TIYU
A Location based Music Player for Sports
Georg Schneider and Henning Voss
Computer Science Department, University of Applied Science Trier, Trier, Germany
Keywords: Mobile Application, Web Geographical Information, Personalized Web Sites and Services, Multimedia and
User interfaces.
Abstract: This paper describes a mobile location based music player for outdoor sports like running, cycling or hiking.
Athletes can boost their performance while listening to the right songs. The TIYU system augments trails
with appropriate music for the athletes, either automatically using an intelligent selection mechanism or
manually via a web based authoring tool. These so created trails can be shared with other users on a web
based sports community platform.
1 INTRODUCTION
Many activities seem to be easier when we listen to
our favorite music. This is true for sports as well.
Findings from medical research have lately proved
the positive effect of music on the performance of
athletes (i.e. Karageorghis and Terry 1997,
Karageorghis et al. 2008). One consequence of these
findings is that portable music players have been
banned from official races in the USA 2007 (New
York Times 2007). On the other hand this is the
reason why the 2009 London Half Marathon (Run to
the Beat 2009) consequently adjoined music to the
race for everybody. At this event, bands were
playing along the racetrack. However it is not
always obvious to choose the right tune for a
workout. Some runners are faster than others and
when it comes to inclination or descents the pace
also changes (the same is true for other sports like
cycling or hiking equivalently). One way to deal
with these issues is that a runner would plan his
workout at home. Ideally she would select the trail
she wants to run on a map and select the appropriate
songs for the different sections of the run depending
on the profile of the trail. Using a mobile music
player with GPS she can automatically play the
before selected music according to her position on
the trail. The device could easily detect a pause in
the running and would stop the music accordingly.
However another approach would be that she could
simply run a trail and choose the songs manually.
Once she has finished her workout she could save
the settings for the future.
An even smarter solution would be that the mobile
device automatically selects appropriate songs
depending on the speed of a runner or alternatively
in a way that she would accomplish to attain a
certain training goal, e.g. run a certain velocity.
Once the different playlists for the trails are set up
the runner possibly wants to exchange either
playlists or trails with other runners or even meet
other athletes with similar preferences. She would
possibly be interested in what music other people
listen to at the same trail or if there are runners that
have similar characteristics concerning velocity,
duration of the workout, time of the day of the
training etc. like her.
Another idea could be to see what playlist would be
appropriate in order to improve the running time for
a certain trail.
In order to realize such an application we will
describe in this paper a mobile application together
with a web based community website where users
can exchange the type of information mentioned
above. The name TIYU is derived from the Chinese
language (体育) and means “sports“ or “making
sport”.
First we will describe systems with similar goals in
the related work section. Afterwards we will
illustrate the concepts used in order to build such a
system. Then the concept is refined in the realization
section. We will show an example of the system and
118
Schneider G. and Voss H.
TIYU - A Location based Music Player for Sports.
DOI: 10.5220/0002807201180124
In Proceedings of the 6th International Conference on Web Information Systems and Technology (WEBIST 2010), page
ISBN: 978-989-674-025-2
Copyright
c
2010 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
give a short overview of the implementation. We
will finish the paper with a conclusion.
2 RELATED WORK
Several approaches to combine music and sports
exist already. The MiCoach system (MiCoach 2009)
from the companies Adidas and Samsung uses
sensors for heart rate and pace, which are
transmitted to a mobile phone. The phone uses this
information to select appropriate songs once the user
has selected the sport she wants to perform, e.g.
running or cycling and the desired speed. The user
has to copy songs to her mobile phone and set up a
playlist, which she listens to during her workout.
MiCoach offers so called motivational songs, which
can be selected manually during the workout. Songs
can also be selected automatically depending on the
type of sports the user has selected. A GPS sensor is
not a part of the system. A belonging website is used
to personalize the system, to set up training plans
and to visualize data acquired during the workout.
