Stratos Media

    StratosMedia User Guide

    Section 1.0  | Basic Introduction

    1.1 Start your 30 Day free trial

    Access the StratosMedia login page through https://app.stratosmedia.com

    Enter your Email address which will be used to validate your account.

    Fill in your other details.

    001

    CLICK the start trial button and you will receive an email with instructions to create your own password.

    002

    Enter your Email address.

    Enter your PASSWORD.

    SELECT the indicated icon.

    CLICK the Login Button.

    004

    1.2 StratosMedia Dashboard Overview

    Go to https://app.stratosmedia.com/ and log in to your StratosMedia Account with your email and password.

    The Administration Console gives access to all of the StratosMedia Applications is via this GUI.

    There is a link in the Blue Panel to the Quick Start Guide which gives a brief overview of 4 easy steps to upload media, build a playlist of content, enrol a Player in your account and distribute to the device.  Also access this online User Guide from here.

    005

    1.2.1 Language Selection

    StratosMedia supports a large variety of languages.

    From the drop down box select the language you wish to use for your GUI.

    006

    The ADMIN DASHBOARD gives you a simple interactive display of your player network details at a glance.

    The panels can be resized and rearranged to your customized layout. Drag and drop panels around.

    007

    Double Click on the panels to access a list of the items. Each Item can then be opened by clicking again.


    Players Online – 
    Players that are online – active, on air.

    Players Offline – Players that do not have a network connection are offline but they may still be playing content.

    Players Sleep Mode – Players in sleep mode that have a network connection but are not currently on air. Probably scheduled offline.

    Players Inactive – Players that haven’t been online in 30 days. These could still be playing content.

    Players Total – ​Total number of players you have created. This includes Players in Trash until they have been permanently deleted by emptying the Trash.

    Active Channels – Channels currently running on any of your players.

    Inactive Channels – ​Channels not in use – e.g. If you created content and pushed out a campaign for Easter, and you have now changed out for Holiday Season campaign.

    Active Scenes – Scenes used in any of your active channels.

    Inactive Scenes – ​Scenes not in use – e.g. The Easter scenes you changed out for Holiday Season scenes.

    Media Library Size – ​Size of your current media library. Allowed 200GB storage.

    Active Datasources – ​Data sources you currently have collecting data – e.g. Google Sheets, RSS, CSV, Weather etc.

    Datasources Error – ​Data sources which have errored in last collection.

    1.2.2 Tutorial Videos

    On the top right hand side of the of the Admin console you will find a question mark icon.

    Clicking on this will give you access to tutorial videos relating to various components, elements and features of StratosMedia.

    Scroll to the video of your choice, left click, and your tutorial video will play in the window provided.

    008

    These tutorial items will be added to as the StratosMedia platform continues to develop.

    1.2.3 App Drop Down

    Clicking on the green apps button (home icon) will open a dropdown of the menu applications.

    009

    Note: Not all functionality is available in the Trial Account (Free) version.

    1.3 Trash

    The ‘Trash App’ acts as a recycle bin for media, scenes, channels and playlists.

    To send an object to the Trash, highlight that item (or items) and click on the Trash icon. This will then move them to the Trash.

    Trash 01

    You access the ‘Trash App’ from the Green Home Applications drop down menu.

    Items that have been sent to Trash can be found here. If you need to retrieve items they can be moved from ‘Trash’ back into the correct destination by dragging and dropping the object back into the new location.

    Trash 02

    Items in Trash can be completely deleted from your account by selecting the trashcan icon in the Trash.

    Trash 03

    IMPORTANT NOTE: Items in your Trash are treated as part of your active account until completely deleted from this area. You may incur extra costs with old Players still in Trash. Your Media storage space is also included until these items are removed.

    Section 2.0  |  Administrator

    2.1 User Roles and Permissions

    Permission settings can be divided into two parts: Access to functionality and access to files and folders.

    Before permissions can be assigned, a user will need to be created.

    2.1.1 Creating a New User

    From the ‘Green home button’ select ‘Accounts’

    Click the plus symbol in the Accounts window pane

    Type in the email address of the new account and press OK

     

    An email will now be generated and sent. Now that the new user has been created you are ready to assign functionality.

    Access to Functionality

    We’ve broken down access to functionality based on the items listed in the main menu plus any corresponding editor windows. For a small number of accounts, you can assign functionality directly to individual accounts. For a larger number of accounts, you can create groups of functionality which is like creating a role. Accounts can then be added to those groups.

    The assignable functions in Stratos are:

      • Account
      • Data Sources
      • Media
      • Player Groups
      • Players
      • Playlists
      • Remote Data
      • Scenes
      • Video Walls
      • Channels
      • Channel Editor
      • Scene Editor
      • Google Drive

    Assigning a Function Directly to a User

    To add Functionality directly to a User

    From the ‘Green home button’ select ‘Accounts’

    Double-click on the user you wish to assign functionality

    Drag the functionality you require from the Available Functions windows pane over to the Assigned Functions window pane.

     

    Repeat step 3 to add more functions to the account

    2.1.2 Creating User Groups

    Groups can be created and users assigned certain permission settings and functionality.

    How to create a New Group

    From the ‘Green home button’ select ‘Accounts’

    Click the plus symbol in the Groups window pane

    Type in the name of the new group and press [Enter]

     

    Repeat step 3 to add more groups’ functions to the account

    Assigning a Function Directly to a Group

    To add Functionality directly to a User.

    From the ‘Green home button’ select ‘Accounts’

    Double-click on the group you wish to assign functionality.

    Drag the functionality you require from the Available Functions windows pane over to the Assigned Functions window pane.

     

    Assigning Users to your newly created Group

    Once functionality has been given to your group you are ready to assign the user in which you wish to be a part of this group. Multiple users can be dragged and dropped into any group

    Double click on the group you wish to add new users into. From the ‘Accounts’ window pane, highlight the user you wish to add to the group and drag it into the ‘Assigned Accounts’ field in your ‘Group’ window pane.

     

    2.1.3 User Permissions

    Permission settings can be assigned to users or groups or restrict access to the various components within the Stratos content management system.

    Permission groups can be applied to individual items and/or folders in:

      • Media
      • Scenes
      • Channels
      • Players
      • Player groups
      • Video walls
      • Remote data sources

    Setting permissions is a three step process:

    1. Create the group name for the permission you want to create.
    2. Assign the user accounts to their relevant groups.
    3. Set the permissions for folders/media/scenes/players etc. with groups that you created in step 1.

    Set Permission on a Single Asset

    Right-click on the asset and select Set Permissions.

    Click the plus sign to add a permission group.

    Select group name from the list.

     

    Note: If permissions need to be set on a folder please refer to the steps below

    Set Permission on a Folder

    Right-click on the folder and select Set Permissions.

    Uncheck Make all sub-items the same as this. Then, click the plus sign to add a permission group.

    Select group name from the list.

     

    Additional Permission Rules

    • Users can be a member of multiple groups.
    • Items can have multiple groups assigned to them.
    • If a user doesn’t have permission for an item or folder, they won’t be able to see it or interact with it.
    • Newly uploaded media and created scenes, channels, player groups, video walls and folders at the top level will receive the ‘everyone’ group.
    • By default, new folders will have ‘Make all sub-items the same as this’ box checked. This means that folders or items created in this folder will receive the same permissions as the parent folder.
    • The parent folder’s permissions will be applied to all items contained in it every time the parent folder’s permissions are updated. If you want some of the contents of a folder to have different permissions to the parent you need to uncheck this box.
    • Permissions applied to media and data sources are enforced in the scene editor. As are scenes and playlist permissions in channel and playlist editors.
    • If a user has permissions to a player group, but doesn’t have permissions to all players in the group, any content they send to the group will only be sent to the players with permission.

    Items created in a folder will receive that folder’s permission settings.

    Section 3.0  |  StratosMedia Player

    3.1 Player Installation and Enrolment

    This Step is done on the device you will use as a media player. StratosMedia currently supports Chrome OS, Windows, and OSX.

    NOTE: You can add the StratosMedia Player onto the same device as your Management Console for demonstration and testing purposes. To CLOSE the Player application use Alt + F4 keystrokes

    Installing a Chrome Player Application on a Chrome OS device.

    Via the StratosMedia Admin Console: Login (https://app.stratosmedia.com/) to open the StratosMedia Admin console and select ‘Players’ from the Green Home button dropdown. Click on the ‘Chrome App Player’ Tab to open Google Chrome Web Store.

    Player Registration-(0)

    Via Chrome Webstore: The Chrome App Player can be downloaded directly from the Chrome Webstore onto the device – https://chrome.google.com/webstore/detail/stratosmedia-player/alhlkpgheiefedomljbenmkpconkffhk

    Add Chrome Player 01

    Open the Google Chrome Web Store choose the Chrome App Player download and select ADD TO CHROME.

    Follow the prompts to add the StratosMedia Player App to the Chrome OS device.

    The StratosMedia Player will launch and require registration into your account.

    How to Activate a StratosMedia Chrome Player App

    When a new StratosMedia Chrome Player App is installed you will now see the below screen. Take note of the unique 6 character Player Code for that device.

    Player Registration-(1)

    To activate the StratosMedia Chrome Player, log into your Admin console, open the Player window from the Home dropdown. Navigate to the folder you would like to register the player into and select the ‘Activate Player’ Tab and follow the prompts. (You can move Players into other Folder locations after activation if required)

    Enter the unique 6 digit code provided on your Player device. This can only be used once per Player.

    Player Registration-(2)

    This code expires after one month. If the player is not activated within one month a new code is generated.

    Next, enter a name for the player.

    Player Registration-(3)

    The player is now registered in your account.

    Player Registration-(4)

    NOTE: If a Channel has the default tag this channel of content will be downloaded automatically and start playing on the device. The player will require Internet access to be able to operate.

    Installing a Windows Player App on a Windows OS device

    This Step is done on the media player device. StratosMedia currently supports Chrome OS, Windows, and OSX.

    NOTE: You can add the StratosMedia Player onto the same device as your Management Console for demonstration and testing purposes. To CLOSE the Player application use Alt + F4 keystrokes

    Windows Player exe

    Log in to your StratosMedia Account and from the green home button select ‘Players’ then the windows player for your device (32 or 64 bit).

    1. Click “Download Player” in the Player window. It will prompt you to save or open a file. Save the zipped file (win32.zip) into your newly created “Stratos” folder. Unzip the folder using “Extract all“.
    2. View the extracted contents of the “winXX” folder. Right click and send “stratosplayer.exe” to the desktop.

    The StratosMedia Player will launch and require activation into your account.

    Follow the steps as above for the Chrome player activation.

    3.1.2 Player Overview

    When the player manager window is first opened it gives you a visual representation of all the players you have created in your account.

    A player’s online status is easily identified. Players that are orange have no network connectivity and players that are green have network connectivity.

    Players on-offline

    Note: Color status is only an indicator of internet connectivity not if the player is on or off.

    A player can still run with no network connectivity as the content is stored locally on the device.

    In the Player Manager window information on a particular player can be found once a player is highlighted. This information can be found in the panel on the right hand side. At a glance you can quickly check the resolution, what content is running on the device, the IP address and version number of the player. As well as memory usage and when the player was created.

    Creating folders

    Folders can be created to help organise players.

    In the player manager window on the left hand side click on the folder icon. A new folder will be generated. By right mouse clicking on the newly created folder it gives you the option of being able to rename.

    To add players to a newly created folder. Highlight the player you wish to add, hold down the left mouse button and drag it on top of the folder. Once the player is on top of the folder a little green tick will appear. Release the left mouse button and your player will now be added to your newly created folder.

    Deleting players or folders

    If required, players and folders can be deleted and moved to trash.

    This can be done in two ways.

    Highlight the folder or player you wish to delete. And on the left hand side you will see a ‘trash can icon’. Click on this and your player or folder will be moved to the trash.

    By highlighting a player or folder and right clicking, it also gives you the option to move to trash.

    3.1.3 Player Manager Window

    In depth information can be gathered if required about a particular player.

    Details tab

    Select a player and with the left mouse button, double click on it.

    A new player window will open. Under the ‘Details tab’ information on the local time, resolution, Memory usage, Time the player has been running, Status of the player, IP address and Network speed.

    Player location is a key feature – By clicking inside the map you are able to zoom in with your mouse.

    The ‘Currently Playing’ window displays a thumbnail of the scene that is currently being displayed on the screen. Remaining time of that particular scene is also captured in real time before the next scene changes.

    ‘Scenes Loaded’ allows the user to look at scenes that have been loaded onto to the player.

    ‘Tags’ – Player ‘tags’ play an important role in content distribution. Multiple tags can be added to a player giving it the ability to be in multiple player groups at once. If a player requires to be added to a player group at a later date then a player will need to be tagged first to do so.

    To add a tag to a player, in the ‘tag field’ enter the project name or key identifier and press ‘enter’. Your player tag will now be added to that particular player. For more on ‘Tags’ refer to player groups.

    Players_01

    Settings Tab

    By selecting the ‘Settings Tab’ additional information on the CPU and Display can be found.

    Content Retrieval’ can be scheduled On Demand or set to a Specific Time when network bandwidth is low.

