures
QoE ORDINAL {1,2,3,4,5} 1/participant
Rating of value and interestof video contents QoE ORDINAL {1,2,3,4,5} 1/participantRating of value and interestof background music QoE ORDINAL {1,2,3,4,5} 1/participantRating of value and interestof experts audio and videofeeds
QoE ORDINAL {1,2,3,4,5} 1/participant
Rating of value and interestof multiple-choice
questions
QoE ORDINAL {1,2,3,4,5} 1/participant
Rating of value and interestof the social room QoE / QoC ORDINAL {1,2,3,4,5} 1/participant
4.3. QoC parameters The experimenters will record the list provided by each participant at the beginning of
the experiences, indicating what other participants they knew beforehand.
They also need to record the comments and ratings entered in the social room, whichshould be readily provided by the SCC. This way, theywant to refine the SCCs metricsto compare whether the social activities occur uniformly or in islands.
Finally, the experimenters responses to questions made after the reenactment stage willbe recorded: were the participants engaged? were they apparently bored or having fun?
did they report problems with the interfaces?
Name QoS/QoE/QoC
Type Unit Samplingfrequency
Number of ratings and commentsentered in the social room
QoC INTERVAL Number 1/experimentationsession
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Name QoS/QoE/QoC
Type Unit Samplingfrequency
Number of ratings and commentsbetween acquaintances
QoC INTERVAL Number 1/experimentationsession
Ratio of positive/negative ratingsbetween acquaintances
QoC RATIO % 1/experimentationsession
Number of ratings and commentsbetween participants who did notknow each other before theexperiment
QoC INTERVAL Number 1/experimentationsession
Ratio of positive/negative ratingsbetween participants who did notknow each other before theexperiment
QoC RATIO % 1/experimentationsession
Administrators subjective evaluationof level of engagement of participantsduring the reenactment stage
QoC ORDINAL {1,2,3,4,5} 1/experimentationsession
4.4. Privacy concernsThe PIA meta-method focuses on the formal assessment of privacy risks and ensures that
experiments conducted using the EXPERIMEDIA facility take into account ethical concerns,
mainly relating to the protection of personal data and the privacy of the users involved in such
experiments. As explained in D4.9.1, the privacy implications of the REENACT experiment are
very simple for the following reasons:
Participants will be identified by nicknames. They will take part in a self-contained, one-day session only. There will be no processing or profiling of personal data. All the information will be gathered through the tablets, not by e-mail or other means. No data will be linked to a natural person or disclosed out of the EXPERIMEDIA
consortium.
Social interactions will work with accounts, events and groups created ad-hoc onFacebook.
The expert (the only remote participant) will only see comments linked to nicknames.These points were explained to the Agencia Espaola de Proteccin de Datos (the Spanish Privacy
Commision) in the end of December 2012. Following a telephone conversation, the
representative of the agency confirmed that, within the aforementioned guidelines, it was not
necessary to do any official paperwork about REENACT. The elaboration of informative
documents to be signed by the participants in the experimentation sessions will be done prior to
the beginning of the RUN phase of the schedule presented in Section 2.
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5.Update of risks and opportunity registriesThe risks related to the REENACT experiment, originally enumerated in D4.9.1, are being
constantly analysed, evaluated and treated following the methodology explained in Deliverable
1.1.2, First risk assessment and contingency plan.This section provides a summary of how the riskshave evolved during the time elapsed since the preparation of D4.9.1 in December 2012.
As done by the FHW in their embedded experiment, the priority in REENACT is not to put
participants in any risk. Therefore participant risks are treated with the AVOID option, where
applicable, which has the result of moving the risk from the participants to the experiment. The
analysis of potential risks regarding the participants remains unchanged, as summarised in the
table below.
ID Description Probability Impact Proximity Response Comment
P1 Mobile devicedamaged during theinstallation of themobile applicationof the reenactorsfront-end.
low high RUNphase
avoid Instead of using theparticipants own devices,the experimenters willsupply their own for useduring theexperimentation sessions.
