Professional Documents
Culture Documents
DELIVERABLE
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Project co-funded by the European Commission within the ICT Policy Support Programme
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Apollon – Deliverable 5.4
Table of Contents
1.
Introduction
................................................................................................................
3
2.
Intial
pilot
description
.............................................................................................
5
2.1
Paris
pilot
...........................................................................................................................
5
2.2
Manchester
pilot
..............................................................................................................
5
2.3
Brussels
pilot
....................................................................................................................
5
3.
Pilot
re-‐adjustments
.................................................................................................
6
3.1
Paris
pilot
...........................................................................................................................
6
3.1.1
Use
scenario
................................................................................................................................
6
3.1.2
Pilot
set-‐up
...................................................................................................................................
9
1.1.2
Technology
adjustments
....................................................................................................
13
3.1.3
User
involvement
...................................................................................................................
16
3.2
Manchester
pilot
............................................................................................................
17
3.2.1
Use
scenario
.............................................................................................................................
17
3.2.2
Pilot
set-‐up
................................................................................................................................
18
3.2.3
Technology
adjustments
....................................................................................................
20
3.2.4
User
involvement
...................................................................................................................
21
3.3
Brussels
pilot
..................................................................................................................
22
3.3.1
Use
scenario
.............................................................................................................................
22
3.3.2
Pilot
set-‐up
................................................................................................................................
25
3.3.3
Technology
adjustments
....................................................................................................
31
3.3.4
User
involvement
...................................................................................................................
32
4.
Evaluation
tracking
................................................................................................
33
4.1
Transfer
Living
Labs
evaluate
SME
technology
based
on
user
feedback
in
cross-‐border
settings
..............................................................................................................
33
4.2
SME
evaluation
of
the
collaboration
with
Living
Labs
in
the
cross-‐border
experiments
...............................................................................................................................
34
The
information
in
this
document
is
provided
as
is
and
no
guarantee
or
warranty
is
given
that
the
information
is
fit
for
any
particular
purpose.
The
user
thereof
uses
the
information
at
its
sole
risk
and
liability.
Statement
of
originality:
This
deliverable
contains
original
unpublished
work
except
where
clearly
indicated
otherwise.
Acknowledgement
of
previously
published
material
and
of
the
work
of
others
has
been
made
through
appropriate
citation,
quotation
or
both.
2
Apollon – Deliverable 5.4
1. Introduction
The
main
issues
addressed
by
APOLLON
(Advanced
Pilots
Of
Living
Labs
Operating
in
Networks)
are
the
present
lack
of
Living
Lab
harmonisation
and
collaboration,
and
the
serious
difficulties
of
SMEs
in
engaging
in
cross-‐border
innovation.
APOLLON
will
demonstrate
the
positive
impacts
of
cross-‐border
domain-‐specific
Living
Lab
networks,
by
setting
up
an
advanced
pilot
composed
of
4
thematically
focused
European-‐wide
Living
Lab
experiments.
SMEs
are
enabled
to
take
part
in
cross-‐border
Living
Lab
experiments
beyond
their
home
markets,
and
are
supported
by
large
industrial
companies,
academic
centres
and
other
stakeholders.
The
APOLLON
pilot
aims
to
share
and
to
harmonise
the
Living
Lab
approaches
and
platforms
between
exemplary
European
networks
as
well
as
the
subsequent
evaluation
results
and
the
set
up
of
sustainable
domain-‐specific
networks
on
a
European
and
global
level.
APOLLON
addresses
4
major
domains
in
which
ICT
products
and
services
innovation
may
benefit
most
from
cross-‐border
Living
Lab
networking.
These
are:
• Homecare
and
Independent
Living
• Energy
Efficiency
• eManufacturing
• eParticipation
The
project
consortium
of
the
domain
4
is
composed
of:
Issy
Media
(
France),
Université
de
Paris
VIII
(France),
IBBT
(Belgium),
Manchester
City
Council
(
United-‐Kingdom),
3D2+1
(France),
Navidis
(France),
and
People’s
Voice
Media
(France)
The
objectives
of
Work
Package
5
are
the
following:
1
The
name
of
this
SME
has
changed
to
Virdual.
However,
for
the
sake
of
conformity
with
the
other
documents
of
the
Apollon
project,
we
will
keep
referring
to
them
as
3D2+.
3
Apollon – Deliverable 5.4
• Sharing
and
comparing
technologies/
methodologies
in
order
to
understand
to
which
local,
regional,
national
results
can
be
extended
to
other
contexts
and
which
common
technology/methodology
can
be
built
for
generalization.
• Adapting
technologies/methodologies
to
the
European
context.
• Integrating
technologies/methodologies
to
overcome
fragmentation
of
services
• Promoting
citizens’
innovation
to
eMedia
participation
in
Europe
and
evaluating
if
cross-‐border
user
testing
can
help
existing
projects
to
open
to
the
European
audience.
In
this
report
we
describe
how
the
technologies
and
the
methodologies
have
to
be
adapted
in
order
to
carry
out
the
pilot.
The
different
pilot
descriptions
within
the
media
and
e-‐participation
workpackage
were
the
subject
of
D5.3.
In
this
report,
we
document
how
and
why
some
methodologies
have
been
withheld
and
others
rejected.