    Reboot’ can be scheduled to restart the device to help with memory leak and playback performance. This feature is available on Chrome OS devices only

    Active Time’ (refers to the StratosMedia Player App status) controls the operating playback time period.

    Active Weekdays’ gives you the ability to select the days of the week for playback display.

    Settings – Rotation’ allows you to rotate the screen aspect 0-90-180-270 degrees.

    Note: If any changes have been made before closing the player window, be sure to push save.

    Network Test button

    Pushing this button will refresh your network speed indicator to find out the current Mb/s

    Clear Content button

    Gives you the ability to clear content so that you are able to get a fresh download if required.

    Restart Button

    Gives you the ability to restart the player remotely from the player manager.

    Players_02

    Note: Player needs to be running first before you are able to do this.

    3.1.4 Sending a Channel to a Player

    Select ‘Players’ from the ‘Apps’ drop down menu. Leave this window open to drag and drop content onto that player.

    Select ‘Channel’ from the ‘Apps’ drop down menu. You will also need to leave this window open.

    To add a Channel, highlight which one you would like to be displayed and drag and drop it directly onto the selected Player. Your channel of content will begin to download. Once fully downloaded, content will be displayed on your Player.

    Player Update 00

    When selecting a Folder which contains Players, the Players in that folder will appear in the panel on the right of the Player window. A Channel can be dropped onto the Player icon in this panel without opening the Folder.

    Player Update 01

    3.2 Player Groups

    Player groups allow the same content to be distributed to all the players within the group at the same time.

    Players can be combined into two separate categories depending on how you wish the content to be distributed. The first category “Group”, allows the same content to be distributed to all players within this group. The second category “Sync Group”, allows all distributed content to be synced across all players.

    Please note: Under “Group” players will play all the same content; however the content will not be synced.

    Creating a new Player group

    To create a new group, go to the Apps home button and select ‘Player Groups’.

    A new ‘Player Groups’ window will now open. On the left hand side of the window you will find a series of icons. Create a new player group by selecting the ‘+’ icon. Create a new folder by selecting the ‘Folder’ icon to store multiple player groups. A player group can be deleted by selecting the ‘Trash’ icon.

    Player Groups 00

    Right clicking on a ‘Player Group’ gives you several options, from renaming through to moving to trash.

    To add players to your ‘Player Group’, double click and a new window will open.

    Create a ‘Tag’ that will identify all of the Players to include in your Player Group. Multiple tags can be added if required. In the ‘Exclude Tags’ field, add player tags that you wish not be part of this group or that have common tags with other players that you wish to exclude. For example ‘Location 1’

    Note: Player groups can also be created in the ‘Player group’ by right clicking and selecting ‘New Group’.

    Now you need to ‘Tag’ all of the Players to be included in this Player Group.
    Open up the Players window and add the tag ‘Location 1’.

    Player Groups 02

    These tagged Players will now automatically appear in your Player Group section.

    Player Groups 01

    Once a player has been added to a group you will notice a little lock appear on the top right of the player. To remove a player by right clicking on a highlighted player there is an option of unlocking a player group a particular group or tag.

    Adding content to a Player Group

    To add content to your players, Open the ‘Channel App’ and select the channel you wish to add. Drag the channel onto the newly created Player Group. Content with then begin to download and be distributed to all the players in that group.

    Player Groups 03

    3.3 Synced Player Groups

    Synced Player Groups allow the same content to be distributed to all the players within the group at the same time and Players will play the same content at the same time.

    Creating a new Sync Player Group

    To create a new group, go to the Apps home button and select ‘Player Groups’.

      • Select the “Sync Group” tab on the right and a “New Sync Group” will appear in the drop down.
      • By right clicking on the newly created group you can rename or delete.
      • Once you have renamed your sync group, open the “Players App” and from the list select the player you wish to add. By using “Ctrl” and clicking with your left mouse button you are able to select multiple players to add to your group.
      • Once players have been selected, drag the players into the right hand column.  
      • To add content to your players, Open the “Channel App” and select the channel you wish to add.
      • Drag the channel onto the newly created player group and content will be distributed to those players within the sync group.

    Please Note: When setting up a “Sync Group”, all players in this group will need to be on the same LAN.

    Speed and quality of the switch and network will impact on the syncing process. It is best practice to have your high speed switch located close to your screens.

    3.4 Screens and Screen Groups

    Configuring a Chrome OS device to run multiple screens

    Multi-screen gives you the capability of being able to display multiple channels of content off one device. This is done by assigning a channel of independent content to each graphic output. These screens can then in turn be managed as if they were controlled by individual pcs’ and importantly will maintain the playback content position in the event of a monitor being switched off or failing.

    3.4.1 Setting up MultiScreen on your Chrome OS device

    Before turning on your Chrome device, plug in each display cable into their respective graphic output.

    Once this is done, power the Chromebox on.

    Install a chrome player on your device

    NOTE: Multi screen functionality is only available on Chrome OS. The intensity of the content when using multi-screen should also be taken into consideration. We strongly recommend that you check the quality of your output content with the device that you are using. Eg. RAM and Dual vs. Quad core are some factors that will affect performance.

    Accessing Multi Screens

    From the ‘Green Home Button’ select the ‘Screens ‘application.

    In this window you will notice there is a screen listed for each display connected to your device.

    By double clicking on a screen, this will show which player it is a part of.

    Screens 01

    Within this player window, additional screens on this player can be enabled. To do so, open the player details window, navigate to the screens tab and check the ‘active’ box for the additional screens then click save.

    NOTE: By default only the first screen is enabled.

    The additional screens are now enabled and ready to play content.

    Under the ‘Rotation’ field screens can be rotated independently of one another in this tab.

    NOTE: If the Chromebox has previously been connected to other displays they may also show up here, you can delete these by right clicking and selecting remove.

    Screens can be renamed under the ‘Name’ field to help identify screens easily.

    Screens 02

    Distributing content to your screens

    Content can be sent to screens much the same way as content is sent to players. This can be done by dragging and dropping the individual channel directly onto the screen.

    From the ‘Green Home button’ select ‘Screens’ from the ‘Apps’ drop down menu.

    Leave this window open as you will need to drag and drop what content you wish to play onto that screen.

    Select ‘Channels’ from the ‘Apps’ drop down menu. You will also need to leave this window open.

    To add a channel, highlight which one you would like to be displayed and drag and drop it directly onto the selected screen. Your channel of content will begin to download. Once fully downloaded, content will be displayed on your new screen.

    Creating Screen Groups

    Screen groups can be created to distribute the same content to 1000’s of screens. Screens can be tagged individually and placed into groups based on their tags. Content can then be sent to these screen groups.

    Tagging a screen can be done in two ways – via ‘Screens’ application or via ‘ Players ‘ application.

    Tagging a player via Screens

    From the ‘Green home button’ select ‘ Screens’.

    Highlight the screen you wish to tag. On the right side in the ‘Tag ‘ field type the screen tag identifier and press ‘ Enter’.

    Tagging a Screen via Players

    From the ‘Green home button’ select ‘Players’.

    Double click on the player you wish to access and select the ‘ Screens’ tab.

    On the right hand side in the ‘ Tag ‘ field type the screen tag identifier and press ‘ Enter’.

    3.4.2 Creating a Screen Group

    Screens can be added to Screen groups, to easily distribute the same content to all screens in the group.

    To create a new group, go to the Apps home button and select ‘Screen Groups’.

    A new ‘Screen Groups’ window will now open. On the left hand side of the window you will find a series of icons. By selecting the ‘+’ icon a new player group can be created. By selecting the ‘Folder’ icon, a new folder is created in which you can store multiple screen groups. By selecting the ‘Trash’ icon a player group can easily be deleted.

    Right click on a highlight ‘Screen Group’ gives you options, from renaming through to moving to trash.

    NOTE: Player groups can also be created by right clicking in the ‘Player group’ Window and selecting ‘New Group’. Alternatively new Screen Group folders can also be set up this way.

    To create a ‘New Screen Group’, select the ‘+’ icon on the left. A new screen group will now appear. By right clicking on the newly created group it provides a variety of different options.

    To add screens to your newly created ‘Screen Group’, double click and a new window will open.

    In the ‘Include Tags’ field, if screens have been previously tagged, tag names can be added here and will appear in your newly created group. Multiple tags can be added if required.

    In the ‘Exclude Tags’ field, add player tags that you wish not be part of this group. Or that have common tags with other players that you wish content not to be sent to.

    Adding content to a Screen Group

    To add content to your screens, Open the ‘Channel App’ and select the channel you wish to add.

    Drag the channel onto the newly created Screen Group. Content with then begin to download and be distributed to all the screens in that group.

    3.4.3 Removing Screens from a Player

    Sometimes you will see multiple Screens which are residual instances of screens or monitors that have been previously connected to the Player device.

    Follow these steps to remove the non-existent screens:

    From the Admin Console OPEN the Player – you will see if there are multiple scenes Currently Playing.

    removeScreen_1

    • SELECT the Screens Tab – you will see a number of screens detected.
    • RIGHT CLICK on one of the screens and CLICK Remove.

    removeScreen_2

    • RIGHT CLICK on the next screen and CLICK Remove.

    removeScreen_3

    • Do this for ALL Screens until they are all removed.
    • Then CLICK Restart button to restart the Player.

    removeScreen_4

    • NOW you will see the only Screen attached to the Player.
    • Select the Screen and TICK the Active box.

    removeScreen_5

    • CLICK the Save Button and now the Screen is Active.

    When you look at the Player Details now you will see just one Currently Playing scene.

    Section 4.0  |  Reports

    Reports are generated for Scenes and Players and Screens either monthly or as a complete summary report.

    Select ‘Reporting’ from the green home button drop down menu.

    Reporting 01

    Players

    Select the Player and then the report range from Summary Report, Current Month or Last Month.

    Reports players

    Screens

    Select the Screen (if using multi screen option) then the report range from Summary Report, Current Month or Last Month.

    Reports screens

    Scenes

    Select the Scene and then the report range from Summary Report, Current Month or Last Month.

    Reports scenes

    Exporting Reports

    Reports can be exported as CSV file format or PDF file format.

    CustomiseReports-0

    Selecting Export CSV will produce an Excel spreadsheet of the data.

    CustomiseReports-1

    Customizing Reports

    Customization of Reports is done through the Report template tool.

    This allows you to add a Cover Page with header, image and description for your report output in pdf format.

    Select ‘Report Templates’ from the green home button drop down menu.

     

    Click ‘New Template’, name the template and click ‘Update’ button.

    CustomiseReports-2

    Drag to add a Header, Text and or Image and format cover page layout.

    CustomiseReports-3

    CustomiseReports-4

    Save and close.

    In the Report options select the new template from the Choose Template drop down menu and export as PDF.

    Report will produce a cover page with graphs and data tables on subsequent pages.

     

    CustomiseReports-5B

    Section 5.0  |  Content Creation

    5.1 Media Assets

    The Media Library contains media files used to create content for distribution to PLAYERS.

    All media is stored in our proprietary database. It is built on an asset management system which facilitates super-fast search, drag and drop, selective placement and media management.

    How to upload media assets

    Access the Apps drop down menu.

    Select the Media Library.

    Click on the ‘+’ icon in the Media Library window and browse to select your media files.

    Select the file/s to upload.

    Once selected click ‘open’ to initiate upload.

    Quick Start Images 03

    A status bar will indicate the upload file process. A thumbnail of each asset will be generated.

    Alternatively you can open the Folder containing your images in another window and drag and drop images into the Media Library.

    Your uploaded files will appear in the media library.

    • A preview thumbnail will be generated after upload
    • The file will have the same name as the original
    • A background process of transcoding the files will start immediately after upload. This may take a few seconds or minutes depending on the file size. After the process has finished the file can be used.
    • You may change thumbnail size of your media by selecting one of the 2 buttons on the bottom right hand side of the ‘Media Library’ window. List view may also be selected.
    • Accepted image file types:   jpg, png, gif, svg
    • Accepted video and audio file types:   mov, flv, mp4, mkv, avi, wmv, webm, mpeg, mpg, xvid, divx, mkv, mp3, mp4a, m4a, wav, ogg, flac

    Media Library – Tags

    ‘Tags‘ can be added to items to add descriptors or subject categories to media to make sorting and finding objects easier.

    In the Tag window provided add your desired tag and press ‘Enter’ to add.

    To delete a Tag click in the ‘x’ once the tag is highlighted.

    MEDIA start_01

    Important Note: Tag Names: Do not use spaces between names – use hyphens and underscores. Delete Button: If you wish to undo/change a TAG highlight and use the BACKSPACE button. In the ‘Search Field’ type in the key word or tag. Once entered push ‘Enter’. A new window will now open with your search results.

    Media Asset Sorting

    By selecting the icons at the bottom right of the media window you can sort by Image, video or Audio only. Thumbnail size and list view can be selected in the bottom left hand corner.

    Create A New Folder

    Folders can be created within the Media Library for better asset management. Click on the ‘folder’ icon and a new folder will then be generated. Folders can be created within folders as nested items.

    NOTE: Total number of characters in the path name must not exceed 120.