P2 Mobile device notcompatible withREENACT /EXPERIMEDIAsoftware.
medium high RUNphase
avoid See point P1.
P3 Malicious softwareinstalled on themobile device.
low high RUNphase
avoid See point P1. The devicesprovided by theexperimenters will bechecked against malicioussoftware at the end ofeach experimentationsession.
P4 Participants feelpressured toparticipate in the
experiment.
low high RUNphase
avoid This is particularlyrelevant since most of theparticipants will be
recruited in the socialenvironments of theUniversity of Vigo andthe University ofPeloponnese. Therecruiting procedures willmake it clear thatparticipation is not arequirement and has noeffect on anything else.
On the other hand, the risks for the experimenters have been slightly revised. The table below isan evolution of the one included in D4.9.1, with the changes highlighted in bold face. The most
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significant change is that risk E5 has been split into E5.1 and E5.2, which subsume former risks
E8 and E9.
ID Description Probability Impact Proximity Response CommentE1 Experimentscannot be run
because most ofthe visitors to theFHW are minors,which goes againstthe EthicalOversightMeasures ofEXPERIMEDIA.
high high RUN phase avoid Participants will berecruited in thesocialenvironments ofthe University ofVigo and theUniversity ofPeloponnese (inthe latter case, toparticipate in bothREENACT andBLUE
experiments).E2 Language barriers
and participantstechnologicalbackground causeproblems duringtheexperimentationsessions.
medium high RUN phase avoid Within thestrategy of pointE1, it can beexpected that theparticipants willnot have troubleusing mobiledevices, and alsothat they will havea decent level of
English.
E3 No experthistorians areavailable toparticipate in theexperimentationsessions.
medium(previouslyhigh)
high RUN phase reduce The experimenterswill try to involvehistorians fromUVIGO orworking for theFHW. On theUVIGO side, theexperimenters willparticipate in theevent History inthe media (see
Section 6) to makethe experimentknown to theHistorydepartments of anumber ofSpanishuniversities. If noexpert canparticipate, therole will be takenup by one of the
experimenters.
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ID Description Probability Impact Proximity Response CommentE4 Mobile devices are
damaged duringtheexperimentationsessions.
low high RUN phase reduce Indications will begiven on how tograb and handlethe mobiledevices. Suitablepad straps orsimilar holdingaccessories will besought.
E5 RequiredEXPERIMEDIAcomponents notavailable on timeor not working asexpected.
(previouslylow) high PROVISIONphase (previouslyreduce) Some of thefeatures expected
from the PCC andthe AVCC, asagreed during theGeneral Assembly
of January 2013,have not beenprovided yet. Thisrisk has beensplitted into E5.1and E5.2.
E5.1 Orchestrationfunctionalitiesexpected from theCreatorenvironment not
available in time ornot working asexpected.
high high PROVISIONphase
fall-back The REENACTserver will providean ad hocimplementation ofthe simplest
scenario of theBattle ofThermopylae withsix participants.
E5.2 Content provisionfeatures expectedfrom the AVCCcomponent notavailable in time ornot working asexpected
low medium PROVISIONphase
reduce Integration withthe AVCCcomponent shouldnot take muchtime to completeonce the specificinstance agreedduring the GeneralAssembly ofJanuary 2013 isavailable. TheREENACT servercould be made topartially supportsome of thefeatures.
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ID Description Probability Impact Proximity Response CommentE6 Changes to the
APIs of socialnetworking sitesaffect the correctoperation of theSCC or othercomponents.
high high PROVISIONand RUNphases
fall-back Experience inimplementing thesocial features ofREENACT ontop of Facebookshows thatunexpectedchanges infunctionality canbe frequent. Aminimumimplementation ofthe socialnetworkingfeatures would beprovided by theexperiments if theEXPERIMEDIAcomponents couldnot be updated intime.
E7 Changes to theAPIs of underlyingaugmented realityengines affect theoperation of thePCC.
low medium PROVISIONand RUNphases
accept If the PCC or theREENACTsoftware cannotbe updated intime, theimmersive
experiences wouldbe discarded andan alternativeapproach wouldbe used toconfirmmovementsbetween zones inthe reenactmentspace.