In
other
words,
this
deliverable
describes
in
more
detail
the
way
in
which
the
existing
technologies
will
be
integrated
and
how
they
need
to
be
adapted
in
order
to
do
so.
In
addition,
this
document
also
describes
the
adjustments
from
a
living
lab
research
point
of
view.
Concerning
living
labs,
we
will
not
only
focus
on
the
actors
involved
and
the
context,
but
also
on
research
activities
related
to
user
evaluation.
The
structure
of
this
document
is
as
follows.
In
section
2,
the
description
of
the
initial
pilots,
as
described
in
Deliverable
5.3,
is
re-‐stated.
If
changes
to
the
pilot
description
have
been
made,
this
is
mentioned,
but
the
actual
changes
are
detailed
in
section
3.
This
section
provides
detailed
descriptions
on
the
different
pilots.
Finally,
in
section
4,
a
number
of
ways
to
follow
up
on
evaluations
of
both
SME
collaboration
and
user
experience
are
described.
4
Apollon – Deliverable 5.4
5
Apollon – Deliverable 5.4
physical
social
space.
Therefore,
various
components
would
have
been
deployed
at
the
university
campus,
like
an
open
Wifi
network
and
access
to
the
open
data
sources
from
the
University.
The
purpose
of
the
Brussels
pilots
as
initially
envisioned
in
APOLLON
was
to
conduct
an
open
envisioning
exercise
based
on
and
using
this
existing
infrastructure.
This
would
have
been
done
in
collaboration
with
as
many
stakeholders
as
possible.
The
foreseen
outcome
was
to
create
a
computer-‐assisted
methodology
that,
by
using
future
scenarios
wrapped
in
a
context-‐aware
application,
helps
to
define
possible
ways
to
record
scenarios
for
change
of
a
certain
entity
involving
the
users
of
that
entity.
However,
due
to
the
fact
that
some
of
the
initial
technologies
and
core
services
on
the
University
level,
related
to
this
smart-‐university
concept,
are
not
yet
implemented,
we
are
forced
to
refocus
the
initial
pilot-‐scenario
and
setup.
This
will
be
detailed
in
section
3.3.
3. Pilot re-adjustments
3.1 Paris pilot
6
Apollon – Deliverable 5.4
History
Explorers
and
thus
contribute
to
a
shared
representation
of
the
city.
Through
Community
Reports,
they
will
become
Community
Reporters
and
create
User
Generated
Content.
The
pilot
aims
to
test
the
aggregation
of
various
new
media
technologies
for
involving
and
engaging
the
citizens
during
the
construction
works
and
to
help
them
discover
and
re-‐appropriate
the
Fort's
history
and
become
a
part
of
its
future.
Figure
1:
Illustration
of
the
Paris
pilot
scenario
7
Apollon – Deliverable 5.4
During
this
workshop,
citizens
will
be
motivated
to
take
an
active
role
in
the
project
and
become
History
Explorers
and
Community
Reporters
in
the
second
phase.
At
the
end
of
the
workshop,
citizens
will
be
asked
to
express
their
opinion
about
the
technologies
they
have
been
using.
8
Apollon – Deliverable 5.4
This
will
be
done
by
“capturing
reality”
with
their
mobile
phones
through
emoticons,
photos,
videos
or
sounds.
Using
Air
Graffiti,
2D
barcodes
(tags)
will
be
placed
on
certain
historical
buildings
that
users
will
have
to
find
by
solving
the
various
riddles
along
the
way.
The
QR
codes
will
link
to
online
content
and
information
about
the
building/object
they
are
placed
on.
During
the
game,
citizens
will
have
to
snap
photos
and
take
videos
that
will
be
uploaded
to
Issy
3D,
thus
creating
a
shared
cartography
of
the
City
History.
During
and
after
the
game,
players
will
also
have
to
produce
reportage
materials
using
Community
Reports
methods.
They
will
have
to
comment
on
what
they
do
and
what
they
see
around
them
as
they
progress
in
the
game.
After
the
game,
content
produced
by
the
citizens
will
be
accessible
both
on
Issy
3D
through
Urbadeus
and
on
mobile
through
Air
Graffiti.
Starting
from
the
contents
produced
during
the
game,
a
Community
Report
will
be
realized
to
keep
track
of
the
events
and
to
build
a
shared
representation
of
the
City's
past
and
future.
3.1.2.1 Technologies
In
this
pilot
we
will
use
all
the
technologies
of
the
SME’s
involved
in
WP5.
We
will
now
elaborate
the
role
of
each
SME
in
the
pilot.
3D2+
3D2+ provides Real and More,
a
3D
documentary
on
the
history
of
the
Fort
of
Issy
Les
Moulineaux
and
3D
interactive
reconstruction
of
the
Fort.
The documentary
proposes a guided visit of the place enriched with documents such as video
sequences, engravings, sounds and pictures. The 3D reconstruction of the place
allows the user, in the form of an avatar or a subjective camera, to go around and
make a tour as one pleases in a free visit. Real
and
More
will
be
used
to
raise
citizen’s
interest
and
make
them
aware
of
the
place
of
the
Fort
in
Issy's
history.
Navidis
9
Apollon – Deliverable 5.4
Naividis
provides
Issy
3D,
a
3D
cartography
of
Issy
that
allows
a
user
to
travel
in
space
and
time.
Issy
3D
will
be
used
as
the
entry
level
for
the
documentary
to
help
citizens
visualize
the
Fort
on
the
City
plan.