    Right click shows folder options: Open new window; New media; rename; duplicate; move to trash etc.

    Moving media to a Folder

    Highlight the asset you wish to move.

    Hold down your left mouse button and drag this asset onto the new folder. A green tick appears. Release the left mouse button and your selected asset will be added to this folder.

    Multiple images, video or audio can be selected and dragged into a folder.

    5.2 Scenes

    Scene Editor GUI

    The Scene Editor provides all of the tools to create dynamic content. We use a ‘Pixel Perfect’ approach for best quality. There is no limitation to the placement of any objects anywhere on the screen. Multiple files and formats are supported and can be displayed simultaneously.

    Scene Editor GUI

      • A: Editing Area: This is where your artistic endeavours are displayed.
      • B: Inspector: Displays and provides tools that relate to the specific scene and objects.
      • C: Zoom: Controls the size of the Editing Palette. (This helps on smaller resolution monitors).
      • D: Layers: Lists Objects on the edit area. Layer order indicates the position of the objects. The ‘Eye’ icon hides or reveals the object. Drag the layer item up and down to change the ‘Layer Position’.
      • E: Components: Click and Drag onto the edit area to add items to the scene.
      • F: Media: Access the Media library to drag and drop media into the scene. You can also drag and drop directly into the respective ‘Object Box’ in the ‘Inspector’.
      • G: Preview: Opens a full preview of the scene in the Chrome web browser.
      • H: Save: Saves your scene progress. There is also a Save on Exit notification for unsaved changes.
      • I: Save and Publish: Gives you the ability to make changes to a scene and publish saved changes to your player without re-dropping the channel on your player. Note: Only functions via Channel editor.
      • J: Publish to Web: Creates a specific URL for that particular scene that has been created. This URL can then be utilized using the Eddystone and QR Code components.
      • K: Reports: Generates a report on a particular scene (Hourly and daily impressions, which players this scene was displayed on and how many times it played.)

    5.2.1 How to create a New Scene

    Create multi-layered, interactive, dynamic, broadcast quality content.

    Click on the Home menu and select ‘Scenes’.

    On the left hand side click on the ‘+’ symbol to open a new scene

    Your ‘New Scene’ will automatically open in the SCENE editor.

    SCENES-01

    Zoom

    When opening up your scene in Scene Editor the default view size is 100%. If you wish to see the full working edit area click on the drop down box and select a lower percentage to zoom to fit into the screen.

    NOTE: There is a direct correlation between the percentage zoom and your monitor resolution.

    Scene Resolution

    Under the ‘Scene’ tab you are able to select from multiple screen resolutions (eg 1920 x 1080, 1080 x 1920) or customize to your own screen size. To customize the resolution, select ‘Custom’ from the drop down menu and put in the pixel dimensions of your screen. In the ‘Resolution’ field you can rename your newly created screen resolution and it will now become available in the drop down menu.

    StratosMedia is pixel perfect so the scene size must match the resolution of the screen to display correctly.

    AdvSet_Zoom-Scenensizes

    General

    The ‘General’ tab it gives you information about the position and size of the object on the editing palette. It also gives you the ability to name each object so it can be easily identified in the timeline.

    To remove an object, simply select the object in the editing palette and then click Remove.

    Component Attributes

    This advanced edit options displayed here are dependant on the type of object you have selected.

    Whether it is color changes or font size, through to being able to drop and edit images or videos.

    Below is the Component options displayed for an Image object.

    AdvSet_General-image

    Below is the Component options displayed for a Text object.

    AdvSet_Text options

    The inspector on the right gives you the ability to select screen resolution. Custom screen resolutions can be made for laptops, mobile phones or portrait screens.

    Name the Scene now to avoid confusion later.

    To open an existing SCENE, double click on the required scene to open the Scene Editor window.

    Folders can be created to help organise scenes. Click on the ‘folder icon’ on the left hand side to create a new folder.

    Newly created folders can be renamed. To do so, click on the ‘New Folder’ text and rename.

    To add scenes to a folder, highlight selected scenes and drag and drop them onto the folder. Multiple scenes may be selected by holding down ‘Ctrl’ and clicking your left mouse button.

    To access the scenes in your folder double click and it will open in a new window. Highlighting a scene in the inspector will show scene information: when the scene was created, modified and scene resolution.

    Scenes can be tagged for easy search and file management.

    SCENES-02

    On the left hand side you will find a series of icons.

      • Home : Takes you back to the scene dashboard
      • Back Arrow : Also takes you back to the scene dashboard
      • Up and Down Arrow : Gives you the ability to sort by name, date created and date modified
      • Plus Symbol: Creates a new folder
      • Duplication Icon : Duplicates the scene you have highlighted
      • Trash : Moves your scene to the trash

    By right clicking on the scene it gives you the ability to:

      • Create a new scene/folder
      • Rename that particular scene or folder
      • Cut and paste your scene into a different folder location
      • Duplicate a particular scene or folder
      • Move your scene to the ‘trash’. Trash may also be found in the Home drop down menu
      • Set permissions on a scene. (Enterprise version only )

    Scene Search: To search for a scene in the top right hand side of your scene window type in your desired search.

    Adding a schedule on scenes in Scene Editor

    The Schedule Tab [next to Events Tab] allows you to apply a schedule directly on the scene in Scene Editor.

    NOTE: If required the schedule can be changed once the scene is added into a playlist later on.

    5.2.2 Component Items

    The available components are listed in the window on the left of the Edit Pallet area.

    Select component, left click, hold and drag onto the Editing Palette. Then release to drop onto edit area.

    Use the handles in the corners to re-size. Hold/Shift to resize and retain the aspect ratio of an object. Arrow keys can be used to move objects: Single click 1px at a time. Hold/Shift using your arrow keys will move the object 10px at a time.

    To delete, select the component and in the inspector click on the Remove button or use Delete key.

    Background

    Background images, videos and colors can be embedded into the edit area through here.

    Basic Color

    To add a basic color click on the ‘Basic Color’ tab and drag it directly to the editing palette. It will change the background to white. To change the color of the background, go to the Inspector on the right hand side, click on the drop down box in component and select your desired color from the color wheel.

    The outer circle represents the hue and the inner triangle represents the saturation and brightness. First select the color on the outer circle. Then select the option on the inner triangle. Hex code values can also be used.

    Background Basic 01

    Text

    To add text, click on the icon and drag it into the editing palette. Enter text and select from a variety of font and alignment options. You can change font size, color and font type.

    A shadow can also be added to your text. Offset options – left-right-up-down. Blur and Color options.

    Basic Text 01

    Linking Data into a Text field

    Data can be linked into the text field. In the text options box on the edit area click on the ‘Insert Data field’ icon and select the data source and cell.

    Date and time can be linked into the text field. In the ‘Text options box’ choose ‘insert data field’ and select the Date/Time Tab. Choose from a variety of date and time formats.

    To select a time format, click on the button relative to the format you wish to use. The date and time is taken from the internal clock on your media player device.

    Adding personal fonts

    Users can add supported fonts into their Account – True Type (TTF) and Open Type (OTF). Click on the Font dropdown and the Select Font window will pop up.

    Add Fonts ppt 01

    Click the ‘Add’ button and select the Regular font option. Then browse to select your font to be added. It will now appear in your ‘My Fonts’ panel.

    Add Fonts ppt 00

    Image

    Adding an image to the Editing Palette can be done in two ways.

    Option 1: Click on the ‘Media tab’ and browse to your selected image and drag it into the Editing Palette. Doing it this way automatically brings the image with its original aspect ratio and size. The image can then be edited using options available in the inspector section on the right.

    components-image-03

    Option 2: Drag the ‘Image’ tag from the components menu on the left hand side and it will create a bounding box you can position on your edit palette. Click on the ‘Choose Media Tab’ and browse to select the image you wish to use from your Media Library then click OK.

    components-image-01

     

    components-image-02

    Video

    Adding a video to the editing palette can be done in two ways.

    Option 1: Click on the ‘Media tab’ and browse to your selected video and drag it into the editing palette. Doing it this way automatically brings the video with its original aspect ratio and size. The image can then be editing as desired using options available in the inspector section on the right.

    components-video-03

    Option 2: Drag the ‘Video’ tag from the components menu on the left hand side and it will create a bounding box you can position on your edit palette. Click on the ‘Choose Media Tab’ and browse to select the video you wish to use from your Media Library then click OK.

    components-video-01

    components-video-02

    In the inspector you have the option to loop video. By default the loop is set to off, which means the scene will run as long as the video. To keep repeating the video change the ‘loop’ option to ‘on’.

    Volume control can be controlled for full volume down to mute. By default volume is turned on.

    Section 6.0  |  Content Distribution

    6.1 Playlists

    Scheduling options are available for Media, Scenes and Playlists on an Hour/Day/Date basis.

    PLAYLISTS contain Scenes and/or Media Assets.

    Each Playlist must contain at least 2 items of content (scenes and/or media) for content to loop and update.

    Scheduling options are available for Media, Scenes and Playlists on an Hour/Day/Date basis.

    Multiple PLAYLISTS can be added into a CHANNEL.

    6.1 How to create Playlists

    Playlists can be created directly in the Playlist Editor.

    NOTE: Playlists can also be created directly in the Channel Editor.

    Open the ‘Playlist Editor’ from the Applications drop down menu. Click ‘New Playlist’.

    Rename the playlist by highlighting the name and typing a new playlist name.

    Select the Scenes Tab and open the Sample Scenes Folder.

    Select and Drag a scene into the Playlist timeline.

    Select the Media Tab and open the Sample Media Assets Folder.

    Select and Drag an image or video into the Playlist timeline.

    Quick Start Images 05

    NOTE: ALWAYS click on the SAVE Tab after making changes to the Playlist.

    The display time of each asset can be changed by grabbing the end of the item and dragging it out to the desired time in the timeline. Default time is 10 secs. Video files will play to the length of the video.

    Reorder items in the timeline by clicking to select and then drag the item to the desired position.

    Highlight an item and click the red cross to remove it from the Playlist.

    NOTE: Each Playlist must contain at least 2 items of content (scenes and/or media) for content to loop and update.

    Transitions between Playlist items

    Select a Scene or Media item and apply a transitional effect from the drop down options menu.

    PLAYLISTS-TRANSITIONS-01

    NOTE: Default transition is cut. Transitions are a ‘cross-over’ effect and will overlap the first and last second of each adjacent item. Test effects to determine the performance capabilities of your device.

    6.2 Scheduling Scenes and Playlists

    Schedules can be applied to individual Scenes and/or entire Playlists.

    Scheduling individual scenes

    Options include ‘Always’, ‘By Date’, ‘By Time’, ‘At Time’, ‘By Weekday’ and for Kiosk Mode [See Module 10.0 for interactivity].

    • Always – Scene will always play in the loop rotation of scenes
    • By TIme of Day combined with Weekday – This example will play between 1400-1700 on Mon-Fri
    • By Date – This will set a start and end date range for the scene
    • At Time scheduling – This will ‘cut through’ the playlist content and play the scene once at the specified time.

    Scheduling individual scenes

    Schedules applied to individual Playlists will affect when the Playlist is active.

    By default the entire Playlist schedule is checked as ‘Always’.

    Schedule-Playlist 01

    Scheduling options include by Date, Day and Time. You can combine the scheduling options also.

    For example ‘Time’ between 10:00am-13:15pm and ‘By Weekday’ only on Monday, Wednesday and Friday means that the Playlist will only be active on those day/time combinations.

    Multiple Playlists in a Channel can be scheduled individually to be exclusive or overlap times.

    In the below instance the top Playlist is scheduled as ‘Always’ by default.

    The second Playlist has a Saturday/Sunday only schedule. The Playlists in this Channel will alternate on the weekend with the top Playlist looping by itself during the rest of the week.

    Schedule-Playlist 04

    6.3 How to link Media Folders to Playlists

    Create dynamic multimedia playlists that contains images and video files.

    These synced Playlists seamlessly expand or contract depending on the media assets loaded into the Media Folder and auto publish to the Player device.

    Create a Media Folder with images and video files. See 1.0 Features/1.2 Media

    Open the Playlist Editor and add a new Playlist. Rename it.

    Select the Sync Media folder Tab. Check ‘Sync on change’. Select display time of images in folder.
    Video files will play for the length of the file. Items will play in alpha-numeric order.

    Drag the Sync Media Folder onto the Playlist timeline. Click on the SAVE Tab. The Yellow border indicates that the Playlist is responsive and has a fluid timeline based on the number of items in the Sync folder.

    PLAYLISTS-SYNCHRONISATION-01

    NOTE: All media images must be the same resolution size as the Player device to display correctly.
    Cropping will occur for over or under sized images.

    6.4 Rotating Playlists

    The Rotate Playlists functionality allows you to automatically alternate between two playlists to achieve a 50% split of content. This can be accessed through the Channel editor with permissions applied so that localized content can be updated without making changes at the Channel level.

    Create a Channel with Automatic Rotating Playlists

    Open the ‘Channel Editor’ from the applications drop down menu.
    Select the ‘+ Icon’ to create a new Channel.
    Create a new Playlist from the ‘New Playlist’ Tab. Rename the playlist at this point.