E8 The Creatorenvironment isoften down ordoes not work in aconsistent manner.
low high PROVISIONand RUNphases
fall-back This risk has beensubsumed intoE5.1. An ad hocimplementation ofan eventdistribution /orchestrationengine for thespecific scenarioof the Battle ofthe Thermopylaewould be provided(running on the
REENACTserver).
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ID Description Probability Impact Proximity Response CommentE9 The AVCC is
down or notworking properlyduring theexperimentationsessions.
low high RUN phase fall-back This risk has beensubsumed intoE5.2. Videocontents would bedelivered from theREENACT serverinstead of theAVCC.
Finally, the register of opportunities included in the following table gathers the experimenters
current stance on certain features that could be provided by the REENACT software.
ID Description Probability Impact Proximity Response CommentO1 Live camerarecordings in the
reenactment spaceare technicallypossible to handle,acceptable in termsof privacy anddeemed interestingfor the didacticvalue of theREENACTproposal.
medium low PROVISIONand RUNphases
enhance Live recordings areconsidered a non-priority feature atthe moment.Feedback from earlyexperiment may leadto reconsidering thispoint.
O2 Integration of thereenactors front-end with theinteraction controlsavailable to eachseat in the Tholosdome is technicallypossible anddeemed interestingfor the participantsduring the replay
and debate stages.
medium low PROVISIONand RUNphases
enhance Use of the seatbuttons isconsidered a non-priority feature atthe moment.
O3 It becomes possibleto use a locationtracking system toget preciseinformation aboutthe participantsmovements in thereenactment space.
low
(previouslymedium)
medium PROVISIONand RUNphases
enhance UVIGO iscollaborating in thedevelopment of anindoor trackingsolution based onIEEE 802.15.4technology. This istaking longer thanexpected, so it maynot be availableduring the RUN
phase.
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6.Dissemination effortsDuring the preparation of the experiment, UVIGO (in collaboration and co-authorship with
Prof. Manolis Wallace from the FHW) has made the following submissions to present the ideas
and goals behind the REENACT experiment to the scientific community in the area oftechnology-enhanced learning. Inasmuch as no results are available yet, these submissions are
extended abstracts or proposals for demonstration, intended to get early feedback that may be
useful to assess the value impact of the proposal.
The first paper, titled REENACT: Augmented reality and collective role playing to enhance the pedagogy of
historical eventsAn EXPERIMEDIA Experiment, was submitted to the 13th IEEE International
Conference on Advanced Learning Technologies(ICALT), to be held in Beijing, China in July 2013. The
paper was 5 pages long, but due to the absence of results it was accepted as a 2-page paper for
poster presentation. UVIGO personnel found it hard to justify the cost of a trip to China for
such a humble merit, and therefore the submission was withdrawn. The paper was updated withnew material and submitted to the 10th International Conference on Signal Processing and Multimedia
Applications (SIGMAP), to be held in Reykjavk, Iceland also in July 2013. The notification is
expected for early May.
A second paper, titled REENACT: Learning about historical battles and wars through augmented reality
and role playing An EXPERIMEDIA experiment, was submitted to the 5th International
Conference on Computer Supported Education(CSEDU), to be held in Aachen, Germany in May 2013.
This paper was accepted for oral presentation, which will be made by Prof. Yolanda Blanco-
Fernndez. The paper will appear in the CSEDU proceedings with a length of 6 pages.
Finally, one extended abstract titled REENACT: Future Media Internet technologies for immersive
learning about historical battles and wars about the REENACT experiment has been submitted to
the eChallenges event, to be held in Dublin, Ireland in October 2013. By that time, UVIGO
should have plenty of results available about the experiment and even be ready to make a live
demonstration.
