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An Ontology for Spatio-Temporal Media Management and an Interactive Application

Takuro Sone (), Shin Kato, Ray Atarashi, Jin Nakazato, Manabu Tsukada and Hiroshi Esaki
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Takuro Sone: Graduate School of Science and Technology, Shizuoka University, Hamamatsu 432-8011, Shizuoka, Japan
Shin Kato: Graduate School of Information Science and Technology, Department of Creative Informatics, The University of Tokyo, 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-8656, Japan
Ray Atarashi: Internet Initiative Japan Inc., Chiyoda-ku, Tokyo 102-0071, Japan
Jin Nakazato: Graduate School of Information Science and Technology, Department of Creative Informatics, The University of Tokyo, 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-8656, Japan
Manabu Tsukada: Graduate School of Information Science and Technology, Department of Creative Informatics, The University of Tokyo, 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-8656, Japan
Hiroshi Esaki: Graduate School of Information Science and Technology, Department of Creative Informatics, The University of Tokyo, 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-8656, Japan

Future Internet, 2023, vol. 15, issue 7, 1-34

Abstract: In addition to traditional viewing media, metadata that record the physical space from multiple perspectives will become extremely important in realizing interactive applications such as Virtual Reality (VR) and Augmented Reality (AR). This paper proposes the Software Defined Media (SDM) Ontology designed to describe spatio-temporal media and the systems that handle them comprehensively. Spatio-temporal media refers to video, audio, and various sensor values recorded together with time and location information. The SDM Ontology can flexibly and precisely represent spatio-temporal media, equipment, and functions that record, process, edit, and play them, as well as related semantic information. In addition, we recorded classical and jazz concerts using many video cameras and audio microphones, and then processed and edited the video and audio data with related metadata. Then, we created a dataset using the SDM Ontology and published it as linked open data (LOD). Furthermore, we developed “Web 360 2 ”, an application that enables users to interactively view and experience 360 ∘ video and spatial acoustic sounds by referring to this dataset. We conducted a subjective evaluation by using a user questionnaire. Web 360 2 is a data-driven web application that obtains video and audio data and related metadata by querying the dataset.

Keywords: content management; ontology; resource description framework; digital media; audio visual; proof-of-concept; virtual reality (search for similar items in EconPapers)
JEL-codes: O3 (search for similar items in EconPapers)
Date: 2023
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