Navidis
also
provides
Urbadeus,
allowing
citizens
to
post
with
a
smart
phone
into
the
3D
Model
of
the
city
additional
points
of
information
for
sharing
city
experience
and
providing
relevant
feedback.
An
example
would
be
to
build
a
memory
of
the
city
or
to
raise
any
issues
that
will
be
monitored
by
the
technical
service
of
the
city.
Urbadeus
will
be
used
to
geo-‐localize
content
from
the
3D2+
product
Documentary
and
enrich
it
with
geo-‐localized
user-‐generated
content.
IBBT
IBBT’s
Air
Graffiti
is
a
context-‐aware
urban
mobile
service
that
allows
users
to
describe,
experience
and
discover
objects
and
locations.
The
application
allows
for
dynamic
in-‐
&
outdoor
trails
and
uses
GPS,
QR-‐codes,
RFID-‐tags
and
short
-‐
urls.
Air
Graffiti
will
be
used
to
distribute
context-‐aware
content
(geo-‐localized,
2D-‐
barcodes)
regarding
the
Fort’s
history
around
the
city.
The
Fort
played
an
important
role
in
the
Franco-‐Prussian
War
of
1870-‐71
and
references
to
that
era
are
still
to
be
found
across
other
parts
of
Issy
and
the
wider
Parisian
area
(e.g.
museums
in
Paris).
10
Apollon – Deliverable 5.4
3.1.2.2 Non-SME Actors
We
aim
at
involving
Citizens,
Schools
and
local
public
authorities.
There
is
not
a
specific
age
range
or
profile.
The
Urban
Game
scenario
will
be
adapted
to
satisfy
different
user
groups
(kids-‐adults).
An
important
actor
for
the
pilot
that
wasn't
involved
in
previous
pilot
set
up
is
the
City
Museum,
which
provided
a
detailed
list
of
9
Points
of
Interest
that
bear
some
traces
of
the
history
of
the
City
related
to
the
Fort.
These
will
be
used
as
a
base
for
both
Community
Reports
and
the
Urban
Game.
11
Apollon – Deliverable 5.4
b. SMEs
can
collect
input
on
what
is
needed
to
improve
acceptability,
to
make
the
learning
curve
less
steep,
to
adapt
their
tools
to
a
group
of
users
and
to
extend
the
potentials
of
their
tools.
The workshops will be conducted along the following lines :
1. Participants
gather
in
the
same
room
2. Each
participant
introduces
himself
3. During
a
first
phase,
the
SME’s
make
a
quick
presentation
of
the
proposed
service
4. During
the
second
phase,
users
are
invited
to
generate
ideas,
focusing
on
two
aspects
:
a. On
the
product
side,
starting
from
existing
services,
possible
new
usages
of
these
services
are
investigated.
The
general
question
is
“What
would
you
like
to
do
with
this
service
?”
b. On
the
users
side,
starting
from
existing
needs
new
services
(inside
the
product)
to
satisfy
user
needs
are
focused
upon.
Different
methods
exist
to
boost
the
idea
production
process,
like
free
brainstorming,
guidance
by
images,
by
scenarios,
….
Yet
in
order
to
record
ideas,
what
we
propose
is
for
each
participant
to
write
down
his
idea
on
a
post-‐it
note.
Ideas
should
be
formulated
clearly
and
include
a
verb
(ex:
use
the
service
to
do
X).
The
mediator
(LL)
then
takes
the
post-‐its
and
organizes
them
on
a
wall,
creating
groups
associated
to
“events”
in
the
brainstorming
(e.g.
ideas
generated
while
discussing
a
given
service,
or
presenting
an
image).
At
the
end
of
the
brainstorm,
each
group
of
idea
is
commented
together,
trying
to
identify
the
best
ideas
and
increase
the
coherence
of
what
has
been
proposed.
Finally,
the
results
are
analysed.
Recurrent
ideas
are
the
most
requested
from
users.
But
these
are
not
always
the
most
relevant
for
the
SME.
In
order
to
have
the
most
relevant
ideas
we
need
to
organize
the
ideas
along
categories
associated
to
services
and/or
along
a
typology
of
ideas
(e.g.
ideas
for
innovation
/
ideas
for
business
opportunities).
12
Apollon – Deliverable 5.4
3.1.2.4 Timeline
1. End
of
M12:
Identify
POI
in
Issy
related
to
the
History
of
the
Fort
(done)
2. End
of
M13:
Adapt
the
Urban
Game
to
include
these
POI
3. 15th
of
December
(M14)–
People’s
Voice
Media
will
train
Issy
Média’s
staff
to
use
their
technology
and
become
Community
Reporters
4. 12th
of
December
(M14)
–
Real
and
More
will
be
presented
at
the
Cité
des
Sciences
et
de
l’Industrie
in
Paris
5. 2nd
half
of
M15
–
Test
the
exchange
of
data
between
the
apps
6. M16:
Preparation
and
Communication
for
the
first
Urban
Game
7. M17:
Urban
Game
and
Community
Report
during
the
“Fête
de
l'Internet”
8. M18:
First
evaluation
including
user
feedback
and
SMEs
(what
we
integrated
and
how
it
worked,
what
are
the
new
perspectives)
9. M19:
Preparation
and
Communication
for
the
second
Urban
Game
10. M20:
Second
Urban
Game
and
Community
Report
during
“Futur
en
Seine”
Festival
11. M21:
second
evaluation
including
user
feedback
and
SMEs
(what
we
integrated
and
how
it
worked,
what
are
the
new
perspectives)
12. M22:
Final
evaluation
13
Apollon – Deliverable 5.4
the
history
of
can
access
can
access
can
access
the
Issy
Fort,
content
content
content
provoke
created
by
created
by
created
curiosity
and
using
using
Air
during
engage
with
Urbadeus
Graffiti
Community
citizens.