In addition to submissions to conferences, the REENACT experiment has made it into local and
regional media, as it can be seen in the following links:
http://duvi.uvigo.es/index.php?option=com_content&task=view&id=6763&Itemid=23 http://codigocero.com/O-grupo-SSI-da-Uvigo-crea-un http://www.farodevigo.es/gran-vigo/2012/12/19/universidad-recluta-300-
termopilas/729080.html
http://atlanttic.uvigo.es/index.php?option=com_content&view=article&id=199%3Avivir-en-tu-piel-una-batalla-historica-mientras-visitas-un-
museo&catid=37%3Anoticias&Itemid=0&lang=es
Finally, Prof. Martn Lpez-Nores has been invited to give a talk about REENACT at the event
A historia no medio (History in the media,http://historiaourense.blogspot.com.es/p/a-historia-no-medio.html) on April 5th, 2013. This event is a space to discuss the connection of History
http://duvi.uvigo.es/index.php?option=com_content&task=view&id=6763&Itemid=23http://duvi.uvigo.es/index.php?option=com_content&task=view&id=6763&Itemid=23http://codigocero.com/O-grupo-SSI-da-Uvigo-crea-unhttp://codigocero.com/O-grupo-SSI-da-Uvigo-crea-unhttp://www.farodevigo.es/gran-vigo/2012/12/19/universidad-recluta-300-termopilas/729080.htmlhttp://www.farodevigo.es/gran-vigo/2012/12/19/universidad-recluta-300-termopilas/729080.htmlhttp://www.farodevigo.es/gran-vigo/2012/12/19/universidad-recluta-300-termopilas/729080.htmlhttp://www.farodevigo.es/gran-vigo/2012/12/19/universidad-recluta-300-termopilas/729080.htmlhttp://www.farodevigo.es/gran-vigo/2012/12/19/universidad-recluta-300-termopilas/729080.htmlhttp://atlanttic.uvigo.es/index.php?option=com_content&view=article&id=199%3Avivir-en-tu-piel-una-batalla-historica-mientras-visitas-un-museo&catid=37%3Anoticias&Itemid=0&lang=eshttp://atlanttic.uvigo.es/index.php?option=com_content&view=article&id=199%3Avivir-en-tu-piel-una-batalla-historica-mientras-visitas-un-museo&catid=37%3Anoticias&Itemid=0&lang=eshttp://atlanttic.uvigo.es/index.php?option=com_content&view=article&id=199%3Avivir-en-tu-piel-una-batalla-historica-mientras-visitas-un-museo&catid=37%3Anoticias&Itemid=0&lang=eshttp://atlanttic.uvigo.es/index.php?option=com_content&view=article&id=199%3Avivir-en-tu-piel-una-batalla-historica-mientras-visitas-un-museo&catid=37%3Anoticias&Itemid=0&lang=eshttp://atlanttic.uvigo.es/index.php?option=com_content&view=article&id=199%3Avivir-en-tu-piel-una-batalla-historica-mientras-visitas-un-museo&catid=37%3Anoticias&Itemid=0&lang=eshttp://atlanttic.uvigo.es/index.php?option=com_content&view=article&id=199%3Avivir-en-tu-piel-una-batalla-historica-mientras-visitas-un-museo&catid=37%3Anoticias&Itemid=0&lang=eshttp://historiaourense.blogspot.com.es/p/a-historia-no-medio.htmlhttp://historiaourense.blogspot.com.es/p/a-historia-no-medio.htmlhttp://historiaourense.blogspot.com.es/p/a-historia-no-medio.htmlhttp://historiaourense.blogspot.com.es/p/a-historia-no-medio.htmlhttp://historiaourense.blogspot.com.es/p/a-historia-no-medio.htmlhttp://historiaourense.blogspot.com.es/p/a-historia-no-medio.htmlhttp://atlanttic.uvigo.es/index.php?option=com_content&view=article&id=199%3Avivir-en-tu-piel-una-batalla-historica-mientras-visitas-un-museo&catid=37%3Anoticias&Itemid=0&lang=eshttp://atlanttic.uvigo.es/index.php?option=com_content&view=article&id=199%3Avivir-en-tu-piel-una-batalla-historica-mientras-visitas-un-museo&catid=37%3Anoticias&Itemid=0&lang=eshttp://atlanttic.uvigo.es/index.php?option=com_content&view=article&id=199%3Avivir-en-tu-piel-una-batalla-historica-mientras-visitas-un-museo&catid=37%3Anoticias&Itemid=0&lang=eshttp://www.farodevigo.es/gran-vigo/2012/12/19/universidad-recluta-300-termopilas/729080.htmlhttp://www.farodevigo.es/gran-vigo/2012/12/19/universidad-recluta-300-termopilas/729080.htmlhttp://codigocero.com/O-grupo-SSI-da-Uvigo-crea-unhttp://duvi.uvigo.es/index.php?option=com_content&task=view&id=6763&Itemid=23 -
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with other disciplines, making visible the role of the historian in the world and the social setting
of the speech as a collective construction, structured in the form of short presentations and
panel discussions. UVIGO sees this event as an opportunity to get additional feedback about the
design of the REENACT experiment and also to recruit volunteers to participate in local
experimentation sessions.
