Professional Documents
Culture Documents
(IEEE GEM 2018) Improving Learning Experience by Employing DASH-based Mulsemedia Delivery
(IEEE GEM 2018) Improving Learning Experience by Employing DASH-based Mulsemedia Delivery
Abstract—This paper describes the experimental deploy- technologies shift the focus from a teacher-centred to a
ment of a DASH-based Multi-Sensory Media Delivery System student-centred approach.
(DASHMS) to support multi-sensorial media-enhanced learning. Pedagogically, these technologies enable a constructivist
Multi-sensorial media (mulsemedia) combines multimedia com-
ponents (video and audio) and emerging technologies targeting approach of learning where a student constructs their own
other human senses (e.g. touch & haptics, smell and taste). This learning experience rather than strictly receiving knowledge.
paper studies learning experience with olfaction and haptic-based The paper is organized as follows. Section 2 introduces the
mulsemedia when employing DASHMS in a real-life subjective state-of-the-art related works in mulsemedia communications
experiment with 40 participants. The tests performed evaluate and user-perceived QoE. Sections 3 and 4 give an overview of
the user-perceived quality of experience (QoE) and the effects of
mulsemedia on user learning. DASHMS and present the research methodology of the case
Index Terms—Multi-Sensory Media Delivery, Olfaction, study and its results. Finally, Section 5 concludes the paper.
DASH, Learner Experience, QoE
II. R ELATED W ORKS
I. I NTRODUCTION There have been very few studies investigating the user-
In multimedia applications, research and technology de- perceived experience associated with the use of media objects
velopments usually target two human senses only and focus such as tactile (touch) and olfaction. As the use of these media
on improving the image and/or sound quality. This limitation objects is relatively new, most of these perceptual studies have
stimulates the disconnection between the user and the repre- focused on the practicality and possibility of using these media
sented scene, undermining the enhancement of the interaction objects into applications.
in digital media through combinations of audiovisual content Examples of such studies involve a virtual reality (VR)
with one or several different types of other stimuli (e.g., haptic learning system called VIREPSE using both olfactory and
and/or olfactory). haptic feedback [1] and a mulsemedia VR learning environ-
This paper presents a research study on learner experience ment which investigates the effects of olfaction on learning,
using a new DASH-based Multi-Sensory Media Delivery Sys- retention, and recall of complex 3D structures such as organic
tem (DASHMS). While the Dynamic Adaptive Streaming over molecules in chemical structures [2]. However, neither of these
HTTP (DASH) is an adaptive streaming technology which include any detailed evaluation, limiting the discussion to the
provides support for media content streaming over the Internet significance of developing mulsemedia virtual environments
through conventional HTTP. The DASHMS extends DASH to for education.
enhance user experience with multi-sensorial media (mulse- The synchronization of different types of media is a re-
media) elements, engaging three or more human senses and curring issue. An example of this can be found in studies
allowing for adjustment of the mulsemedia content delivery in like [3] where researchers offer a perceptual study establish-
a heterogeneous network context. ing an algorithm to provide high-quality inter-media stream
This study is part of the EU Horizon 2020-funded NEW- synchronization (haptic and audio) in a virtual environment.
TON project1 whiuch bridges the gap between the develop- Similar studies, such as [4] exploring synchronization of
ment of latest technologies and classic education by providing olfactory media with audio-visual content and [5] investigating
educators and students with modern tools to enable improved synchronization issues and the integration of video and haptics
and more attractive teaching and learning. in resource-constrained communication networks, are closely
The research study described in this paper delivers mulse- related to the work described in this study.
media content and assesses the benefit of employing the To the best of authors’ knowledge, only Yuan et al. explore
latest technologies in the learning process in terms of learner adaptive mulsemedia proposing an ADAptive MulSemedia
satisfaction, quality of experience and learning outcome. These Delivery Solution (ADAMS) [6] for delivering scalable video
and sensorial data to users through three joint adaptation
1 NEWTON project webpage, http://newtonproject.eu dimensions: video, sensorial source, and network optimization.
Authorized licensed use limited to: Hong Kong Metropolitan University. Downloaded on January 08,2024 at 10:27:48 UTC from IEEE Xplore. Restrictions apply.