How:
How:
Reports
Hyperlinks
Hyperlinks
How:
Embedded
Embedded
Hyperlinks
in
the
3D
in
the
3D
Embedded
in
Documentary
Documentary
the
3D
Documentar
y
14
Apollon – Deliverable 5.4
in
Urbadeus
How
through
geolocalized
hyperlinks
embedded
in
Issy
3D
Based
on
their
current
state,
the
following
adjustments
will
need
to
be
carried
out
on
the
involved
technologies
:
15
Apollon – Deliverable 5.4
• Real
and
More
:
To
give
access
to
other
content
inside
the
3D
reconstruction
of
the
Fort,
3D2+
will
have
to
design
a
solution
to
visualize
and
access
hyperlink
from
within
the
3d
environment.
• Urbadeus
:
To
exchange
content
with
other
apps
in
Urbadeus,
Navidis
will
have
to
develop
a
script
that
will
make
available
daily
contents
for
Air
Graffiti.
• Air
Grafitti
:
To
exchange
content
with
other
apps,
Air
Graffiti
will
use
its
API.
• People’s
Voice
Media
:
To
adapt
its
Community
Report
training
to
a
French
audience.
This
involves
translating
supporting
material
into
French
before
the
course
(with
support
from
french
Llabs)
and
having
a
translator
(French
LL
staff)
during
the
course
for
those
people
that
have
problems
understanding
English.
People’s
Voice
Media
will
also
have
to
adapt
to
a
new
target
population
and
will
have
to
choose
appropriate
technologies,
avoiding
Social
Media
platforms
that
are
not
localized
in
French.
16
Apollon – Deliverable 5.4
(www.i-‐folio.fr),
and
on
the
city’s
Web
page
(www.issy.com),
a
cornerstone
of
Issy’s
national
dissemination
activities.
Issy-‐les-‐Moulineaux
Facebook
and
Twitter
pages
will
also
be
used
to
raise
awareness
on
the
Virtual
Museum
within
the
framework
of
cross-‐border
Apollon
experiment.
17
Apollon – Deliverable 5.4
be
printed
on
posters
with
QR
codes
and
placed
at
the
locations
shown
in
each
photograph
to
encourage
citizens
to
leave
stories,
comments
and
other
information
about
that
location.
Events
will
take
place
in
local
libraries
to
make
citizens
aware
of
the
posters
and
the
QR
codes.
Walking
tours
and
evaluation
sessions
will
be
set
up
with
expert
users
and
citizens
to
test
and
evaluate
how
Air
Graffiti
from
IBBT
and
Urbadeus
from
Navidis
can
be
used
to
engage
citizens
in
both
the
Central
Library
refurbishment
and
the
Decoding
Art
project.
User
testing
will
evaluate
subjects
including
usability
of
the
applications,
language
/
cultural
differences
in
the
application’s
interfaces,
ideas
for
future
development
and
general
feedback.
In
addition,
evaluation
will
also
take
place
of
the
preparation
work
required
to
enable
the
applications
from
IBBT
and
Navidis
to
be
used
in
Manchester,
such
as
time
required
to
prepare
3D
model
data
of
Manchester
Central
Library
for
use
in
Urbadeus.
Peoples
Voice
Media
will
promote
the
Central
Library,
Decoding
Art
and
Big
Society
projects
through
their
network
of
Community
Reporters,
and
will
work
with
Manchester
Central
Library
staff
to
clarify
if
and
how
the
Community
Reporters
model
can
be
used
by
a
city
administration
as
alternative
channel
of
communication
to
citizens.
For
example,
Community
Reports
will
be
given
access
to
inside
the
Central
Library
building
and
blog
about
the
progress
of
the
renovation
work,
carry
out
interviews
with
key
people
involved
in
the
renovation
project
which
will
go
online,
and
similar.
Community
Reports
will
also
be
invited
to
be
involved
in
the
user
testing
sessions
of
the
Air
Graffiti
and
Urbadeus
applications.
18
Apollon – Deliverable 5.4
3.2.2.1 Preparation of applications for use in Manchester
In
order
to
carry
out
successful
testing
of
the
Air
Graffiti
and
Urbadeus
applications
during
user
testing
sessions
–
e.g.
walking
tours
around
public
art
sites
tagged
with
QR
codes
using
Air
Graffiti
–
time
will
need
to
be
spent
to
prepare
them
for
use.
In
the
case
of
Urbadeus,
this
will
involve
gaining
access
to
the
3D
City
Model
of
Manchester
produced
for
the
city
by
Arup.
Informal
agreements
have
already
been
set
with
Arup
to
access
the
data
and
Manchester
is
currently
working
through
the
administration
processes
to
hand
over
3D
data
to
Navidis
for
input
into
Urbadeus.
