System Architecture Approach
Our
approach for the system architecture is to use the lessons learned
from the MMM and Wishter projects. The MMM and Wishter projects both
use a faceted metadata structures to store the annotations of images.
The images are stored in a local file directory and associated to
the annotations via reference names.
The
system architecture is a basic client server architecture just like
the MMM project. As seen in figure 1 (Mobile Image Component
Architecture), the architecture is very similar to that of MMM and
Wishter. The architecture consists of 3 main components that include
the application server, mobile phone, and the PC browser. The PC
browser and the mobile phone both have the same functionality with
the exception of browsing and becoming a member of a group only
available on the PC browser. The application server will be a global
store of the images that are downloaded during the completion of a
photo challenge as well as the global store for the faceted metadata
and the generated tasks.
Some
of major differences are the use of a java application running on the
handset (mobile phone) and queueing of images during download either
through the application or via email. Our experience developing the
MMM application raised some issues regarding latency as well as
control over the application on the handset. We are going to use
java code to implement the user inteface between the mobile phone
user and our game. By coding our own client application on the phone
using Java, we will have greater control over the functionality
responsibilities between the phone and the application server. This
will also alow us to address the latency issues we experienced in the
MMM project. The latency issues during the upload and download of
images were due to the lack of control over caching on the client
application as well as on the client browser on the phone. We are
looking to alleviate this issue by queueing up the images either via
email or through our application. Also, when transferring images
from our application server to the phone, we will be using
thumbnails of the images to upload.
As
shown in figure 1, the application server contains four major
processes. All of these processes either add or modify the faceted
metadata store. This is another key difference between the
implementation of MMM and Zooke. By having all of these process
modify and add to the faceted metadata store, we will be implementing
our distributed annotation approach discussed in the next section.
This distributd annotation approach to create metadata for a
photograph is leveraging the game aspect of Zooke as well as the
multiplayer game aspect of Zooke.

Figure 1 Mobile Image Phone Game Component Architecture
Distributed Annotation for Metadata Gathering
The
current annotation approach by both Flamenco and MMM are shown in
figure 2. This approach basically burdens the user with all the
work. The user takes the photograph, uploads the photograph to the
data store, and does the annotation of the photograph. As shown in
the figure 2 (Current Annotation Process), all the work is done by
the same user and further, most of the work is done in the third
phase, photo annotation. Through user studies we conducted regarding
the MMM annotation process, a major finding was the lack of incentive
to annotate photographs. Many users found little or no use of
descriptively annotating their own photograph.
 Figure
2 Curent Annotation Process
A
major goal of the Zooke game is to address this concern from the
users. Our approach is to use a distributed annotation approach in
order to add metadata to photographs. We have divided the annotation
process into three steps and have different users complete each step.
We are using the zookes/tasks to accomplish this. Figure 3
(Annotation Approach) highlights the distribution of work among the
tasks. When a player generates a photo challenge zooke, they
initially will be asked to annotate the zooke with initial metadata
such as primary facet and secondary facets. The facet node from the
primary facet selected will not be too deep into the facet. During
the zooke photo completion activity, the photograph taken will be
associated with the zooke and all the initial metadata will be
inherited by the photograph. Also, the location, time, and userid of
the person taking the photograph will be added as metadata as well.
In th verify activity, the photograph will be verified as completing
the zooke/task and through iteration, the photograph will be further
annotated.

Figure 3 Annotation Approach
Figure
4 shows a more descriptive picture of the distribution of work and
annotation. This figure highlights the amount of metadata gathered
is larger than the previous annotation method. Also, you notice that
the work is divided across multiple users
and that the majority of the work which still occurs in the last
phase (annotation phase) is divided across the community.

Figure 4 New
Annotation Process

Figure 5 User Interaction Component Diagram
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