Distributing the personal digital environment throughout your entertainment environment: handling personal metadata across domains.

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Title: Distributing the personal digital environment throughout your entertainment environment: handling personal metadata across domains.
Authors: Lugmayr, Artur1 lartur@acm.org, Reymann, Simon1 Simon.Reymann@tut.fi, Bruns, Volker1 Volker.Bruns@tut.fi, Rachwalski, Jakub1 Jakub.Rachwalski@tut.fi, Kemper, Stefan1 Stefan.Kemper@tut.fi
Source: Multimedia Systems. Jul2009, Vol. 15 Issue 3, p187-199. 13p. 13 Diagrams, 5 Charts.
Subjects: Entertainment computing, Metadata, Computer architecture, Social groups, Online chat, Real-time computing, Pocket computers, Online social networks
Abstract: It is a fact, that we are surrounded by more and more ubiquitous services in entertainment computation. All sorts of devices are more and more connected, and personalization becomes more and more a major issue. We are living in a world with two layers: the real physical layer being our real-world, and its synthetic overlay consisting of location-based services, chatting applications, or Web 2.0 offers. In the real-world, communication between humans is a matter of personality of different persons: exchanging information about each other, finding common interests, or finding common conversation themes. In the synthetic overlay, communication becomes a matter of distribution of personal profiles or automating profile matching. The open-source platform Portable Personality (P2) () faces this challenge, and provides a platform for cross-service interchange of personal context information based on any generic metadata type. P2’s software architecture is designed for mining, enriching, and exchanging personal profiles between arbitrary multimedia services. The long-term vision of P2 is to provide a personality profile rather than a personal context information profile to enable communication between human and device as a matter of personalities, rather than automated matching of profiles. Two different scenarios, the Smart Social Network (SSN), and the personalization of audio-visual data are presented as practical use-case for P2. [ABSTRACT FROM AUTHOR]
Copyright of Multimedia Systems is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: Distributing the personal digital environment throughout your entertainment environment: handling personal metadata across domains.
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  Data: <searchLink fieldCode="DE" term="%22Entertainment+computing%22">Entertainment computing</searchLink><br /><searchLink fieldCode="DE" term="%22Metadata%22">Metadata</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+architecture%22">Computer architecture</searchLink><br /><searchLink fieldCode="DE" term="%22Social+groups%22">Social groups</searchLink><br /><searchLink fieldCode="DE" term="%22Online+chat%22">Online chat</searchLink><br /><searchLink fieldCode="DE" term="%22Real-time+computing%22">Real-time computing</searchLink><br /><searchLink fieldCode="DE" term="%22Pocket+computers%22">Pocket computers</searchLink><br /><searchLink fieldCode="DE" term="%22Online+social+networks%22">Online social networks</searchLink>
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  Data: It is a fact, that we are surrounded by more and more ubiquitous services in entertainment computation. All sorts of devices are more and more connected, and personalization becomes more and more a major issue. We are living in a world with two layers: the real physical layer being our real-world, and its synthetic overlay consisting of location-based services, chatting applications, or Web 2.0 offers. In the real-world, communication between humans is a matter of personality of different persons: exchanging information about each other, finding common interests, or finding common conversation themes. In the synthetic overlay, communication becomes a matter of distribution of personal profiles or automating profile matching. The open-source platform Portable Personality (P2) () faces this challenge, and provides a platform for cross-service interchange of personal context information based on any generic metadata type. P2’s software architecture is designed for mining, enriching, and exchanging personal profiles between arbitrary multimedia services. The long-term vision of P2 is to provide a personality profile rather than a personal context information profile to enable communication between human and device as a matter of personalities, rather than automated matching of profiles. Two different scenarios, the Smart Social Network (SSN), and the personalization of audio-visual data are presented as practical use-case for P2. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Multimedia Systems is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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