978-1-5386-6304-2/18/$31.00 ©2018 IEEE 414
2018 IEEE Games, Entertainment, Media Conference (GEM).
Using an MPEG-7 description scheme, ADAMS recommends user preference. After receiving the content, decoding and
the integration of multiple sensorial effects (i.e., haptic, olfac- rendering it, the mulseplayer at the client side will perform
tion, air motion, etc.) as metadata into multimedia streams and both video/audio content play out and control of the multi-
includes both coarse- and fine-grained adaptation at the server sensory devices to generate the user multi-sensory experience.
side - using mulsemedia flow adaptation and packet priority IV. C ASE S TUDY
scheduling. However, as it is not based on the standard DASH,
ADAM cannot be employed in conjunction with DASH videos The goal of the research study is to investigate learner
and cannot be easily embedded in future streaming systems. experience when education material involving multi-sensorial
This emphasizes the importance of designing a DASH-based content is used in class in the teaching process. Knowledge
solution to support adaptive mulsemedia content delivery. on ”Energy Harvesting” and ”Network Performance”, part of
a Dublin City University (DCU)-based course on Data and
III. S YSTEM A RCHITECTURE Computer Networks was delivered to undergraduate students
The DASHMS architecture illustrated in Figure 1 has two using mulsemedia. This section presents the case study set-up,
major components. On the Learning Model-based Server evaluation methodology and results analysis.
(LMS) side, a cloud-based platform annotates different sense A. Research Methodology
information and encodes all information into an adaptive The evaluation included a group of 40 undergraduate stu-
mulsemedia stream, associating it with a Media Presentation dents in the 19-25 age range, from DCU, Ireland. The learning
Description (MPD) file, enhanced with multi-sensorial meta- activity took place during the normal class hours, and it was
data. On the client side, a mulsemedia player (mulseplayer) prepared and supported by the members of DCU’s Perfor-
renders various sense segments into video/audio streaming and mance Engineering Laboratory (PEL)2 .
multi-sensorial effects (haptic, olfaction, etc.). The case study benefited from DCU Ethics Committee
A. Encoding approval. All required documents were provided: informed
consent forms, plain language statement and data management
The encoding for DASHMS in Figure 1 shows that the
plan. Table I shows the 7 steps followed by the researchers:
mulsemedia content can be divided into two parts: multimedia
content and sensory content/information. In this system, open TABLE I: Evaluation process
source DASH transfer tools, such as MP4Box and Bento4, 1) Collection of the consent forms
Ethics requirements 2) Description of the research study
are used to encode the video & audio content in MPEG 3) Collection of assent forms
DASH. For all other senses content/information, a mulsemedia 4) Pretest questionnaire
synchronization tool is proposed to generate the MPD and its 5) Learning experience
Learner process
6) Post test questionnaire
annotations. 7) Learner satisfaction questionnaire
B. Delivery and Playout
The plain language statement included a detailed description
After encoding, the sender receives requests for diverse
of the testing scenario, information on study purpose, partici-
segments from the DASH-client and delivers the adapted
pant identity protection info, etc.
mulsemedia stream, as requested. The requests are made by
the client based on network condition, QoE feedback and 2 DCU Performance Engineering Lab (PEL), http://www.eeng.dcu.ie/˜pel
Authorized licensed use limited to: Hong Kong Metropolitan University. Downloaded on January 08,2024 at 10:27:48 UTC from IEEE Xplore. Restrictions apply.
415
2018 IEEE Games, Entertainment, Media Conference (GEM).
The students had roughly 30 minutes to watch 6 mulsemedia timestamps. Then, the ”mulsemedia segment file” is generated
clips via DASHMS, each clip with two-question pre-test by a multi-sensory data annotation tool in DASHMS.
and five-question post-test questionnaires to evaluate learner Figure 2 shows the equipment and test-bed employed in the
experience. The post-test questionnaire can be downloaded tests. The Arduino-based programmable controlled fan, Figure
from this link: https://goo.gl/Wa8iEP. 2(a), provides the air-flow effect - the fan’s on/off state and
Finally, a learner satisfaction questionnaire assessed the stu- strength is controlled by a C++ program.
dent level of experience and DASHMS usability. In these tests,
all questionnaires were provided on paper and transcribed in
digital format later on.
Authorized licensed use limited to: Hong Kong Metropolitan University. Downloaded on January 08,2024 at 10:27:48 UTC from IEEE Xplore. Restrictions apply.
416
2018 IEEE Games, Entertainment, Media Conference (GEM).
Authorized licensed use limited to: Hong Kong Metropolitan University. Downloaded on January 08,2024 at 10:27:48 UTC from IEEE Xplore. Restrictions apply.
417