    Note: Each Playlist must contain at least 2 items of content for content to loop and update.

    Select a Scene or Media asset from the corresponding tabs and drag and drop into the Playlist.

    Share-the-Voice (9)

    Drag a second Playlist into the Channel area.

    Select the ‘Rotate Playlist check box’ in the top right hand corner to automatically alternate playback of content between the two Playlists.

    Share-the-Voice (3)

    Save the Channel and drag and drop it onto your Player or Player Group. Content will now automatically alternate between the two playlists to achieve a 50% split of on-screen content.

    A more complex set of playlists is shown in the diagram below.

    Playlists_Rotation_4playlists

    Section 7.0 Channels

    A CHANNEL contains Playlists.

    A Channel is dragged onto a PLAYER to deliver scheduled content for playback on the device.

    4.4.1 How to create a Channel

    Open the ‘Channel Editor’ from the applications drop down menu.

    Select the ‘Plus Icon’. This will create a new channel.

    Rename the Channel at this point.

    Select the Playlist Tab and populate the Channel with one or more Playlists. If you have already created Playlists, select the ‘Playlists’ Tab and drag a Playlist into the Channel area.

    Alternatively select the ‘New Playlist’ Tab to create another Playlist. Rename the playlist at this point.

    Channels-NEW-01

    Multiple Playlists can be added to the Channel.

    Only one Channel can be dropped onto a Player at the same time.

    Now this Channel can be dropped directly onto a Player or Player Group to deliver content.

    Quick Start Images 12

    4.5 Players

    4.5.1 Player Installation and Enrolment

    This Step is done on the device you will use as a media player. StratosMedia currently supports Chrome OS, Windows, and OSX.

    NOTE: You can add the StratosMedia Player onto the same device as your Management Console for demonstration and testing purposes. To CLOSE the Player application use Alt + F4 keystrokes

    4.5.2 Installing a Chrome Player Application on a Chrome OS device.

    Via the StratosMedia Admin Console: Login (https://app.stratosmedia.com/) to open the StratosMedia Admin console and select ‘Players’ from the Green Home button dropdown. Click on the ‘Chrome App Player’ Tab to open Google Chrome Web Store.

    Via Chrome Webstore: The Chrome App Player can be downloaded directly from the Chrome Webstore onto the device – https://chrome.google.com/webstore/detail/stratosmedia-player/alhlkpgheiefedomljbenmkpconkffhk

    Open the Google Chrome Web Store choose the Chrome App Player download and select ADD TO CHROME.

    Follow the prompts to add the StratosMedia Player App to the Chrome OS device.

    The StratosMedia Player will launch and require registration into your account.

    How to Activate a StratosMedia Chrome Player App

    When a new StratosMedia Chrome Player App is installed you will now see the below screen. Take note of the unique 6 character Player Code for that device.

    To activate the StratosMedia Chrome Player, log into your Admin console, open the Player window from the Home dropdown. Navigate to the folder you would like to register the player into and select the ‘Activate Player’ Tab and follow the prompts. (You can move Players into other Folder locations after activation if required)

    Enter the unique 6 digit code provided on your Player device. This can only be used once per Player.

    This code expires after one month. If the player is not activated within one month a new code is generated.

    Next, enter a name for the player.  

    The player is now registered in your account.

    NOTE: If a Channel has the default tag this channel of content will be downloaded automatically and start playing on the device. The player will require Internet access to be able to operate.

    4.5.3 Installing a Windows Player App on a Windows OS device

    This Step is done on the device you will use as a media player.
    StratosMedia currently supports Chrome OS, Windows, and OSX.

    NOTE: You can add the StratosMedia Player onto the same device as your Management Console for demonstration and testing purposes. To CLOSE the Player application use Alt + F4 keystrokes

    Windows Player exe

    Log in to your StratosMedia Account and from the green home button select ‘Players’ then the windows player for your device (32 or 64 bit).

    1. Click “Download Player” in the Player window. It will prompt you to save or open a file. Save the zipped file (SMPlayer_winXX_stable.zip). Unzip the archive to the desired installation location.
    2. View the extracted contents of the “SMPlayer_winXX_stable” folder. Right click and send “SMPlayer.exe” to the desktop. Double click the shortcut to start the player.

    The StratosMedia Player will launch and require activation into your account.

    How to Activate a StratosMedia Player App

    When a new StratosMedia Player App is installed you will now see the below screen.

    Take note of the unique 6 character Player Code for that device.

    Log into your Admin console and open the Player window from the Home dropdown.

    Navigate to the folder you would like to register the player into and select the ‘Activate Player’ Tab and follow the prompts. (You can move Players into other Folder locations after activation if required).

    Enter the unique 6 digit code provided on your Player device. This can only be used once per Player.
    This code expires after one month. If the player is not activated within one month a new code is generated.

    Next, enter a name for the player.

    The player is now registered in your account.

    NOTE: If a Channel has the default tag this channel of content will be downloaded automatically and start playing on the device. The player will require Internet access to be able to operate.

    Auto launch Player on startup

    Set Windows to automatically launch StratosMedia Player on startup

    Windows 7

    1. Open the start menu, scroll down to a folder called startup, right click and select open.
    2. Copy the desktop shortcut into this folder.
    3. Reboot to confirm this is working.

    Windows 8/8.1/10

    1. Press Windows-r to open the run window, run shell:common startup, which will open the folder C:\ProgramData\Microsoft\Windows\Start Menu\Programs\StartUp.

    2. Copy the shortcut from your desktop and paste it in this folder.
    3. Reboot to confirm this is working.

    4.5.4 Player Overview

    When the player manager window is first opened it gives you a visual representation of all the players in your account.

    A player’s online status is easily identified. Players that are orange have no network connectivity and players that are green have network connectivity.

    Note: Color status is only an indicator of internet connectivity not if the player is on or off.

    A player can still run with no network connectivity as the content is stored locally on the device.

    In the Player Manager window information on a particular player can be found once a player is highlighted. This information can be found in the panel on the right hand side. At a glance you can quickly check the resolution, what content is running on the device, the IP address and version number of the player. As well as memory usage and when the player was created.

    Creating folders

    Folders can be created to help organise players.

    In the player manager window on the left hand side click on the folder icon. A new folder will be generated. By right mouse clicking on the newly created folder it gives you the option of being able to rename.

    To add players to a newly created folder. Highlight the player you wish to add, hold down the left mouse button and drag it on top of the folder. Once the player is on top of the folder a little green tick will appear. Release the left mouse button and your player will now be added to your newly created folder.

    Deleting players or folders

    If required, players and folders can be deleted and moved to trash.

    This can be done in two ways.

    Highlight the folder or player you wish to delete. And on the left hand side you will see a ‘trash can icon’. Click on this and your player or folder will be moved to the trash.

    By highlighting a player or folder and right clicking, it also gives you the option to move to trash.

    Details tab

    Select a player and with the left mouse button, double click on it.

    A new player window will open. Under the ‘Details tab’ information on the local time, resolution, Memory usage, Time the player has been running, Status of the player, IP address and Network speed.

    Player location is a key feature – By clicking inside the map you are able to zoom in with your mouse.

    The ‘Currently Playing’ window displays a thumbnail of the scene that is currently being displayed on the screen. Remaining time of that particular scene is also captured in real time before the next scene changes.

    ‘Scenes Loaded’ allows the user to look at scenes that have been loaded onto to the player.

    ‘Tags’ – Player ‘tags’ play an important role in content distribution. Multiple tags can be added to a player giving it the ability to be in multiple player groups at once. If a player requires to be added to a player group at a later date then a player will need to be tagged first to do so.

    To add a tag to a player, in the ‘tag field’ enter the project name or key identifier and press ‘enter’. Your player tag will now be added to that particular player. For more on ‘Tags’ refer to player groups.

    Settings Tab

    By selecting the ‘Settings Tab’ additional information on the CPU and Display can be found.

    Content Retrieval’ can be scheduled On Demand or set to a Specific Time when network bandwidth is low.

    Reboot’ can be scheduled to restart the device to help with memory leak and playback performance. This feature is available on Chrome OS devices only

    Active Time’ (refers to the StratosMedia Player App status) controls the operating playback time period.

    Active Weekdays’ gives you the ability to select the days of the week for playback display.

    Settings – Rotation’ allows you to rotate the screen aspect 0-90-180-270 degrees.

    Note: If any changes have been made before closing the player window, be sure to push save.

    Network Test button

    Pushing this button will refresh your network speed indicator to find out the current Mb/s

    Clear Content button

    Gives you the ability to clear content so that you are able to get a fresh download if required.

    Restart Button

    Gives you the ability to restart the player remotely from the player manager.

    Note: Player needs to be running first before you are able to do this.

    4.6 Distribution of Content

    Sending a Channel to your Player

    Select ‘Players’ from the ‘Apps’ drop down menu. Leave this window open..

    Select ‘Channel’ from the ‘Apps’ drop down menu. You will also need to leave this window open.

    To add a Channel, highlight which one you would like to be displayed and drag and drop it directly onto the selected Player. Your channel of content will begin to download. Once fully downloaded, content will be displayed on your Player.

    Players in a folder will appear in the panel on the right of the Player window.

    A Channel can be dropped onto the Player icon in this panel.

    Section 5.0  |  Advanced Scene Editor Tools

    Components

    The available components are listed in the window on the left of the Edit Pallet area.

    Select component, left click, hold and drag onto the Editing Palette. Then release to drop onto edit area.

    Use the handles in the corners to re-size. Hold/Shift to resize and retain the aspect ratio of an object. Arrow keys can be used to move objects: Single click 1px at a time. Hold/Shift using your arrow keys will move the object 10px at a time.

    To delete, select the component and in the inspector click on the Remove button or use Delete key.

    5.1 Background

    Background images, videos and colors can be embedded into the edit area through here.

    5.1.1 Basic Color

    To add a basic color click on the ‘Basic Color’ tab and drag it directly to the editing palette.

    Background Basic 01

    5.1.2 Gradient Color

    To add a gradient color background, click on the ‘Gradient Color’ tab and drag it on the editing palette. Click on the Gradient Tab in the inspector panel on the right side to open the Gradient Editor window.

    Background Gradient 01

    The Gradient Editor allows you to customize your colors in a linear or radial array using rgb/hsl/cmyk values.

    The Opacity tabs allow you to add transparencies to the colors.

    This tool is active for Backgrounds, Shapes, Lines and Text objects in the Component settings panel.

    Adding a Linear Gradient to the Background

    Open a new scene and drag Background-Gradient Color onto edit area.

    Gradient Tool dialogue box will appear when you select the Gradient Component.

    Click on Left Color Tab and make selection from color wheel or value dropdown.

    Click on Right Color Tab and make selection from color wheel or value dropdown.

    Type in value degrees to change angle of gradient.

    Background Gradient 02

    Click in the color slider area to add more color tabs.

    Adding a Radial Gradient to the Background

    Change from Linear to Radial gradient in the dropdown and determine the Position and Length of the ellipse radius points.

    Background Gradient 03

    Adding Gradients to Basic Shapes – Box and Circle

    Follow the same processes to add Gradient Fills to Basic Shapes.

    Background Gradient 04

    Adding Gradients to Text

    Follow the same processes to add Gradient Fills to Text.

    Background Gradient 05

    Using the Opacity (transparency) Option in a Gradient

    The Opacity tabs allow you to add a gradient transparency to your colors to create a variety of effects. Below are examples of using the opacity tabs on a box object over an image.

    OPEN a new scene. ADD an image. ADD a box to cover the image.

    Click in the Opacity area to add tabs and use the slider to set the transparency levels.

    Background Gradient 06

    5.1.3 Custom Color Palette

    A customized color palette selection can be built using the gradient color tool

    Flat Colors

    Open a new scene.

    Drag the Gradient Color Background component onto the edit area.

    Open the Gradient edit window.

    Colour Palette 00

    Select the left color tab in the slider and add the HEX color code.

    Colour Palette 01a

    Select the right color tab in the slider and add the same HEX color code.

    Colour Palette 01b

    Click the Add tab and this will create a Saved color swatch.

    Colour Palette 01c

    Add a box or text component to the edit area and select the gradient color option.

    Select the new saved color swatch to apply to the box or text object.

    Colour Palette 01g

    Multiple color swatches can be saved in the same way.

    Colour Palette 02

    Colour Palette 03

    Multi color swatches

    These can be used as backgrounds to give users a standardised corporate style across scenes.

    Open a new scene.

    Drag the Gradient Color Background component onto the edit area. Open the Gradient edit window.

    Add different HEX codes to either end of the gradient slider.

    Colour Palette 04a

    Add 2 more color tabs into the slider using the same HEX codes as before.

    Colour Palette 04b

    Position both of these color tabs at 50 to remove gradient and give a hard edge between colors.

    Colour Palette 04c

    Change the linear angle to 128 and this will give an angled slash appearance.

    Click Add to add this new gradient swatch to the Saved palette.

    Colour Palette 05

    Use the same process to create similar swatches with different color combinations.

    Colour Palette 06

    Colour Palette 07

    Multiple bands of color can also be created in the same manner.