Nike+ (Nike 2009) is a cooperation between the
companies Nike and Apple. It consists of a mobile
music player, the iPod and a sensor that counts the
steps of a user. The user can define playlists or
download playlists that are supportive for a certain
type of sports e.g. running or cycling. A community
website is used to define workout goals and to
visualize and exchange information concerning the
training, like consumed calories. Furthermore
running trails can be defined and shared on the
website using a map. Since the iPod has no GPS
receiver these data cannot be used directly for a
workout.
The Nokia Sports Tracker (Nokia 2009) is an
application that runs on Nokia cell phones with GPS
receiver. Sportsmen can save GPS data of their
trails. These data can be transmitted to a website and
visualized on a map. Additionally this information
can be shared with other users. The so called “Live
Sharing” functionality transmits automatically the
data to the web server and other users can see the
location of this specific user. In the case of the
Nokia Sports Tracker, there is no support integrated
for music as part of the training.
Active Outdoor (Wayfinder 2009) is a website
where users can upload GPS tracks in order to
visualize these data on a map. The system can be
used for navigation and sharing of the GPS tracks
with other users. The system mainly supports blogs,
bulletin boards and the creation of groups. Similar as
the Nokia Sports Tracker, there is no support for
music.
Especially for runners more specialized websites
and communities have emerged lately, like Jogmap.
In general they differ only slightly compared to the
two foregoing systems concerning the functionality
in regard to storing, visualizing and sharing GPS
information. Jogmap offers a greater variety of
possibilities in order to create personalized workout
plans and analyze data for runners.
In contrast to the systems and services illustrated
above the service Run2rythm (Blake 2009) produces
music especially targeted for running. Users of the
service can select tunes based on the velocity they
want to run. Figure 1 illustrates the connection
between BPM (beats per minute) of the music and
time and distance that a runner will cover running in
the beat of the music.
Figure 1: Dependency between music and running pace
(Run3rythm 2009).
However this service does not include functionalities
like tracking the trail a user runs.
None of the systems above offers functionalities like
we have motivated in the first section. Either a GPS
device is integrated in order to visualize and track
the trails or music is used to support a training goal.
Using both, music and GPS data together to annotate
trails, to automatically select suited songs and to
share this information among users of a web
community has not been realized so far.
In the following we will describe the ideas of the
TIYU system, which combines the different
approaches of music selection in dependency with
the kind of sports and velocity of a user together
with the trail she moves along. A mapping and
visualization of this information using GPS and
maps is also part of the system.
TIYU - A Location based Music Player for Sports
119
3 CONCEPTS OF THE TIYU
SYSTEM
The goal of the TIYU system is to integrate the
different ideas of music selection, mapping and
exchanging of GPS data and sharing this information
between users into one system. First of all we will
describe different ideas of music selection for
outdoor sports.
3.1 Music Selection
In the preceding section we have already illustrated
the different influences in regard to music selection
for sports. Moving along an outdoor trail, not only
the kind of sports and the targeted speed have an
impact in the music selection but also the profile of a
specific route, especially the altitude profile. If a
user moves along a river the trails is normally flat
and the speed is relatively constant as well.
Compared to a trail in the mountains the situation is
different. The athlete will most certainly move
slower uphill than downhill.
Additionally the situation may arise where the user
wants to listen to a certain tune at a specific section
of the track but the tune may be to short or too long.
In the following we will sketch our ideas to select
music for a certain outdoor trail. In the following,
we will refer to a playlist, where the songs are
related to a certain GPS position as Location
Playlist. We will concentrate in our demonstration
on running but the same ideas apply for other sports
equivalently:
Manually, on the fly
While running, the user selects manually one
song after another. The playlist is recorded
together with the GPS data as a location
playlist.
Manually, prepared earlier
A user has already set up a location playlist
for her trail. This may be the case either using
one of the playlists created using the former
procedure or choosing a playlist, which has
been created by another person.
Automatically, user centered
Automatic selection of songs can be achieved
using the findings illustrated in figure 1. Using
GPS, the mobile device can compute the
velocity of a user and likewise can choose an
appropriate song for the current situation.
