Description of Experiment Sample Clauses

Description of Experiment. In the first user experiment, on Mobile Journalism, 12 participants were asked to join a role-play of a fictive local media company. The play aimed to evoke a context where participants experience the challenge of capturing compelling news stories and where they can experience newsroom time pressure. Four teams were asked to create two short news bulletins storifying capturing citizens thoughts on the current and the future City. All participants got an introductive course on mobile journalism and storytelling. The newsroom editors guided the remote journalists using a live chat channel, provided via a mobile application developed by VRT. Captured videos were sent to the newsroom using the FLAME platform. Figure 1. The journalist as a designer. Creating tangible conversation openers used in interviews (Photo FLAME , 2018 ). Figure 2. Local news room activities. Incoming interview (Photo Xxxx Xxxxx, VRT Innovation, 2018). In the second experiment, VRT deployed an interactive media application in the Millennium Square, situated in Bristol, stimulating a debate on future city challenges. The FLAME platform was tested regarding its capabilities of media distribution involving media encoding, storage, and load balancing at the edge of the network. 5 participants were asked to respond with their own made videos in 2 groups on several sustainability challenges posted at a particular spot in the Millennium Square. Access to media was limited to the immediate surroundings of the square, suggesting a physical experienceable media interaction zone. After this outdoor experiment, participants were asked to envision their own desired media interaction system in a workshop. Figure 3. Students explore the interactive media trail with Bristol’s Sustainable Future plans and UNSDG as themes (Photo Xxxx Xxxxx, VRT Innovation, 2019). Figure 4. Participants explain their vision on the city’s future and the role of new interactive media to Smart City experts (Photo Xxxx Xxxxx, VRT Innovation, 2019). The square was divided into 6 virtual zones, each corresponding to a certain topic. The topics stand for the big issues each transactional city is confronted with. In the edge was related content to each topic stored which could be retrieved using the VRT app, so the participants could get informed. Also, via the app, participants could upload their own contribution to the topic. The content was delivered via the storage FMS and the adaptive streaming FMS. There was a failsafe so th...
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Description of Experiment. The PMM offers an experience in which “my content is always available” from anywhere (within the smart city), from any device and for anyone with access to personal media server (typically family members). In our experiment we presented two scenarios: • PMM distribution in walking areas in Barcelona (see Figure 9): the main goal is to validate how users can be able to start, stop and resume the playback of audio/video content from another place with another device. The consumption of the media content continues while the user is walking in the Smart City without losing bookmarks and preferences; • PMM for multiple concurrent streams within the Smart City (see Figure 10): the QoE offered by the platform is tested with multiple users, dislocated along the smart city area, accessing to the same personal contents. FLAME-empowered Smart City Infrastructure FLAME-empowered Smart City Infrastructure Figure 9: PMM Scenario 1 -Distribution of personal media in walking areas in Barcelona Figure 10: PMM Scenario 2 - PMM for multiple concurrent streams within the Smart City The PMM experiments over the FLAME platform evaluate functions for media distribution that are suitable for serving dispersed endpoints in the FLAME-empowered Smart City. Indeed, the evaluation is focused on how FLAME allows to go beyond the traditional Content Delivery Network (CDN) architectures currently available for media distribution over IP. As shown in Figure 11, the PMM Service Function Chain (SFC), when the service is at first deployed, consists of a Personalised Media Origin Server (based on PLEX) deployed in the core data centre of the FLAME infrastructure in Barcelona. Initially, the Origin Server is active and connected through the FLIPS routing capability in order to be reachable by the Access Points of the FLAME platform in the area of Pere IV district. Replicas of the Origin server are placed but not connected into “gateworks” clusters (street cabinet units for edge computing). The PLEX Origin Server periodically sends data about streaming statistics (bandwidth, number of active streaming, type of active streaming, etc.) to FLAME’s CLMC.
Description of Experiment. The validation scenario experiments take place on Millennium Square in Bristol, UK, where a few famous Bristolians are present in the form of life-sized bronze statues. The story is acted out on different AR stages. These AR stages are mapped to specific locations on the Millennium Square with the help of GPS locations and AR markers. When the user gets into proximity of one of these locations, the stage is downloaded and visualized as soon as the corresponding AR marker is found. The AR markers are used to properly orient the stage relative to the real environment, which brings together the digital and physical world.
Description of Experiment. The Game Technology Center (GTC) at ETH Zurich, Switzerland, has been developing a team-based augmented reality (AR) urban arena game called Gnome Trader to validate the FLAME platform. The goal of the game is to collect as many tree seeds as possible for your team. Tree seeds can be gained either by planting trees in your AR garden and harvesting them once they’re fully grown, or by going to the virtual AR gnome shops distributed across Millennium Square to buy tree seeds. Each tree has its own associated 3D model, which is downloaded when its seed is planted by a player. A planted tree will trigger the download for every other player. Multiple players requesting to download the same 3D asset from the server will trigger multicasting. Some impressions of the game can be seen in Figure 22. Figure 22: AR gnome shop (left). AR garden (middle). Different tree models in AR garden (right).
Description of Experiment. Notes: In the triple dictator game, Players B do not have a decision to make. They, rather than Players A, choose a transfer amount in the modified dictator game. Figure 2: Comparison with Cox (2004) Investment game Fraction of subjects 0.5 0.4 0.3 0.2 0.1 Amount sent Cox Trust Our Trust Dictator game Fraction of subjects 0.5 0.4 0.3 0.2 0.1 Amount sent Cox Dictator Our Dictator Appendix B: Primary Tables Table 1: Details of Trust Games Combined with Surveys Study Country Fraction of A’s Sending Zero Fraction Return Fraction Returned Ratio BDM Students Sent y/tx y/x Limited Strategy Space Equal Endowments Double Blind Strategy Method Multiplication of Transfer Control for Altruism GSS Questions Comments Xxxx et al. (1995) USA 0.52 0.3 0.9 - X X X 3x No Survey Ashraf et al. (2006)1 Russia South Africa USA 0.1 0.49 0.29 0.80 X X 3x X 0.11 0.43 0.27 0.73 X X 3x X Subjects paid via random choice method. 0.09 0.41 0.23 0.58 X X 3x X Xxxxx et al. Russia 0.03 0.51 0.40 1.19 3x X (2004) Bs asked to 2 predict transfer Xxxxx (2006) South Africa N/A 0.33 0.23 0.69 X High School X 3x X Xxxxxxxxx & Xxxx (2007) Tanzania 0 0.56 0.46 1.38 X X X 3x X Administered via 'take- home" packet Xxxxxxxxx (2000) Kenya 0 0.44 0.18

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