In
the
case
of
Air
Graffiti,
Manchester
will
liaise
with
IBBT
to
ensure
that
the
application
is
ready
for
public
use.
• Expert
reviews.
MDDA
staff
will
carry
out
one-‐to-‐one
meetings
with
local
experts
with
interests
in
areas
of
QR
codes,
e-‐participation
/
social
media
and
3D
applications
to
carry
out
half-‐day,
in-‐depth
evaluations
of
the
Air
Graffiti
and
Urbadeus
tools,
feeding
back
findings
from
the
evaluations
to
IBBT
and
Navidis
in
order
to
support
development
of
the
applications.
These
sessions
will
also
be
used
to
enable
IBBT
and
Navidis
to
gain
knowledge
of
local
business
contacts
and
networks
that
may
be
useful
to
expand
into
new
markets.
By
proxy,
MDDA
will
also
test
Living
Labs
processes
for
cross-‐border
knowledge
sharing.
The
expert
reviews
will
focus
on
usability,
market
readiness,
language
/
localisation
/
culture
differences,
scenarios
for
testing
the
products
with
users
in
the
target
market,
software
/
hardware
requirements.
• Testing
with
citizens.
A
maximum
of
three
user
testing
sessions
will
take
place
with
members
of
the
public.
One
user
testing
session
will
evaluate
how
using
QR
codes
and
location
aware
comments
can
engage
citizens
in
the
Manchester
Central
Library
renovation
work.
Air
Graffiti
will
be
used
19
Apollon – Deliverable 5.4
as
the
application
to
engage
with
citizens
using
QR
codes
and
Urbadeus
will
be
used
as
the
application
to
engage
using
location
aware
comments.
A
second
user
testing
session
using
both
Air
Graffiti
and
Urbadeus
will
be
carried
out
to
evaluate
how
they
can
augment
and
support
the
public
art
tour
provided
by
Manchester
City
Galleries.
A
third
user
testing
session
using
Air
Graffiti
and
Urbadeus
will
evaluate
how
they
can
support
access
to
local
history
archives
through
the
use
of
QR
codes
and
location
aware
comments
based
around
posters
showing
old
images
of
Manchester
at
various
locations
around
the
city.
Timeline:
20
Apollon – Deliverable 5.4
and
Manchester
is
currently
going
through
administrative
exercises
to
release
the
data.
The
Manchester
team
will
be
working
closely
with
Peoples
Voice
Media
and
other
local
partners
to
ensure
that
there
are
adequate
opportunities
for
feedback
built
into
this
part
of
the
planned
local
collaborative
working
to
enable
any
further
adjustments
that
are
required
to
be
made
efficiently
and
effectively.
21
Apollon – Deliverable 5.4
renovation
site
and
asked
to
evaluate
the
Air
Graffiti
and
Urbadeus
applications.
3. Greater
Manchester
County
Records
Office
‘Big
Society’
project.
Again,
this
session
will
follow
the
model
of
(1)
above.
As
with
(2)
the
call
for
users
will
go
out
via
Manchester
Libraries
website,
Twitter
and
Facebook
and
also
via
Peoples
Voice
Media’s
website.
The
user
testing
session
will
start
at
a
local
library
in
a
suburb
of
Manchester,
and
users
will
be
taken
on
a
walking
tour
of
locations
in
the
area
where
posters
of
old
images
of
Manchester
with
QR
codes
on
them
have
been
placed.
They
will
use
Air
Graffiti
to
test
leaving
memories,
comments
and
other
information
about
that
place.
They
will
also
be
asked
to
test
how
Urbadeus
can
support
information
related
to
the
images.
4. For
expert
reviewers,
MDDA
will
approach
local
experts
from
organisations
and
businesses
with
knowledge
and
experience
of
the
areas
relating
to
the
Air
Graffiti
and
Urbadeus
applications
–
QR
codes,
3D
modelling
and
social
media.
These
will
include
organisations
such
as
the
Manchester
Digital
Laboratory,
the
Centre
for
Construction
Innovation,
Social
Media
Manchester
and
Arup.
5. Additionally,
for
user
testing,
MDDA
will
approach
citizens
who
have
been
involved
in
the
DEHEMS
home
energy
monitoring
Living
Labs
project
and
ask
them
to
be
involved
in
the
user
testing
session
for
APOLLON.
Those
citizens
will
have
experience
of
previous
Living
Labs
processes
and
useful
information
may
be
gathered
from
them
by
comparing
their
experiences
of
previous
Living
Labs
processes
with
current
thinking.
3.3.1.1 Concept
The
working
title
for
the
pilot
is
“Museum
Quest”.
Within
this
pilot
we
will
implement
a
serious
game
to
increase
the
involvement
of
youth
with
the
exhibits
in
a
museum.
This
is
done
by
providing
a
game-‐based
motivation
to
absorb
information
and
by
steering
the
player
towards
noticing
certain
important
22
Apollon – Deliverable 5.4
aspects
of
the
exposition.
The
innovation
in
the
presented
pilot
case
lies
in
the
linking
of
a
real
and
a
virtual
environment
and
in
doing
this
by
means
of
a
game
concept.
This
will
be
achieved
by
integrating
the
existing
virtual
technology
of
3D2+
with
the
Internet
Of
Things
technology
(Air
Grafitti)
of
IBBT.
In
terms
of
added
value
for
a
museum,
the
pilot
offers
two
use
cases.