Automatically, trail centered
If the trail is known in advance or if the
mobile device uses the GPS data in order to
find out the profile of a trail, the system can
figure out, which song might be appropriate
for the current situation. However this mode
strongly benefits from a tagged music library.
These tags may be specified manually or
calculated after a run (e.g. songs that a user or
different users often play while running
uphill)
As we mentioned earlier situations may arise, where
a song is too short or too long for a certain section of
the trail. In the case, where songs are too long, they
may be skipped or blended into the next song. For
songs that are too short the situation is more
complicated. Different approaches may be possible:
The song is simply repeated until to the next
position, which is identified with a different
song.
Sections of a trail are not identified with a
single song but with a group of different
songs. In this case songs from this group are
played until the user reaches the next section
of the trail.
The song is artificially slowed down or sped up
in regard to the current speed of the user (e.g.
Bieber and Diener 2005).
3.2 Audio Feedback
Audio feedback is a way to give information about
certain aspects of a workout or trail to a user. In the
TIYU system we regard aspects of the workout e.g.
if a users moves too fast or too slow or if she moves
away from the selected GPS trail. In order to inform
the user about these facts we do not want to interrupt
the music displaying a voice message. This could
bother the user and interrupt the rhythm of the
music.
Our approach is to inform the user by turning the
music up or down. Thus the user can quickly
identify that she is no more within the intended
frame of the workout and she can check the trail or
the speed.
3.3 Workout Information
In order to share workout information between users
and possibly find training partners information like
day, time of the day, sport (e.g. running, cycling),
distance, duration and favorite trail and music are
stored in the system as well. This information can be
used to find users with the same training behavior.
This information is crucial for a community with
numerous users because it enables searching and
filtering of relevant potential training partners or
suited trails or location playlists.
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4 REALIZATION
In the following sections we will describe the
realization of the system. We will start with
illustrating our approach of the calculation of an
automatic song selection process.
Afterwards we will illustrate the procedure of
selecting users with a similar training profile.
Finally we will describe the architecture of our
system.
4.1 Calculation of Suitable Songs
Selecting the right song for the actual setting of an
athlete is crucial for our system. In order to make an
automatic selection for the best song that can be
played in a specific situation we use the following
approach:
BEGIN
bpmBest = 2.22 * geschwindigkeit + 140
bpmDiff = bpmBest – bpm(lied)
IF bpmDiff < 0 THEN
bpmDiff = bpmDiff * -1
bpmPoints = 255 - 1.0 / 10.0 *
bpmDiff * 255
IF bpmPoints < 0 THEN
bpmPoints = 0
RETURN bpmPoints
END
First we calculate the optimal beats per minute
(bpmBest) for the current velocity using the findings
illustrated in figure 1.
Afterwards we calculate the bpmPoints, which has a
highest value of 255. If the beats per minute do not
fit exactly to the speed of the user, the bpmPoints for
this song will be lower, e.g. if the bpmDiff is 5, the
value will be 127. If the difference bpmDiff is 10
the value is 0. Basically the function shows a linear
decline. The different values are based on
experiences from several tests we have carried out.
4.2 Display of Training Partners
The system supports the user in order to find suitable
training partners or location playlists. Thus not only
the music tastes of the different users but also their
training schedule and profile has to be taken into
account.
Because it concerns finding users with the same
preferences for music the Lastfm platform (Lastfm
2009) already offers a web service to find out similar
music given a certain music profile.
Additionally, the training schedule and profile
have to be taken into account. We have used the
following formula in order to calculate the similarity
of users:
Similarity = SameSports/4 + SameDay/4 +
SameTime/4+ TrainingIntensity/4
(1)
SameDay = SameDayMonday +
SameDayTuesday+…
(2)
SameDayMonday =
min(SameDayMondayUser1/TotalUser1,
SameDayMondayUser2/TotalUser2 …)
(3)
In (1) we calculate the overall similarity between
users, summing up the different similarities of the
factors we take into account. Formula (2) shows the
calculation of the similarity concerning the days
different users workout, whereas for each day (3) the
different users are compared in regard to their
training behavior on that day in relation to their
overall training.