    Colour Palette 04

    5.1.4 Background Image

    To add an image as a background click on the ‘Image’ tab and drag it directly to the editing palette. This will give you access to the image options in the component inspector on the right.

    Background Image 01

    Now click on the ‘Choose Media Tab’ and browse through the Media Library. Only image files are available for selection.

    Select the image and click ‘OK’. It is now locked into the background of the scene.

    The image will ‘fit’ to the best height or width of the scene resolution without aspect distortion so some cropping may occur if the aspect ratio does not match the edit area.

    5.1.5 Background Video

    To add a video as a background click on the ‘Video’ tab and drag it directly to the editing palette.

    Background Video 01

    Click the ‘Choose Media Tab’ and browse the Media Library. Only video files are available for selection. Select the video and click ‘OK’. It is now locked into the background of the scene.

    The image will ‘fit’ to the best height or width of the scene resolution without aspect distortion so some cropping may occur if the aspect ratio does not match the edit area.

    In the video inspector you have an option to loop your background video. By default the loop is set to off, which means the scene will run as long as the video background. If you wish your scene to continue to play change the ‘loop’ option to ‘on’.

    5.2 Clock

    Digital Clock

    Click on the ‘Digital Clock’ and drag it onto the editing palette. The default time is that of your PC.

    Clock-Time 01

    Note: Additional time display options can be found using the ‘Text component ‘. By selecting the ‘Insert Data Field’ there are a variety of date/time options for you to choose.

    5.3 Services

    5.3.1 RSS News

    Before adding the RSS News feed to your edit area you need to set up the RSS as a data source. Once this has been done the feed can be selected and linked into the scene via the RSS News component.

    The data in the RSS feed is controlled by the original URL source. There are a number of options to change font size, delay time, transition, image size and background colors. You will need to customize the size of the panels to suit the various RSS feeds. Please experiment.

    How to set up an RSS News Feed

    From the green Home drop down button select ‘Data Sources’.

    DATA SOURCES - 01

    Select ‘New Data Source’ and choose ‘RSS ‘as the data type. Click next. Name your data source and select next.

    DATA RSS - 01

    Determine the RSS feed to display. Add RSS URL in the field provided. Push the ‘Test’ button to confirm that the URL format is compatible with the StratosMedia GUI.

    DATA RSS - 02

    Select SAVE and preview the new data source.

    The default poll time for data refresh is 1 Day. Hour or Minute options are available in the dropdown.

    Now the RSS Data Source is available to link to a RSS News Object in a SCENE.

    When the RSS Feed is updated the data will dynamically change on the screen.

    Add the RSS Feed to a Scene

    Close Data window and go into scenes to create a new scene with the RSS News Component.

    Drag and drop the RSS News component onto the edit area.

    NOTE: This will initially be blank until a data source is selected.

    Scenes-RSS 01

    On the right hand side in the inspector you will find various options in being able to link to your desired data source, edit the look and feel of the RSS News Component as well as apply various transitions.

    In the ‘Data Source’ field from the drop down select the newly created RSS Feed. Once selected, the new RSS News feed will be automatically displayed. The RSS News component is fully customizable and can be resized to suit all applications.

    Below is a list of components that you are able to customize.

    ▪ Data Source: RSS URL FEEDS

    ▪ Delay Time: On screen display time for each news item (1000 = 1 second)

    ▪ Transition: Movement between news items

    ▪ Image Size: Change the size of any images attached to the RSS feed

    ▪ Background: Choice of using colored panels or having transparent panels

    ▪ Align: Body text alignment options ▪ Header Alignment: Header alignment options

    ▪ Header Font: Select header font ▪ Font: Select body font

    ▪ Header size: Change font size in header ▪ Body size: Change font size in body

    ▪ Text color 1: Font color. ▪ Text color 2: Font color.

    ▪ BG Color 1: Color of panel. ▪ BG Color 2: Color of panel.

    5.3.2 Weather

    The weather component can be broken down into 3 main components – Single current weather, 3 day outlook and 4 day outlook.

    Before adding the weather to a scene you need to create a data source that links directly to the weather outlook of your choice. Once this data source has been created it can then be linked to in the scene editor.

    How to set up a Weather Data Source

    From the green Home drop down button select ‘Data Sources’.

    DATA SOURCES - 01

    Select ‘New Data Source’ and choose ‘Weather ‘as the data type. Click next. Name your data source and select next.

    DATA WEATHER - 01

    Start typing in the search field for the location prompts and select from the list of available destinations.

    The location will appear in a Google map. Language options are available. Temperature units and icon options can be selected in the Scene Editor later. Press the ‘Save’ button.

    DATA WEATHER - 02

    Now the Weather Data Source is available to link to a Weather Object in a SCENE.

    When the Weather is updated the data will dynamically change on the screen.

    Add the Weather to a Scene

    Once you have a weather data source you are ready to link it to the weather component in the scene editor.

    Go to Scenes and open a scene then drag and drop the Weather component option onto the edit area.

    Scenes - Weather 01

    NOTE: This will initially be blank until a data source is selected.

    A bounding box will now appear in the edit area. On the right hand side in the inspector select the weather source from the ‘Data Source’ dropdown field.

    The Weather component has customization options. Here you can change font color, type and size, select a theme (Default, Minimal or Cartoon) and temperature and wind speed units.

    Weather Component – 3 Day And 4 Day Forecast

    Display options include Current Day, 3 Day Forecast and 4 Day Forecast. Select one of these, hold down the left mouse button and drag it out onto the edit area.

    Use the Component options to customize with font color, font type, font size, theme icon style, temperature and speed values, horizontal or vertical alignment and padding.

    Scenes - Weather 02

    Note: Multiple destinations can be added. A Data Source will need to be created for each weather location.

    5.3.3 Google Hangouts On Air

    Google+ and YouTube Channel

    To create a hangout on air you first need a verified YouTube channel as well as a Google+ profile connected to this YouTube channel.

    For more details see: https://support.google.com/plus/answer/2553119?hl=en

    Once you have your YouTube channel set up navigate to https://plus.google.com/hangouts/onair and click on the ‘Create a Hangout On Air’ button.

    Enter a name, description and start time for your hangout on air.

    If you leave public in the audience the hangout will be publically posted to your Google+ profile, in addition it will be available for anyone to view when they browse public hangouts.

    Even if you have removed public from the audience, the Hangout is still accessible by anyone who has the link. You cannot prevent anyone you share the link with from sharing or posting it publically.

    There should be at least one person in the audience field in order to create the Hangout on Air, enter your own email address here and click share.

    Google+ Event Page

    Once you create the Hangout you will be taken to its event page on Google+.

    You can easily return to the event page using the link emailed to you when you entered your email address in the audience box when creating the event.

    On the event page click on Links

    This will give you three different links, copy the YouTube page URL to your clipboard.

    Adding Hangouts On Air into StratosMedia

    Go to the StratosMedia head end and open or create a scene.

    Drag the ‘Hangouts on Air’ component into the edit area.

    In the right panel paste the YouTube URL into the URL field under the Component heading.

    The quality setting can be used to limit playback quality to reduce bandwidth usage by playback devices.      

    Start the Hangout

    To start the Hangout on Air open the event page and click the Start button.

    This will open a new window with the hangouts on air controls. Once you are ready to begin your broadcast click the ‘Start Broadcast’ button.

    If a player plays this scene before the hangout starts, a timer will be displayed counting down to the scheduled start time.  Once you start the hangout on air the players will automatically play the hangout.

    Some Notes about ‘Hangouts On Air’ [HoA]:

      • HoA are one-time events. They are not repeated or stopped/paused and resumed, and have an 8 hour limit for runtime.
      • HoA cannot be set as recurring events.
      • They can be scheduled for a future date/time. This date doesn’t restrict anything – you can start the hangout at any time. This only affects the countdown timer before the hangout is started.
      • Effectively this means a new HoA will needs to be created for each event/speech to be streamed. Resulting in a new URL for each stream, meaning the scene will need to be updated for each new HoA.
      • There is a significant delay between host and playback. Approximately 13 seconds. On the same PC, probably longer when there are large distances involved.

    These are part of the Google Hangout infrastructure and are not controllable by StratosMedia.

    User case scenarios:

      • Prepare Scenes in advance, eg. Schedule a HoA for each morning and create a scene scheduled for each day with the relevant HoA URL.
      • Alternatively reuse the same scene and ‘save and publish’ with a new URL each morning.
      • Create a ‘pause’ period in the Hangout by disabling camera and microphone; in this case it will drop to the Host’s G+ profile pic. Example: Useful to take a 5 minute break during presentation.

    5.3.4 YouTube

    Displaying YouTube content via StratosMedia is as easy as 1 – 2 – 3

      • 1. Open a new scene in Scene Editor.
      • 2. Drag the YouTube Component into the edit area.
      • 3. Enter the YouTube URL, select the Quality and Loop option.

    YouTube 01

    NOTE: YouTube video content is not cached, it is streamed every time it is played. This can easily consume large amounts of data if not monitored.

    NOTE 2: When using Web Object or You Tube Object in a scene you need to be aware that you can not have these elements in concurrent scenes in a Playlist. Also only one per scene. This is due to a known Chrome OS issue currently under investigation.

    5.4 Effects

    5.4.1 Text Scroller

    To add a Text Scroller, click on the icon and drag it directly onto the editing palette. In the Inspector on the right hand side you have the ability to add and edit text. Connect to Data such as an RSS feed as well as the ability to change font color, size, direction and speed of text.

    Text Scroller 01

    A breakdown of each component of the Text Scroller can be found below.

      • Choose Data: Selecting this button gives you the option of linking data that has previously been created. From the drop down in the ‘Data Source’ field select the data you wish to use. It also gives you the ability to select specific content from all through to columns, rows or cells.
      • Separator: Gives you the ability to a separator between lines of text displayed. The default separator is ‘|’ (piping) The ‘Separator’ needs to be used in conjunction with the scroll field. This will need to be changed from ‘All’ to ‘Individual Items’
      • Text Box: Add text that you wish to be displayed. The amount of text entered has a direct correlation to the speed of the text scroller.
      • Direction: Change direction of text
      • Repeat: Loop content in in Text Box or linked data feed
      • Font: Change font type
      • Color: Change font color
      • Size: Change font size
      • Speed: Change speed of text
      • Scroll: Is used in conjunction with the separator. When using a separator from the drop down select ‘Individual items’

    5.4.2 Image slider

    The image slider allows you to create a playlist of multiple images. This can either be achieved by selecting the individual images you wish to use, or link to a folder containing all your images. Transitions can be applied as well as the display time of the images.

    Drag the Image Slider from Component out onto the edit area. On the right hand side in the inspector under ‘Component’ it gives you an option to select ‘Images’ or link to a ‘Folder’ in your Media Library.

    Note: The image slider component can be used in conjunction with a synced GDrive folder in your media library. For more on how to do this, please refer to GDrive Integration.

    Image Option

    Select ‘Images’ from component on the right hand side. From the Media Library window drag the images you wish to use. Multiple images can be added to create a playlist. Click ‘OK’ to save.

    Image Slider 02

    Images can be selected to display in alphabetical or random order; delay time is the display duration for images (1000 = 1 second); Multiple transition styles can also be selected from the drop down.

    Note: If the images have different aspect ratios there are two options. In the component on the right hand side under the ‘Size’ field select from ‘Cover’ or ‘Contain’. ‘Cover’ fills to best fit the bounding box and crops the image. ‘Contain’ holds the aspect ratio of the image to fit within the confines of the bounding box and may show black areas top or bottom of image.

    Folder Option

    Select ‘Folder’ from component on the right hand side. Select the folder you wish to link from the Media Library window. Transitions and duration of the display can now be applied. Click ‘OK’ to save.

    Image Slider 01

    The image slider component can be used in conjunction with a synced GDrive folder in your media library.
    For more on how to do this, please refer to GDrive Integration.

    Note: There are two options available when using images of different aspect ratios as described above.

    5.4.3 Countdown and Countup

    The Count Down/Up component gives you the ability count down in days, minutes and seconds to a date.

    On the left hand side drag the Countdown component into the edit area. On the right hand side are the configuration options. Dates can be selected as well as set times on a particular day. The timing of this component is taken from the local time on the device itself.

    Note: Time configuration is as follows – Days:Hours:Minutes:Seconds

    Countdown-Up

    5.5 Basic Shapes

    Box

    Drag the Box Panel from the Basic Shapes area onto your editing palette. You can resize this box by grabbing the edges and stretching it out. The Transform, Filters, Color, Gradient, Borders and Corners components affect this object.

    Circle

    Drag the Circle Panel from the Basic Shapes area onto your editing palette. You can resize this shape by grabbing the edges and stretching it out. The Transform, Filters, Color, Gradient, Borders and Corners components affect this object.

    Line

    Drag the Line Panel from the Basic Shapes area onto your editing palette. You can resize this line by grabbing the edges and stretching it out. The Transform, Filters, Color, Gradient, Borders and Corners components affect this object.

    Below are some examples of the available options you can apply to these basic shapes.

    Basic Shapes 01

    5.6 Component Attributes

    This advanced edit options displayed here are dependant on the type of object you have selected.

    Whether it is color changes or font size, through to being able to drop and edit images or videos.