The
first
one
is
a
group
of
young
people
playing
a
game
in
a
museum.
This
can
be
done
in
the
context
of
a
school
visit
or
a
visit
with
the
family.
The
second
use
case
involves
non-‐player
visitors
that
can
access
content
related
to
exhibits
on
their
smartphones.
This
content
is
used
for
both
use
case
one
and
two.
In
use
case
two,
non-‐gaming
visitors
can
also
add
comments
to
the
exhibits
that
they
visit
in
the
museum.
Both
use
cases
can
be
combined,
to
offer
visiting
families
a
more
appealing
visit
to
a
museum.
The
children
then
play
the
game,
while
the
parents
engage
in
a
more
exhaustive
visit
along
the
lines
of
use
case
two.
3.3.1.2 Scenario
In
this
section,
both
use
cases
are
discussed
in
a
more
hands-‐on
way,
to
provide
a
concrete
impression
of
how
the
pilot
will
operate.
This
scenario
will
function
as
a
guideline
for
the
integration
of
the
various
technologies.
23
Apollon – Deliverable 5.4
information
regarding
the
exhibit.
The
users
are
asked
to
go
find
the
matching
works
in
the
museum.
• Some
or
all
of
the
pieces
in
the
real
museum
have
been
marked
with
a
QR
code.
When
scanning
the
code,
the
user
is
presented
with
content
related
to
the
exhibit
and
an
identification
code.
If
the
user
believes
they
have
identified
a
missing
object,
they
can
enter
the
code
at
the
location
of
the
missing
exhibit
in
the
3D
world.
If
it
matches,
they
get
points.
• A
Twitter
account
is
set
up
for
the
game.
Key
events
that
take
place
in
the
game,
like
players
successfully
matching
a
missing
exhibit
to
a
real
exhibit,
are
logged
to
this
twitter
account.
The
twitter
account
can
then
be
embedded
in
the
website
of
the
museum
to
provide
an
overview
of
the
activity
of
the
game.
This
could
intrigue
visitors
of
the
website
and
motivate
them
to
visit
the
museum.
In
addition,
the
twitter
account
can
be
visualized
in
the
heads
up
display
of
the
3D
application,
to
give
players
an
overview
of
what
other
players
are
doing
in
the
game.
Use
case
2:
participation
of
museum
visitor
in
museum
exhibition
• Before
entering
the
museum,
visitors
are
made
aware
of
the
fact
that
they
can
access
exhibit-‐related
content
using
their
smartphones.
However,
they
are
told
that
they
need
a
scanner
application
to
do
so.
For
example
OptiScan
for
iOS
costs
1.99$.
• QR
codes
have
been
placed
close
to
exhibits.
Scanning
the
QR
code
using
the
scanner
opens
a
browser
window
that
automatically
links
to
the
Air
Grafitti
page
on
which
the
content
can
be
accessed.
This
can
be
text,
images,
video
or
audio.
• Visitors
are
also
offered
an
interface
to
post
comments
on
the
exhibit
about
which
they
are
viewing
content.
They
also
have
access
to
a
Facebook
“like”
button,
which
will
automatically
post
the
exhibit
to
their
friend
network
on
Facebook.
Using
the
like
button
increases
the
exposure
of
the
museum
and
its
exhibitions
to
the
public.
24
Apollon – Deliverable 5.4
3.3.2 Pilot set-up
25
Apollon – Deliverable 5.4
3.3.2.2 Non-technical set-up
The
pilot
involves
collaboration
between
different
stakeholders,
each
with
a
specific
responsibility:
• The
local
Living
Lab:
The
responsibility
of
this
actors
does
not
only
include
a
good
integration
of
the
various
technologies,
but
also
that
this
is
in-‐line
with
the
needs
and
requirements
of
the
hosting
partner,
i.e.
the
museum.
Next
to
that,
they
also
are
responsible
for
involving
the
users
in
the
development
and
evaluation
process
• The
transfer
Living
Lab:
as
they
already
have
experience
with
one
of
the
basic
technologies
that
will
be
part
of
the
integrated
pilot,
their
role
is
to
provide
the
necessary
input
with
regard
to
user
experiences
on
that
technology,
based
on
the
research
they
have
conducted
so
far.
• Technology
providers:
The
technology
providers
involved,
3D2+
and
IBBT,
are
responsible
for
integrating
their
technologies.
They
will
work
together
in
developing
the
‘Museum
Quest’
concept.
They
are
also
responsible
for
describing
the
necessary
technology
set-‐up
and
guide
both
the
Living
Lab
and
museum
in
the
actual
set-‐up
and
deployment.
Next
to
the
integration,
they
will
provide
the
necessary
monitoring
instruments
to
allow
the
logging,
needed
for
the
evaluation.
• The
hosting
partner:
The
application
that
is
the
subject
of
the
pilot
will
be
tested
and
evaluated
in
a
real
life
environment.
In
practice
this
will
be
a
museum
setting.
The
museum
acts
as
a
full
partner.
This
mean
that
they
will
not
only
use
the
application
in
their
daily
operations,
but
also
that
they
will
provide
the
necessary
access
to
their
premises.
In
addition,
this
actors
will
be
responsible
for
the
addition
of
the
exhibit-‐related
content
that
is
relevant
to
the
scenario.
