Magic Lounge updated project description

The i3-project Magic Lounge aims at the development of intelligent communication services for virtual meeting spaces supporting the needs of a broad user population. The typical Magic Lounge users are ordinary people with little knowledge on the underlying telecommunication technology. The motivations for entering the Magic Lounge are as diverse as the interests of the potential user?s themselves. Some may join just to chat or to make new acquaintances. Others may engage in exchanging and sharing ideas, experience and knowledge on matters which relate to their professions, or hobby-related activities, as when stamp collectors, opera lovers or mountain climbers meet to indulge in their joint interest. Yet others may share common cultural or political interests and even use virtual meeting spaces as arenas of civil discourse. Magic Lounge aims at a close involvement of real communities from specification and design through to system evaluation. Such a real community, for instance, consists of the inhabitants of the smaller Danish isles who are represented in the project by the Bank of Ideas of the Smaller Danish Isles. However, there are numerous of further potential user communities including boarding schools, clubs and associations, and last but not least the geographically dispersed team of the Magic Lounge developers.


A user-centred design

Design and development of the Magic Lounge is based on user-centred design methodology. A selected group of users from a number of smaller Danish islands have been involved with the various aspects of the Magic Lounge design and development. The user participation has been through administering questionnaires, conducting workshops, interviews, and the use of the software prototypes. Besides this main Danish user group, other groups have also been utilised for testing specific aspects of the Magic Lounge software, or collecting users ideas for the design of specific system components.


Virtual meeting spaces that can remember

Study of the current teleconferencing and groupware systems, as well as our own participatory design work with ordinary users have revealed a strong need for a structured memory. Our hypothesis is that a variety of added-value communication services can emerge from a system’s capability to memorise information units that have been obtained from observing how people communicate and interact which each other in a virtual meeting space. While most of today’s collaborative systems consist of a set of loosely coupled communication tools (audio/video conferencing tools, textual chat, shared white boards, and shared special-purpose tools, e.g. for voting or collaborative web-browsing) we suggest an architecture that is centered around the concept of a conversation memory that will keep track of all communication acts regardless of the media-specific tools that are used for communication, and that can be queried by newcomers or latecomers who want to know what has happened in a meeting so far. The conception of the Magic Lounge memory component foresees the recording of spoken and typed utterances as well as other interaction events, such as the mutual exchange of references to electronic documents, which may be part of the virtual meeting environment. The conception also comprises a set of different user interfaces for accessing the memory content from specific points of view and by means of different communication devices. In particular, a 'temporal meeting browser' allows users to navigate back and forth through recorded meetings and inspect individual contributions in a non-linear manner. Hence, a Magic Lounge recorded meeting is a structured collection of different types of contribution (such as audio chat, speech turn, textual chat, and log information) which should allow the user to mentally reconstruct the whole meeting including its meaning, dynamics and progress. A contribution to a meeting can indeed be any action by the users or the system itself.


Beyond the mere exchange of messages and data

An important insight was that a structured communication framework would be needed for the realization of many of the envisaged memory and communication support functions. The consortium adopted a framework that is based on the notion of referable objects (in the sense of objects to which one can refer to), communicative-acts and conversations. Essentially, communicative acts denote activities, such as exchanging audio or chat messages among the communication partners. By treating the communication acts as referable objects, it is possible to reconstruct the flow of activity between all the clients (humans and system components) at a higher level of abstraction, and to reveal the various relations that may exist between the single acts.


Getting the mobile users in

An important project goal is to enable access to a virtual meeting space through mobile devices to account for the rapidly growing community of mobile but nevertheless connected users. The increasing quest for mobility together with a large variety of new portable computing and communication devices - including PDA's, palmtop, and mobile phones with build-in micro computers - add another level of complexity to systems which are to support tele-communication and collaborative work. This is due to the fact that the devices used by different people may not have the same input and output capabilities. Limited screen real estate, lack of high resolution and colors, no support for audio and video are among the typical restrictions on the output site, whereas restrictions on the input site may be due to miniaturized keyboards and GUI widgets, tiny physical control elements, or sparse capabilities for the capture and recognition of gesture, voice and video input. The new generation of mobiles with built-in Internet connection will create a high demand for a technology that allows to enter virtual meeting spaces and to access existing information sources and applications in a user-friendly way.

The Magic Lounge platform for hosting virtual meetings allows entering a meeting using heterogeneous communication devices, such as PCs and mobile phones. Mobile access to the meeting space is partly based on WAP, (Wireless Application Protocol) which employs WML (Wireless Markup Language), and partly on a wireless telephone connection. We use an automated presentation planner to allow for flexible tailoring of both content and layout of WML pages in a way that suits the display restrictions of the target devices.

Preliminary user studies indicate that using a mobile phone to access the Magic Lounge virtual meeting space is well appreciated by the users and is a relatively easy task to perform - though several procedures, such as writing a text message, are yet laborious, and some confusion may arise because of unchangeable device-specific assignments of functions to keys. However, there is hope that interaction design can be significantly improved by switching to forthcoming WAP versions.


An architecture based on standards

Many of the current collaborative systems use proprietary solutions for their architecture which make modifications or extensions difficult. In Magic Lounge, we have decided that, when it was possible and available, our architecture would be based on standards. In this way, the communication infrastructure is based on CORBA (Common Object Request Broker Architecture) from the OMG (Object Management Group ). As objects are the basic building blocks of the system, the structured memory uses an object-oriented database which is conform to the standards supported by the ODMG (Object Data Management Group) for API and request language (OQL - Object Query Language).


Thomas Rist
Last modified: Dec. 2000