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7.ConclusionsThis document has provided a detailed description of the current state of the PROVISION
works regarding the REENACT experiment, showing that most of the individual pieces of
software of the REENACT system have been developed to an important state, and that UVIGOis getting close to the point of starting to think about putting all those pieces together and
integrating them with the components of the EXPERIMEDIA facility. Regarding the latter,
there remain certain risks in the integration with the PCC and the AVCC, which may end up
causing certain delays in the development works but should not affect the experimentation plan,
inasmuch as the ex anteexperimentation sessions may take place in Vigo at any time during late
May or early June, whereas the sessions in the Hellenic Cosmos can wait until the end of June
and the ex post sessions in Vigo may occur at any time during July, August or even early
September. UVIGO is considering the possibility of deploying the REENACT system at the
FHW following the days of the General Assembly of June 2013 (Monday 10th to Wednesday
12th), since it has been recently decided that this will be held in Athens.
Following completion and delivery of this document, the PLAN phase of the workplan will also
involve the elaboration of the catalogue of audiovisual contents relevant to the Battle of
Thermopylae thatwill be used to deliver information through the reenactors and experts front-
ends.
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Appendix A. Formalisation of the script for the Battle ofThermopylae
The script for the reenactment of the Battle of Thermopylae, as presented in D4.9.1, condenseson concurrent activities of a few minutes events that took place in successive stages over
months. Actually, this is a meta-script, containing a set of alternative paths and three different
endings: Greek victory, Persian victory following a battle of attrition, and Persian victory by
appearing on the Greek rearguard. Deviations from the real happenings will be points for
discussion during the replay stage.
The description given in D4.9.1 is ready to accommodate a varying number of reenactors, with a
minimum of 6. At the very least, participants will be needed to take up the following roles:
Xerxes, king of the Persians.
Leonidas, king of the Spartans. Ephialtes, the traitor. Two soldiers for the Persian side. One soldier for the Spartan side.
If there were more than six participants, they may take the following additional roles (listed in
descending order of importance):
At least one Phocian (to try to monitor the Anopaea path). More Persian soldiers (ensuring that there are never fewer Persians than Greeks overall). At least one Theban (of those who returned to their homes before the Persians final
ambush).
More Spartan soldiers. At least one Tespians (of those who stayed until the end with the Spartans). Arcadians, Corinthians, ...
A formal description of the reenactment script, representing events and states in the shape of
labeled state machines, was sent to Interactive on December 2012 for implementation in the
Creator environment included in the PCC. The way to proceed was agreed upon by e-mailbetween November 2012 and December 2012, and later confirmed during the General Assembly
of January 2013 in Madrid: Interactive would be providing a seed and ongoing support for
UVIGO to complete the implementation of their reenactment script for the Battle of
Thermopylae. To circumvent delays in the reception of the seed, UVIGO personnel have
decided to create their own implementation of the reenactment script for the Battle of
Thermopylae running on the REENACT server and focusing on the minimal scenario of only 6
participants. The state machines corresponding to this scenario (included in the following pages)
are a cut-down version of the ones sent to Interactive on December 2012.
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