26
Apollon – Deliverable 5.4
3.3.2.3 Technical set-up
Figure
2:
use
case
diagram
for
Brussels
pilot
As
can
be
seen
in
Figure
2,
both
gamers
and
non-‐gamer
visitors
can
use
the
functionality
that
will
be
developed
in
this
pilot.
The
non-‐gaming
museum
visitor
will
be
able
to
scan
QR
codes
and
receive
content
on
the
related
exhibit.
In
addition
to
this,
the
gamer
will
use
this
content
to
match
the
missing
exhibits
in
the
3D
world
to
the
exhibits
in
the
real
museum.
Also,
the
gamer
will
be
able
to
monitor
the
progress
of
the
other
teams
that
are
playing
the
game,
through
a
visualization
of
the
game’s
twitter
log.
A
similar
visualization
will
be
available
on
the
museum’s
website,
in
order
to
draw
new
players
to
Museum
Quest
and
thus
to
the
museum.
27
Apollon – Deliverable 5.4
In
terms
of
user-‐generated
content,
both
the
gamer
and
the
non-‐gamer
will
be
able
to
use
a
“like”
button
to
post
the
exhibit
content
to
their
social
network
in
Facebook.
Non-‐gaming
visitors
will
also
have
the
ability
to
write
comments
on
the
exhibits.
Although
perfectly
feasible
from
a
technical
point
of
view,
we
do
not
believe
writing
comments
on
an
exhibit
is
something
one
would
do
while
playing
the
game.
This
is
why
we
are
leaving
it
out
of
the
use
case
for
the
Museum
Quest
game.
Someone
who
has
access
to
the
appropriate
content
and
can
oversee
its
quality
will
add
the
content
to
Air
Grafitti.
In
Figure
2,
this
role
is
called
the
“Museum
content
provider”.
Most
museums
already
have
content
on
their
exhibits
for
publication
in
e.g.
printed
catalogues
and
web
sites,
so
adding
the
content
will
be
mainly
a
question
of
selecting
and
formatting
the
appropriate
content.
In
addition
to
administering
the
content,
the
museum
content
provider
will
be
able
to
print
a
QR
code
via
Air
Grafitti
that
can
be
placed
close
to
the
exhibit
it
is
related
to.
Depending
of
the
time
frame
of
the
pilot,
these
QR
codes
can
be
printed
or
engraved
on
a
durable
medium,
or
not.
3D2+
will
develop
the
3D
world.
The
world
will
look
like
a
museum
that
has
been
badly
kept.
The
world
does
not
have
to
match
the
actual
museum
to
match
the
game
concept.
Air
Grafitti
will
be
used
to
provide
content
on
the
exhibits,
and
generate
QR
codes
that
can
be
placed
close
to
the
exhibits
in
the
real
museum.
28
Apollon – Deliverable 5.4
Technical
architecture
Figure
3:
software
and
hardware
deployment
in
the
integrated
scenario
As
can
be
seen
in
Figure
3,
this
scenario
foresees
that
all
the
functionality
of
the
game
can
be
used
on
one
smartphone
device
and
in
the
same
application.
The
3D
application,
built
in
the
Shiva
3D
engine
technology3
used
by
3D2+,
will
be
ported
to
a
code
base
that
can
be
executed
on
smartphones
using
either
iOS
or
Android
as
operating
system.
3D2+
will
also
integrate
a
QR
scanner
in
the
3D
application,
so
the
user
does
not
need
to
leave
the
application
when
scanning
a
QR
code
and
displaying
the
resulting
content.
3
http://www.stonetrip.com/
29
Apollon – Deliverable 5.4
Once
a
QR
code
has
been
scanned
in
the
application,
the
content
that
is
hosted
on
the
Air
Grafitti
server
will
be
read
using
the
Air
Grafitti
API.
This
API
can
be
called
upon
through
REST
GET
requests
and
produces
XML
data
that
will
need
to
be
parsed
by
the
application
in
order
to
be
displayed
in
the
3D
world,
or
in
a
dialogue
window
on
top
of
the
application’s
heads
up
display.
When
certain
events
occur
in
the
3D
application,
the
Twitter
API4
will
be
invoked
and
specific
information
will
be
passed
in
XML
format.
This
Twitter
log
is
then
visualized
in
the
3D
application
of
other
players
and
on
the
museum’s
web
site.
When
gamers
or
non-‐gaming
visitors
use
the
“like”
button,
data
is
sent
in
JSON
format
to
Facebook’s
Open
Graph
API5.
All
data
streams
that
will
need
to
pass
over
internet
are
requests
to
web
platforms
that
produce
text,
images
or
videos
that
are
optimized
for
the
web.
Therefore,
we
expect
the
application
to
be
able
to
read
and
display
exhibit
content
using
a
HSDPA
connection
which
is
readily
available
from
Belgian
mobile
carriers.
Should
the
architectural
structure
of
the
museum
prove
to
greatly
impair
data
transmissions,
or
should
the
responsiveness
of
the
application
prove
to
be
too
low
using
HSDPA,
we
will
need
to
look
for
alternatives,
like
installing
a
temporary
Wi-‐Fi
network
in
the
museum.
3.3.2.4 Timing
A
number
of
different
tasks
will
need
to
be
undertaken
in
order
to
complete
this
pilot.