The remaining similarities are calculated
accordingly.
4.3 System Architecture
The architecture of the TIYU system is a client
server architecture as illustrated in Figure 2.
The mobile user (User1) communicates with a
web server after a training or even during a training,
when a mobile connection is possible and allowed
by the user. Information about GPS position, playlist
and further application relevant information (e.g. if
the song has been played on an incline or a decline)
is transmitted to the server using the HTTP protocol
for communication and the XML format for the
content description.
Later the user can visualize or edit the data using
a web interface (e.g. User2).
Other users may download already existing
location playlist form the website, for example
User3 and start the training using these data.
User4 may set up her training using a web interface
before the training and associate songs or groups of
songs to certain sections of the trail. Later on she
uses the location Playlist for her workout (e.g.
User5).
TIYU - A Location based Music Player for Sports
121
Figure 2: Architecture of the TIYU system.
Figure 3: TIYU website.
5 EXAMPLE
The following example shows different views of the
system. The TIYU website as shown in figure 3
consists mainly of a map displaying the different
trails the user has (or friends of the user have)
created in this belonging section. By clicking on the
different numbers on the map, information about
length of the trail, velocity and time the trail has
been used for the last time will be displayed.
Furthermore the system tries to detect automatically
the kind of sports, e.g. running, hiking or cycling
depending on the velocity of the user.
In a different view the users of TIYU who
upload continuously their GPS coordinates to the
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server (and who allow to access these data) will be
visualized similarly on the map.
The website can also be used to exchange
comments to a specific trail or visualize training
data. The user can see on which days she usually
works out. Furthermore she can see the total amount
of time and distance she has covered in this week
and she can also look at the altitude profile for a
certain trail and the belonging velocity. Finally she
can search for similar users concerning training
behavior and music taste.
The user interface on the mobile device can
cover only a very limited space. Figure 4 shows one
view of the mobile client running on the cell phone.
In this case the training data is displayed showing
the velocity for a certain trail in the first minute.
Further views can display the dependency of
distance and velocity. Another graph display shows
the altitude profile together with time an athlete has
covered. Altitude profile and distance is a further
alternative.
Additionally the current song and a table with
statistics for the training so far are possible screens.
A map view showing the position of the user and
also the selected trail if desired, can be displayed on
the mobile phone as well if a mobile data connection
is available.
Figure 4: Screenshot from the mobile client.
6 IMPLEMENTATION
The TIYU system has been implemented using
JavaMe on the Nokia cell phone E90 Communicator
(MIDP 2.0) with 128 MByte memory, a 330 MHz TI
OMAP2420 processor (ARM11 architecture) and a
Symbian S60 operating system. The songs are
played using the media player installed on the
phone. In the current version of the system music
streaming is not yet available and the songs have to
be copied on the phone.
The server application is realized in Java as Servlets
hosted on a Tomcat web server. As database
MySQL is used together with the Hibernate
framework. The web application makes use of the
Google Web Toolkit. Furthermore the Google Maps
web service is used in order to display the map data.
The Lastfm web service provides the data for the
similarities of different songs.
7 CONCLUSIONS
In this paper we have presented a concept for
athletes who are interested in working out with
music. The system offers different modalities.
A user has different possibilities to generate a
location playlist, like generating one using a web
application, generating a location playlist on the fly,
downloading a playlist or let the system decide
automatically.
Furthermore information of the trainings are
recorded and displayed on a community website in
order to exchange trails or location playlists. The
discovery of new music, new trails and possibly also
future training partners can also be stimulated using
the system.
We have made a first test with three different
users that are regular runners. The feedback was in
general positive. The users characterized the system
as beneficial. Although these opinions are promising
a more detailed and profound user study has to be
carried through in the future in order to gain a valid
insight in the usefulness and the behavior of the
system.
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Karageorghis, C., Jones, L., Stuart, D.; Effects of Music
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