    Below is the Component options displayed for an Image object.

    AdvSet_General-image

    Below is the Component options displayed for a Text object.

    AdvSet_Text options

    5.6.1 Transform

    The ‘Transform’ tab it gives you the ability to adjust transparency, rotation or skew of the object.

    You can move the ‘Opacity’ slider to achieve the transparency effect (0-100%).

    To change the angle of an object click in the ‘Rotation’ field and enter an angle (0-360).

    Enter an angle to skew an object along the X and/or Y axis.

    AdvSet_transform-image

    5.6.2 Filters

    A variety of different effects can be applied to your image, video, text or object using the ‘Filters’ component in the Inspector. The effects that can be applied are: Greyscale, Brightness, Sepia, Hue Rotate, Blur and Shadow.

    Highlight the object to apply the various effects and move the slider left or right. To apply a blur effect to your object use the up and down arrows or enter a value.

    The shadow filter can be offset along the X and/or Y axis. The third column gives you the amount of blur effect on the shadow. Select the color of your shadow in the color wheel or add a Hex code value.

    AdvSet_Filters-image

    5.6.3 Borders

    Borders can be added to a Box, Text box or Image. The weight of the border can be set to ‘All’ or each side can be different values. A ‘0’ value is no border.

    The color of any side border is selected from the drop down box on the right hand side.

    5.6.4 Corners

    Corners can be added to a Box shape or Text box. Changing the value in the corners fields gives you the ability to create rounded corners on your borders.

    AdvSet_borders corners

    5.6.5 Animation

    You can apply various movements to the objects in your editing palette. These include Fade and Bounce-In/Out/Left/Right/Up/Down; Flash; Shake; Wobble; Pulse; Spin; Hinge; Roll In/Out; etc.

    You then have various timing and start delay options. The values in the ‘Duration’ field are in milliseconds so keep that in mind when you working out the time frame for the movement on the object.

    The ‘Cycles’ field allows you to determine the amount of times you want that particular movement to repeat.

    A preview of the movement will be shown when added. You can view all scene movements using Preview.

    Fade in animation:

    animation fadein 000

    Insert an image onto the edit area (not a Background Image). Set the animation values to ‘Fade In’, ‘Linear’, Start Delay ‘0’, Duration at ‘4000 (4 seconds) and ‘1’ cycle.

    animation fadein 0000

    Extreme Fade in Left animation:

    animation exfadeleft 000

    Insert an image object onto the edit area (not a Background Image which is locked). Set the animation values to ‘Extreme Fade In Left’, ‘Linear’, Start Delay ‘0’, Duration at ‘8000 (8 seconds) and ‘1’ cycle.

    animation exfadeleft 0000

    Hinge animation:

    animation hinge 000

    Insert an image onto the edit area (not a Background Image). Set the animation values to ‘Hinge’, ‘Linear’, Start Delay ‘4000’ (4 seconds), Duration at ‘6000 (6 seconds) and ‘1’ cycle.

    animation hinge 0000

    These examples can be viewed online here: http://stratos.media/setc5/

    5.7 Basic Elements

    5.7.1 Text

    To add text, click on the icon and drag it into the editing palette. Enter text and select from a variety of font and alignment options. You can change font size, color and font type.

    A shadow can also be added to your text. Offset options – left-right-up-down. Blur and Color options.

    Data can be linked into the text field. In the text options box on the edit area click on the ‘Insert Data field’ icon and select the data source and cell.

    Basic Text 01

    Adding personal fonts.

    Users can add supported fonts into their Account – True Type (TTF) and Open Type (OTF). Click on the Font dropdown and the Select Font window will pop up.

    Add Fonts ppt 01

    Click the ‘Add’ button and select the Regular font option. Then browse to select your font to be added. It will now appear in your ‘My Fonts’ panel.

    Add Fonts ppt 00

    5.7.2 Image

    Adding an image to the Editing Palette can be done in two ways.

    Option 1: Click on the ‘Media tab’ and browse to your selected image and drag it into the Editing Palette. Doing it this way automatically brings the image with its original aspect ratio and size. The image can then be edited using options available in the inspector section on the right.

    components-image-03

    Option 2: Drag the ‘Image’ tag from the components menu on the left hand side and it will create a bounding box you can position on your edit palette. Click on the ‘Choose Media Tab’ and browse to select the image you wish to use from your Media Library then click OK.

    components-image-01

    components-image-02

    5.7.3 Video

    Adding a video to the editing palette can be done in two ways.

    Option 1: Click on the ‘Media tab’ and browse to your selected video and drag it into the editing palette. Doing it this way automatically brings the video with its original aspect ratio and size. The image can then be editing as desired using options available in the inspector section on the right.

    components-video-03

    Option 2: Drag the ‘Video’ tag from the components menu on the left hand side and it will create a bounding box you can position on your edit palette. Click on the ‘Choose Media Tab’ and browse to select the video you wish to use from your Media Library then click OK.

    components-video-01

    components-video-02

    In the inspector you have the option to loop video. By default the loop is set to off, which means the scene will run as long as the video. To keep repeating the video change the ‘loop’ option to ‘on’.

    Volume control can be controlled for full volume down to mute. By default volume is turned on.

    5.7.4 Video MP4 H.264 Stream

    To add a Video MP4 H.264 to your Editing Palette drag the ‘Video MP4 H.264 Stream’ object from the ‘Components Tab ‘into your Editing Palette. On the right hand side under ‘component’ you can add a URL of your choice.

    5.7.5 QR Code

    To add a QR code to your Editing Palette drag the ‘QR Code’ object from the components tab into your Editing Palette. On the right hand side under component you can add a URL of your choice and change size, background and foreground color of the QR code.

    components-QRCode-01

    StratosMedia allows you to create your own URL for a scene and add this to the QR Code object to deliver that content to a mobile device when the code is scanned.

    For example, create a scene in a mobile friendly resolution (1080 x 4000).

    Click the ‘Publish to Web’ tab at the top left of the scene editor and then use this URL in the QR Code to deliver customized pages to Mobile Devices.  http://stratos.media/wj3fk

    components-QRCode-02

    5.7.6 Table Object

    The Table Component links static or dynamic data fields into a Scene and display this data in real time.

    NOTE: Data sources must be generated firstly and added into the StratosMedia Data Source library.

    Create and link to data sources to use in scenes for your display content.

    Select the Data Sources tab in the Home dropdown menu and choose your data type.

    Excel/CSV file

    Open an Excel spreadsheet and save it as a CSV (Comma delimited) file.

    This will still retain the look of an Excel Spreadsheet but remove formatting incompatibility issues between different Microsoft Excel versions and formulas or symbols that may be incorporated in the spreadsheet layout and data entries.

    Click the ‘+’ button and select the Excel/CSV Tab. Then click Next button.

    DATA-CSV-01

    Name your Data Source. Then click Next button. Browse to the CSV File and click Open to load file.

    Once the file has uploaded click the SAVE button.

    DATA-CSV-02

    Now the Data Source is available to link to a Table or Text Object in a SCENE.

    When the Data Source file is updated in StratosMedia the data will dynamically change on the screen.

    DATA-CSV-03

    Formatting Tables

    Formatting options include:

    Header – Font size and color, panel color Table Body – Font size and color, panel color

    Columns – Width and color Cells – Font size and color, panel color

    Hide and Reorder Columns – this option should be determined BEFORE any other formatting

    Import Data Source

    Open the Scene Editor to create a new scene.

    Drag the Table Component onto the edit area.

    UG_Table Object_01

    Select Data Source from the Component drop down on right.

    UG_Table Object_02

    Reorder or Hide Columns

    NOTE: It is important to determine the layout of your table before formatting Headings, Columns or Cells as all of these are hard coded and reflect the ‘absolute’ positions of these in your table.

    Select Settings Tab. Now you can reorder columns in your Table.

    Tables-Reorder-Columns

    You can also hide columns from view.

    Tables-Hide-Columns

    Format Default Body and Header

    Select Default Tab.

    This will set the default baseline settings for the Table body.

    Change Font style, size and color. Change Background color.

    UG_Table Object_03

    Select Header Tab.

    This will set the default baseline settings for the Table body.

    Change Font style, size and color. Change Background color.

    UG_Table Object_04

    NOTE: Header Row can be hidden if required. In drop down menu change ‘Shown’ to ‘Hidden’.

    UG_Table Object_05

    Format Column – Color

    Select the top of a column. Change the Background color – this will affect the entire column.

    UG_Table Object_06

     

    Change the Font color – this will affect the entire column.

    UG_Table Object_07

    NOTE: Column widths will automatically size to the width of the widest data value.
    If no column format is applied the width of that column will resize to fill the remaining width of the table.

    UG_Table Object_08

    Format Column – Width

    Select the top of a column.

    Determine the width of the column in pixels. Enter into the Width field of the Component on right hand side.

    UG_Table Object_11

    Do this with each column.

    UG_Table Object_12

    Format Cells

    Select an individual cell. (Example Cell (1,2))

    Change the color of the text. Change the background color of the cell.

    UG_Table Object_09

    Do this for all cells that require formatting.

    UG_Table Object_10

    UG_Table Object_15

    NOTE: Changing the font size will affect the depth of the entire Row which the cell occupies.

    Format Rows

    NOTE: Formatting a Row will override a Column Format style.

    NOTE: Formatting a Cell will override both Column and Row styles.

    Select the Row number from the left of the Table.

    UG_TO_Rows-01

    Change the Font size of the entire Row.

    UG_TO_Rows-02

    Change the Padding value and this will alter the space above the text in the Row.

    UG_TO_Rows-03

    Change the Line Height value and this will alter the spacing below the text in the Row.

    UG_TO_Rows-04

    Now change the color of the Row.

    UG_TO_Rows-05

    Follow the above steps to format the other Rows.

    UG_TO_Rows-06

    UG_TO_Rows-07

    Select individual cells to format these.

    UG_TO_Rows-08

    UG_TO_Rows-09

    UG_TO_Rows-10

    Multiple Rows of Data

    If the Data Source contains many more rows of data than can be legibly be displayed on the screen at one time there are options that allow auto-scrolling or manual scrolling [if used on a touch screen device] of rows.

    Auto scroll option:

    Add Data Source into the Table Object. The table shows 20 rows of data which is illegible at Font size 13pt.

    UG_TO_animate-01

    Increase Font size for better legibility.
    Select the number of rows to display per page.

    UG_TO_animate-02

    Animation options are available for displaying multiple rows of data and include:

    • Number of rows displayed
    • Transition style between sections
    • Display delay time on screen

    UG_TO_animate-03

    UG_TO_animate-04

    Manual scroll option:

    This option is used in an environment where the content is displayed on a kiosk-style touch screen – eg Shopping Mall Store Directory.

    Drag the Table component onto the edit area and select the Data Source.

    Select the ‘Scroll’ option from the dropdown menu.

    Save and Preview the scene to experience the manual scroll option. Use a mouse if the screen is not touch enabled.

    5.7.7 Graphs

    You can link data to a dynamic visual display using the Graphs element.

    There are multiple style options such as Bar and Line Graphs or a combination of both of these, Vertically or Horizontally aligned options, Stacked Bar Graphs, Pie Charts with labels and conversion to 3D style, and a dynamic Dashboard Dial with 180o or 360o view.

    Data source

    Firstly create a data source from an Excel csv file or a Google Sheet. See Module 4.0.7 Data Sources.

    Bar Graph – Vertical

    This style is useful for displaying data sets with a large number of data points, or when you want multiple data sets on the same graph. You need at least one set of data, but this can display multiple sets of data.

    Select and drag the Graph Element onto the edit area then click the Edit Graph tab.

    The Graph dialogue box now lets you select your Data Sources from the dropdown menu.

    G-02

    In this example the data source is a table with 3 columns and 30 rows.

    Once the data table is selected you can then begin to populate the graph with some or all of the data.

    The initial default settings simply highlight the first row with the default colors, sizes and fonts.

    Data columns or rows can be selected as values, resulting in different graphs.

    To select your rows or columns click in the “Values” box and then on the right select the row or column to be used and displayed. Each time you click in the Value area a new data set will be added. Colors will be automatically generated but you can select your own palette colors.

    G-03

    The first graph below shows a Value selection of Rows.

    G-04

    This second graph shows a Value selection of the columns.

    G-06

    You can set a control Level value. Manually type in the set ‘Level’ value. This will color all of the data bars with values equal to or greater than the set level the same color and override individual colors.

    The Appearance settings allow you to format the look of the graph:

      • Margins are the ‘padding’ space around the graph. Increasing these values give extra space.
      • Font color/size affects the X and Y labels.
      • Legend color/size affects the key or legend tag names.
      • Lines color/size affects the X and Y axis.
      • Ticks color, length, width, thickness affects the label marks on each axis.

    Bar Graph – Horizontal

    This style will change the orientation of the graph and swap the X and Y axis.

    G-05

    You can change the position of the Legend in your layout – TL, TR, BL and BR.

    Stacked Bar Graph – Vertical

    This style will stack each value on top of each other in different colors. Use the Legend to name the bands.

    G-14

    Stacked Bar Graph – Horizontal

    This style will change the orientation of the graph and swap the X and Y axis.

