Abstract

Business models built upon multimedia/multisensory setups delivering user experiences within disparate contexts—entertainment, tourism, cultural heritage, etc.—usually comprise the installation and in-situ management of both equipment and digital contents. Considering each setup as unique in its purpose, location, layout, equipment and digital contents, monitoring and control operations may add up to a hefty cost over time. Software and hardware agnosticity may be of value to lessen complexity and provide more sustainable management processes and tools. Distributed computing under the Internet of Things (IoT) paradigm may enable management processes capable of providing both remote control and monitoring of multimedia/multisensory experiences made available in different venues. A prototyping software to perform IoT multimedia/multisensory simulations is presented in this paper. It is fully based on virtual environments that enable the remote design, layout, and configuration of each experience in a transparent way, without regard of software and hardware. Furthermore, pipelines to deliver contents may be defined, managed, and updated in a context-aware environment. This software was tested in the laboratory and was proven as a sustainable approach to manage multimedia/multisensory projects. It is currently being field-tested by an international multimedia company for further validation.

Highlights

  • The Internet of Things (IoT) rests on the premise that each and every common object may be equipped with identification, sensing and communication mechanisms

  • Mulsemedia setups can be considered as a unique combination of hardware, software and contents made available in given geographic and social contexts with the purpose to deliver sensory-aware experiences

  • This paper proposes a prototyping software to enable IoT mulsemedia environments simulation, based on virtual environments that enable the design, configuration, maintenance and update of experiences regardless of software and hardware used

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Summary

Introduction

The Internet of Things (IoT) rests on the premise that each and every common object may be equipped with identification, sensing and communication (networking) mechanisms. The combination of multimedia and multisensory can be defined as mulsemedia [26] Alone, these environments have great potential to deliver outstanding experiences to users based on human senses exploration (usually, more than one), but when combined with adequate distributed architectures, can unlock very important features, such as sustainable scalability, full availability in terms of data access, as well as large content flow and bandwidth management. To settle agnostic specification for IoT simulation—as far as possible independent from hardware and software—aiming to lessen complexity in providing projects of sustainable management; to provide flexible programming-oriented processes capable of ensuring scalability for devices and respective functionalities; to align a general IoT simulation solution that, can meet mulsemedia setups specific requirements; to outline interfaces and engagement structures envisaging the integration of digital twin-based approaches. Demonstrations, conclusions, and future work are drawn at the end of the document

Prototyping Software Architecture
IoT Server
Virtual Environment
IoT Mulsemedia Environments Prototyping Software
MQTT Enhanced Web-Based Application
Results
Testing Scenario 1
Testing Scenario 2
Conclusions and Future Work
Full Text
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