They
are
the
following:
1. Scenario
co-‐design:
adaptation
of
the
game
scenario,
together
with
the
museum
and
the
implementation
partners:
3D2+
and
IBBT.
In
this
task,
more
research
needs
to
be
done
on
interface
design
and
technical
aspects,
like
the
exporting
of
Shiva
3D
applications
to
mobile
operating
systems
and
the
integration
in
Shiva
3D
of
a
QR
scanning
function.
(M13-‐M15)
2. Implementation
&
testing:
the
actual
creation
of
the
application,
integration
of
3D2+
and
IBBT
technologies
and
testing
of
the
resulting
application.
(M14-‐M20)
4
http://apiwiki.twitter.com/
5 http://developers.facebook.com/docs/api
30
Apollon – Deliverable 5.4
3. Experiment
&
user
tests:
exposing
users
to
the
actual
application
and
tesing
the
effect
of
the
application.
(M18-‐M24)
3.3.3.1 3D2+
3D2+
will
use
the
KidNet
platform
for
this
pilot.
KidNet
is
a
virtual
community
for
children
in
which
each
user
has
its
own
login.
In
order
to
decrease
the
budget,
we
will
use
existing
KidNet
graphics
in
the
pilot..
Several
existing
KidNet
funtionalities
will
be
left
out.
For
example,
there
is
no
need
in
the
pilot
to
talk
with
one’s
friends,
personalize
one’s
avatar
or
one’s
island.
This
means
the
interface
of
the
program
will
have
to
suit
the
requirements
of
the
pilot.
The
following
elements
need
to
be
developed
to
suit
the
pilot’s
game
design:
o Text
explaining
the
game
o The
design
of
the
3D
world
in
the
future
with
the
missing
exhibits.
o Support
for
the
game
mechanics
that
are
part
of
the
pilot
:
3.3.3.2 IBBT
The
Air
Grafitti
web-‐based
application
will
be
used
by
non-‐gaming
visitors
to
access
content
on
exhibits
in
the
museum,
but
currently
has
a
distinct
look
and
feel
that
does
not
necessarily
match
the
style
of
a
museum.
As
the
site
can
be
skinned,
a
new
look
and
feel
should
be
applied
to
more
closely
match
the
style
of
the
museum
in
which
the
pilot
will
be
deployed.
Also,
the
second
use
case
described
in
3.3.1.2
mentions
the
possibility
to
“like”
content
related
to
a
certain
exhibit.
This
like
button
needs
to
be
added
to
the
Air
Grafitti
platform.
31
Apollon – Deliverable 5.4
Another
thing
that
needs
to
be
taken
care
of
is
the
printing
of
QR
codes
that
are
large
enough
to
be
displayed
in
a
museum.
In
the
current
version
of
Air
Grafitti,
the
generated
QR
codes
are
non-‐printable.
32
Apollon – Deliverable 5.4
application
level.
At
the
end
of
this
phase,
an
ex-‐post
questionnaire
will
be
conducted
to
evaluate
the
users’
experience
with
regard
to
the
application.
3. Thirdly,
we
will
involve
the
stakeholders
themselves
as
users
within
the
general
post-‐evaluation
process.
This
will
done
through
some
interactive
workshops
in
which
all
stakeholders
(museum,
3D2+
,
AirGrafitti
and
LL)
are
involved.
(M20-‐M24)
The
goal
of
these
workshops
is
not
only
to
evaluate
the
application
and
service
as
such
but
also
to
investigate
the
process
of
the
integration
and
the
cross-‐border
Living
Lab
exercise.
Here,
we
will
use
the
templates
from
WP1.
Part
of
this
research
will
also
focus
on
how
this
has
helped
the
SMEs
in
their
business
development
activities.
4. Evaluation tracking
The
evaluation
of
the
pilots
will
be
carried
out
following
the
questionnaires
and
templates
provided
by
WP1
in
D1.3.
WP5
Living
Labs
are
responsible
for
collecting
the
necessary
data
to
evaluate
the
pilots
accordingly
to
WP1
requirements.
In
particular,
Living
Labs
will
be
responsible
for
collecting
and
analyzing
user
feedback
during
the
“piloting
activity
both
in
local
and
cross-‐border
settings,
and
to
collect
and
analyze
SME
feedback
about
the
benefits
and
problems
of
collaborating
with
a
cross
border
network
of
Living
Labs.
33
Apollon – Deliverable 5.4
coherence
in
the
evaluation
method
in
order
to
obtain
comparable
data.
Common
templates
for
collecting
user
feedback
will
be
defined
by
the
end
of
January
2011
(M15).
In terms of quantitative evaluation, each SME will record its technology logs during
the piloting activities in order to monitor how many users use the applications and
how much content they produce. The local living labs will make sure these logs are
active and up-to- date. The transfer living lab is responsible for analyzing the logs for
its pilot along with qualitative data.
These data will be collected during the pilot. The final evaluation will be completed
by the end of July 2011 (M21).
Furthermore,
in
order
to
keep
track
of
new
contacts
and
business
opportunities
that
SMEs
discovered
thanks
to
the
cross-‐border
activity
in
APOLLON,
each
Living
Lab
will
draw
a
graph,
representing
the
connections
(projects,
partners,
users)
that
local
SMEs
had
at
the
beginning
of
the
cross-‐border
pilot
They
will
keep
this
graph
updated
with
new
connections
during
the
piloting
activity.
34