    G-15

    Line Graph

    Line graphs are very similar to bar graphs.

    There is a second line size option which affects thickness of the lines in the graph.

    There is no ‘Level’ option for line graph.

    G-07

    Combination Bar and Line Graph

    This option allows you to select the type of display, either Bar or Line, for each set of values.

    G-08

    Pie Chart

    This option is a typical pie chart or pinwheel graph.

    G-09

    You can only display one set of data at a time in this format ie. One column or one row.

    Below is a 3D checkbox option for a different rendering of the chart.

    G-10

    Hollow Pie Chart

    This option is a pie chart with a hole in the middle or a doughnut style graph.

    The size of the hole can be changed by altering the thickness. 3D option is also available.

    G-11

    Arc Graph

    Set the Levels manually using one or multi color sections.

    For example here the levels could be indicative of a Fire Danger level: None, Low, Moderate, Dangerous, and Critical where the colors change from blue to crimson.

    The Dial is then linked to a temperature value which moves as a % of the total level up and down the Arc.

    Deselecting the Dial option will grow or diminish the Arc depending on the value.

    G-12

    360o Dial Arc Graph

    This is the same as the 180o arc graph except it is a full circle. You can use a Dial arm or the bands of color.

    G-13

    NOTE: Data can be linked to your Google Sheets account. See Google Sheets for more information.

    5.7.8 Web View

    The ‘Web View component’ can be used to display a live web page in a scene.

    Drag and drop the ‘Web View component’ onto the edit area. Add the site URL into Component settings.

    Webview 01

    Next change the size of the Web View object to fit the edit area – in this case 1920 x 1080 and select Redraw.

    NOTE: Current zoom view is not indicative of actual display.

    To position and view the Website accurately, zoom into 100%.

    Selecting the Preview tab allows you to view the actual display visual in real size.

    NOTE: Unauthenticated sites will not display unless you select ‘allow option’ – see below.

    This scene now displays a live website which updates in real time as the site updates.

    You can select the Scroll and Speed options to allow the site page to scroll from the top to the bottom of the page.

    If your screen is touch enabled then the scene is fully interactive and users can navigate throughout the site. You should select the Scrollbar Shown option for users to move up and down the page.

    The user/password fields are for HTTP basic authentication.

    It does not do form based authentication as these are designed so a human has to sign in to stop brute force attacks.

    The Cache option will download web assets onto the Player and cache usernames and passwords. The actual webpage will not be visible or displayed on screen unless the device is connected to the internet.

    Webview 02

    Webview 03

    Webview 06

    This scene now displays a live website which updates in real time as the site updates.

    NOTE: Authenticated sites using https will display in the edit area and through Preview. Unauthenticated sites using http will not display unless you allow them through.

    Webview 04

    To view unauthenticated sites in the edit area or Preview panel there is a tab at top right in Chrome browser which alerts you to unauthenticated URL sources. Select the ‘Load unsafe scripts’ option and the website will become visible.

    Webview 05

    Section 6.0  |  Scene Templates

    Templates are used as a controlled base for new scenes.

    The Templates option has been designed to allow master users – Content Creators – to build templates with locked or limited editing permissions for each component in the scene template.

    Permissioned users – Content Editors – will be able to access certain templates to build scenes with predefined editing options for certain elements.

    Using permission-based folders adds another level of content control and access.

    The purpose of these templates is to retain control over the brand look and feel of the layouts while offering simple ease of use for ‘non-designers’.

    6.1 User Groups

    There are two user groups that are relevant to this feature:

    Content Creator Group – creates templates

    Content Editor Group – creates scenes from templates

    Content Creator

    Content Creator creates the template and can unlock settings individually on each component

    This master user then adds user group(s) to a component which allows only editors in that group to edit that component when the template is used to create a new scene.

    NOTE: Changing a base template will not affect any scenes previously built with the original template.

    Content Editor

    Once a template is built it is available to Content Editors to select when they wish to create a scene.

    They will only have access to the component attributes that are unlocked for the group.

    No additional components will be accessible to be added into the scene layers.

    6.1.1 Accounts

    OPEN the Accounts Tab from the Home Menu.

    Templates-UG_01C

    Drag the users into their respective groups:

    1. Template User_01 into Content Creator Group
    2. Template User_02 into Content Editor Group
    3. Template User_03 into Content Editor Group
    4. [Optional] Create ‘Content Editor Level 2 Group’ for an extra level of permissions.
      Add Template User_03 into Content Editor Level 2 Group

    6.1.2 Groups

    Double click on the Groups to see which Users are part of that Group.

    Content Creator Group

    Templates-UG_02

    Users in this Group will have Account and Template Editor functions.

    If these are not visible, drag them from the right Available Functions panel into the Assigned Functions area.

    Content Editor Group

    Templates-UG_03

    Users in this Group will be allowed to edit the Templates.

    All template editors MUST be a part of this group at the top level.

    You can create new sub-Groups from users in this Content Editor group to allow templates to be accessed and edited by different sets of users. For example for different internal departments or different client campaigns.

    Templates-UG_04

    The Template Editor contains two important functions that are different from the normal Scene Editor.

    1. A ‘Lock’ Tab in the component attributes on the right.
    2. An ‘Add Editor Group’ Tab in the component attributes on the right.

    Lock Tab

    This locks/unlocks access to components and attributes for that component. By default all elements are locked.

    Add Editor Group Tab

    Groups added here have the allocated permissions when they create a scene associated with this template.

    6.2 Build a Template

    This example will show the editing properties of a Template layout as pictured below:

    T001-Scene 1

    Go to the Home menu and click the Templates tab. Click the + icon to open a new template.

    Now the Template editor window will open – name the template.

    Templates-UG_05

    a. Drag a Basic Color background onto the edit area to get started.

    Templates-UG_06

    By default ALL users in the Content Editor Group will be able to edit elements that have been unlocked.

    The ‘Content Editor’ Group does not have to be added into the group area.

    The Lock Tab is available at right. By default all components and their attributes are locked.

    Click on a component attribute lock icon to ‘unlock’ it for editors – attribute will show green unlock icon.

    Templates-UG_07

    Continue the process for each element in the template.

    b. Add a Box and unlock Color and Gradient options

    Templates-UG_08

    c. Add a Box and unlock Color and Gradient options

    Templates-UG_09

    d. Add a Box for RSS panel and unlock Color and Border options

    Templates-UG_10

    e. Add images and DO NOT unlock any options for these items. They will not be editable by anyone.

    Templates-UG_25

    f.  Add Text box for Header text.
    Add user group – ‘Content Editor Level 2’. Only users in this group will be able to edit the text.
    Unlock Content (to change text), Color (to change font color), Size (to change font size) and Spacing (space between lines).

    Templates-UG_11

    g.  Add Text box for Body text.
    Add user group – ‘Content Editor Level 2’. Only users in this group will be able to edit the text.
    Unlock Content (to change text), Color (to change font color), Size (to change font size) and Spacing (space between lines).

    Templates-UG_12

    h. Add Text Scroller.
    Add user group – ‘Content Editor Level 2’. Only users in this group will be able to edit the text.
    Unlock Text (to change text), Separator and Color (to change font color).

    Templates-UG_13

    i. Add Image Slider.
    Add user group – ‘Content Editor Level 2’. Only users in this group will be able to edit the text.
    Unlock Content (to change images or link to a folder of images), Sync, Order, Delay Time, Transition and Size options.

    Templates-UG_14

    6.3 Create a Scene from a Template

    Once templates are created now a user in the Content Editor Groups can build a scene based on the templates.

    Click on the Scenes Tab from the dropdown Home menu.

    Click the + button.

    You have the option to select a Template base. [Note: The Blank scene option is not available].

    Choose from one of the available Templates.

    Templates-UG_15

    Click OK.

    Templates-UG_16

    The scene editor window will open with the preconfigured scene base.

    NOTE: There are no component options available to add to the scene.

    User access areas

    The three examples below show the editable areas allocated to each of three user types.

    1. All Editor Groups

    No access to edit logos or move ANY objects in the layout.

    T001-Scene 1

    2. Content Editor Group

    Areas available for editing by this Group are:
    A. Background (yellow)   B. Left panel (green) C. Right text panel (blue)  D. Ticker background (red)

    T001-Scene 2

    3. Content Editor Group 2

    Areas available for editing by this Group are as above Group:
    A. Background (now blue)   B. Left panel (now orange)  C. Right text panel (now yellow)
    D. Ticker background (now green)

    PLUS:  E. Images (now food images)   F. Headline: text-font-size G. Body: text-font-size

    T001-Scene 3

    These scenes can now be added to Playlists and Channels and sent to Players as normal.

    Section 7.0  |  Content Zones

    Content Zones are designated areas of your screen display which can be independently managed and controlled. Think like an advanced picture in picture with intelligent scheduling. Channels with their own content and schedules are dropped into the Content Zones.

    3-Zone Template

    In this example we will create a 3 Zone Template for a standard landscape FHD screen resolution (1920 x 1080). Typically this layout can be used for advertising in the Left zone, NEWS ticker along the Ticker zone and the Main zone for general messaging and videos.

    Slide24

    7.1 Setup Content Zones Master Template Scene

    Create a new scene in Scene Editor and select the resolution to 1920 Width x 1080 Height.

    Name this scene Content Zone Template T1 as this will be the master scene.

    Slide0

    Select the Content Zone Object from Components on the left and drag it onto the edit area. Resize this to 600 x 1080 and position at X-0 and Y-0. Name this Content Zone Left.

    Slide1

    Select the Content Zone Object from Components on the left and drag it onto the edit area. Resize this to 1320 x 900 and position at X-600 and Y-0. Name this Content Zone Main.

    Slide2

    Select the Content Zone Object from Components on the left and drag it onto the edit area. Resize this to 1320 x 180 and position at X-600 and Y-900. Name this Content Zone Ticker.

    Slide3

    7.2 Setup Channels to populate the Content Zones Template Scene

    NOTE: It is important that the scene resolutions match the Content Zone sizes for the content to fit correctly on the screen.

    7.2.1 Content Zone Left

    Create Scenes

    Create a new scene in Scene Editor and select CUSTOM from the resolution dropdown menu.

    Set these sizes to 600 Width x 1080 Height.

    Name this scene to indicate the zone eg. Left – Scene 1 and then populate with images, shapes, text, etc.

    Create more scenes at the same size to include in the Playlist.

    Slide11

    Create a Playlist

    Create a new Playlist and name it to indicate the zone eg. Left Playlist and then populate with the Left scenes by dropping them into the playlist timeline.

    NOTE: All Playlists must contain at least 2 items (scenes and/or media files).

    Slide14

    Create a Channel

    Create a new Channel and name it to indicate the zone eg. Left Channel and then populate with the Left Playlist by dropping into the Channel.

    Slide17

    7.2.2 Content Zone Main

    Create Scenes

    Create a new scene in Scene Editor and select CUSTOM from the resolution dropdown menu.

    Set these sizes to 1320 Width x 900 Height.

    Name this scene to indicate the zone eg. Main – Scene 1 and then populate with images, videos, text, etc.

    Create more scenes at the same size to include in the Playlist.

    Slide12

    Create a Playlist

    Create a new Playlist and name it to indicate the zone eg. Main Playlist and then populate with the Main scenes by dropping them into the playlist timeline.

    NOTE: All Playlists must contain at least 2 items (scenes and/or media files).

    Slide15

    Create a Channel

    Create a new Channel and name it to indicate the zone eg. Main Channel and then populate with the Main Playlist by dropping into the Channel.

    Slide18

    7.2.3 Content Zone Ticker

    Create Scenes

    Create a new scene in Scene Editor and select CUSTOM from the resolution dropdown menu.

    Set these sizes to 1320 Width x 180 Height.

    Name this scene to indicate the zone eg. Ticker – Scene 1 and populate with RSS, shapes, text scroller, etc.

    Create more scenes at the same size to include in the Playlist.

    Slide13

    Create a Playlist

    Create a new Playlist and name it to indicate the zone eg. Ticker Playlist and then populate with the Ticker scenes by dropping them into the playlist timeline.

    NOTE: All Playlists must contain at least 2 items (scenes and/or media files).

    Slide16

    Create a Channel

    Create a new Channel and name it to indicate the zone eg. Ticker Channel and then populate with the Ticker Playlist by dropping into the Channel.

    Slide19

    7.3 Dropping Channels into the Content Zones

    OPEN the Content Zone Template scene in Scene Editor.

    Content Zone Left

    Next select a Content Zone on the edit area or in the layers.

    Click the Choose Content tab in the Component area on the right side.

    Select the Channel tab at the top of the Choose Content dialogue box and highlight the correct Channel that was created for that zone.

    NOTE: It is important that the Channel content matches the Content Zone size for the content to display correctly.

    Slide5

    Click ‘OK’ and the Content Zone now contains the Channel of content for that area.

    Slide6

    Follow the same procedure for each of the other Content Zones.

    Content Zone Main

    Select the Main Content Zone on the edit area or in the layers.

    Click the Choose Content tab in the Component area on the right side.

    Select the Channel tab at the top of the Choose Content dialogue box and highlight the correct Channel that was created for that zone.

    NOTE: It is important that the Channel content matches the Content Zone size to display content correctly.

    Slide7

    Click ‘OK’ and the Content Zone now contains the Channel of content for that area.

    Slide8

    Content Zone Ticker

    Select the Main Content Zone on the edit area or in the layers.

    Click the Choose Content tab in the Component area on the right side.

    Select the Channel tab at the top of the Choose Content dialogue box and highlight the correct Channel that was created for that zone.

    NOTE: It is important that the Channel content matches the Content Zone size to display content correctly.

    Slide9

    Click ‘OK’ and the Content Zone now contains the Channel of content for that area.

    Slide10

    7.4 Distribute to a Player

    NOTE: Only Channels can be sent to a Player so a Master Template Channel containing the Content Zone Template scene needs to be generated.

    Content Zone Template Channel

    Create a Playlist

    Create a new Playlist and name it to indicate the template eg. T1 Template Playlist and then populate with the Content Zone Template scene by dropping it into the playlist timeline.

    NOTE: This Playlist can contain just the single Content Zone Template scene since changes are made at the Channel Zones Playlists level.

    Slide20

    Create a Channel

    Create a new Channel and name it to indicate the template eg. T1 Template Channel and then populate with the T1 Template Playlist by dropping into the Channel.

    Slide21

    Send the Channel to a Player

    This is the easy part.

    Open both the Player Window and the Channel Window.

    Select the T1 Template Channel and drag it onto the Player.

    Player details will indicate ‘Sending to Player’, ‘Downloading Media’ and finally ‘Playing’.

    NOTE: Player Icon must be GREEN for exchange to take place – ie connected to the internet.

    Slide22

    Content will now be playing on the screen.

    Slide24

    Changing and updating the Content Zones

    Content in each zone can be changed independently of any of the other zones.

    At the Scene level

    If a scene already exists in a Content Zone Playlist, make changes to the scene in Scene Editor and SAVE.

    Drop the Template Channel onto the Player.

    At the Playlist level

    Add new scenes, change the order of scenes or remove scenes from a Content Zone Playlist.

    Drop the Template Channel onto the Player.

    NOTE: DO NOT drop the Content Zones Channels (Left, Main, Ticker) directly onto the Player. ONLY use the Template Channel with the Master Content Zone Template scene containing the Content Zone Channels.

    7.5 Variations on Content Zone areas

    You are able to layout the screen in any desired variation of the content zone. For portrait and landscape aspects.

    Example 1.

    Landscape with fixed header, weather panel and RSS news banner with one main Content Zone Channel.

    Example 2.

    Portrait with fixed header and footer and two Content Zones showing main content and a NEWS ticker.

    Content Zones - Multiple Layouts

    NOTE: If content is not scheduled or missing from a Content Zone then the area will show as black.

    If you are feeling adventurous the options also include Content Zones within scenes within zones and Content Zones overlapping other zones.

    User Permissions for Content Zones

    Applying user permissions to Channels and Playlists allows you to segregate the zones to allow only users with the correct access rights to change and distribute content in any given zone.

    Granular User Permissions available in ENTERPRISE version only.

    Section 8.0  |  Kiosk and Touch Interface

    Actions

    8.1  Click Scene

    Creating an Interactive Kiosk

    The Click Scene component provides INTERACTIVITY to trigger new scenes within the playlist.

    The Click Function component provides an INTERACTIVITY trigger that can directly back into playlist when in Kiosk mode.

    To create an interactive kiosk you first need to create Multiple SCENES with trigger buttons applied. In the tutorial below we will create a kiosk style application consisting of 4 Scenes.

    Touch Demo Home

    • Create a new scene and rename it “Touch Demo Home“. The naming of scenes is important as it is used to link scenes once interactivity has be added to an object.
    • Open your “Touch Demo Home” scene and add a background (colour, gradient, image or video)
    • Next you need to add objects that you wish to use as your interactive buttons. In this case select 3 button icons from the media library and drag them out onto the editing palette.
    • Movements can be applied to each icon if you wish.
    • Once your buttons have been added save the scene.

    You now need to replicate what you have done here across the next 3 scenes.
    Touch Demo 1

    • Create a new scene to be linked to one of the buttons. Rename it “Touch Demo”. The naming of scenes is important as it is used to link scenes once interactivity has be added to an object.
    • Open your “Touch Demo 1” scene and add a different background (basic colour, gradient colour, Image or video) that will distinguish it from your home screen.
    • Next add objects that you wish to use as your interactive buttons. In this case select 3 button icons from the media library and drag them out onto the Editing Palette.
    • Next select an image to use as you home button and place this somewhere on your Editing Palette.
    • Movements can be applied to each icon if you wish.
    • Once your buttons have been added save the scene.

    Touch Demo 2

    • Create a new scene to be linked to one of the buttons. Rename it “Touch Demo”. The naming of scenes is important as it is used to link scenes once interactivity has be added to an object.
    • Open your “Touch Demo 2” scene and add a different background (basic colour, gradient colour, Image or video) that will distinguish it from your other scenes
    • Next you need to add objects that you wish to use as your interactive buttons. In this case select 3 button icons from the media library and drag them out onto the editing palette.
    • Next select an image to use as you home button and place this somewhere on your editing palette.
    • Movements can be applied to each icon if you wish.
    • Once your buttons have been added save the scene.

    Touch Demo 3

    • Create a new scene to be linked to one of the buttons. Rename it “Touch Demo 3”. The naming of scenes is important as it is used to link scenes once interactivity has be added to an object.
    • Open your “Touch Demo 3” scene and add a different background (basic colour, gradient colour, Image or video) that will distinguish it from your other scenes
    • Next you need to add objects that you wish to use as your interactive buttons. In this case select 3 button icons from the media library and drag them out onto the editing palette.
    • Next select an image to use as you home button and place this somewhere on your editing palette.
    • Movements can be applied to each icon if you wish.
    • Once your buttons have been added save the scene.

    The next process that is needed is to add interactivity to your buttons and assign them their function and to what scene which button will be activate.

    Adding Interactivity to buttons

    Touch Demo Home

    Interactivity now needs to be added to each button. This is done using “Click Scene” found in the components drop down on the left hand side.

    • Open the “Touch Demo Home”
    • From Components left click on “Click Scene” and drag it into the Editing Palette.
    • Resize the bounding box so that it covers your 1st button.
    • On the left hand in the Inspector window under components you will be able to select which scene you wish this button to be directed to. From the drop down select “Touch Demo 1“.
    • Transitions can also be applied. From the drop down box select a transition you wish to use between scenes.

    Repeat this process now for the other remaining buttons.

    • Drag and drop “Click Scene” onto your 2nd button and resize so that it covers the object in full.
    • From the Inspector window in components point the 2nd button to “Touch Scene 2” and add a transition.
    • Drag and drop “Click Scene” onto your 3rd button and resize so that it covers the object in full.
    • From the Inspector window in components point the 3rd button to “Touch Scene 3” and add a transition.

    Touch Demo 1

    • Open “Touch Demo 1”
    • From Components left click on “Click Scene” and drag it into the Editing Palette.
    • Resize the bounding box so that it covers your “Home” button.
    • On the left in the Inspector window under components you will be able to select which scene you wish this button to be directed to. From the drop down select “Touch Demo Home“.
    • Transitions can also be applied. From the drop down box select a transition you wish to use between scenes.

    Please Note: Repeat this process for the other remaining buttons except “Touch Demo 1” as this is the active scene.

    • From Components left click on “Click Scene” and drag it into the Editing Palette.
    • Resize the bounding box so that it covers your 2nd button.
    • On the left hand in the Inspector window under components you will be able to select which scene you wish this button to be directed to. From the drop down select “Touch Demo 2“.
    • Transitions can also be applied. From the drop down box select a transition you wish to use between scenes.

    Repeat this process now for the other remaining buttons.

    • Drag and drop “Click Scene” onto your 3rd button and then resize so that it covers the object in full.
    • In the Inspector window in components point the 3rd button to “Touch Scene 3” and add a transition.
    • Save scene

    Touch Demo 2

    Please Note: Repeat this process for the other remaining buttons except “Touch Demo 2” as this is the active scene.

      • Drag and drop “Click Scene” onto your “Home” button and resize so that it covers the object in full.
      • From the Inspector window in components point the “Home” button to “Touch Demo Home” and add a transition.
      • Drag and drop “Click Scene” onto your 1st button and then resize so that it covers the object in full.
      • From the Inspector window in components point the 1st button to “Touch Scene 1” and add a transition.
    • Do not add an interactive bounding box to button 2
    • Drag and drop “Click Scene” onto your 3rd button and then resize so that it covers the object in full.
    • From the Inspector window in components point the 3rd button to “Touch Scene 3” and add a transition.  Save scene

    Touch Demo 3

    Please Note: Repeat this process for the other remaining buttons except “Touch Demo 3” as this is the active scene.

      • Drag and drop “Click Scene” onto your “Home” button and then resize so that it covers the object in full.
      • From the Inspector window point the “Home” button to “Touch Demo Home” and add a transition.
      • Drag and drop “Click Scene” onto your 1st button and then resize so that it covers the object in full.
      • From the Inspector window in components point the 2nd button to “Touch Scene 1” and add a transition.
    • Do not add an interactive bounding box to button 3.  Save scene

    Once all of the Interactive buttons have been applied to all of the scenes you can now create a channel.

    Creating an Interactive Channel – Kiosk Mode

    • Open the “Channels App” from the applications drop down menu
    • Click “New Channel” to create a new channel and it will appear listed below.
    • Right click on “New Channel” and rename it “ Interactive Kiosk”
    • Double click on your newly created channel to access it.
    • You will need to create a playlist in which you are able to drop your scenes you had created previously.
    • Click on “New Playlist”. It will appear on the right hand side.
    • Once you have created a playlist rename it by highlighting it and call it “ Touch Demo Scenes”
    • In the panel on the left drag your scenes in order that you created directly onto your newly created channel. (Touch Demo home, Touch Demo 1, Touch Demo 2, Touch Demo 3)
    • In the playlist on the right hand side click on the first scene “Touch Demo Home”
    • In the tab below click on schedule
    • Click on the check box “Kiosk mode”. By selecting “Kiosk mode” it notifies the player that it is part of a kiosk.     

    Repeat the process above for all the other scenes in the playlist.

    Once this is done save your “Interactive Kiosk” Channel.

    You are now ready to send the “Interactive Kiosk” channel to a player (touch screen or tablet. May also be tested using a mouse if you don’t have access to any touch device)

    8.2  Click Function

    In kiosk mode the click function component provides an INTERACTIVITY trigger that takes the user directly back to the next scene in the holding playlist where the user interrupted the playlist.

    This component also allows you to add other functions such as:

    8.3  Click Event

    Using Event enables interaction with the screen and can be used for a multiple applications from wayfinding though to touch interactive pop ups.

    To create a basic interactive scene using ‘Events’ start by adding all your assets and text to the edit area. What we want to achieve in this scene is when the meal or hotdog is selected the price of the item will then pop up behind it. It is best practice to name your text and text boxes so they are easily identifiable.

    Start Event

    You now need to work out what you want displayed at the beginning of your scene. To do so drag the layers you wish to be hidden from layers over to the right under events layers. In this case I don’t want any of the text or text boxes displayed.

    To hide these objects de-select the hide or show icon in layers. This is represented by a little eye.

    Event 1

    You are now ready to create an event for what will happen once ‘Meal 1’ has been selected. In the ‘Events Column’ under start right click and ‘Add new’ name this event ‘Meal 1’ and push ‘Ok’. The event should now appear under start in the ‘Events Column’

    Now that the ‘Meal Event’ has been created you need work out what layers you want displayed when this action happens. In this case I want to hide the hotdog text and text box. To do so, from layers drag all the objects you wish to appear and be hidden from layers over to the right under events layers. In this case I don’t want any of the hotdog text or text boxes displayed. So I’m going to deselect these layers.

    Animations may be applied to layers in this event function. By selecting the layer you wish to add  animations to from the ‘Action’ drop down. Select ‘Animation’ and choose which one you wish to use along with the timing, delay, duration and number of cycles.      

    Event 2

    You are now ready to create an event for what will happen once ‘hotdog’ has been selected. In the ‘Events Column’ under start, right click and ‘Add new’ name this event ‘Hotdog Event’ and push ‘Ok’. The event should now appear under start in the ‘Events Column’      

    Now that the ‘hotdog Event’ has been created you need work out what layers you want displayed when this action happens. In this case I want to hide the ‘Meal 1’ text and text box. To do so, from layers drag all the objects you wish to appear and be hidden from layers over to the right under events layers. In this case I don’t want any of the ‘Meal 1’ text or text boxes displayed. So I’m going to deselect these layers.

    Animations may also be added as you had done previously.

    Once events have been created for each individual object you are now ready to create an interactive box around a particular object and link it to an event. To do so from ‘Components’ on the left hand side select ‘Event’ and drag it into the edit area. Resize the bounding box to fit the object that you want to place an interactive button on. On the right hand side in ‘Inspector’ under component, select from the drop down in the ‘Click’ field the event you wish to happen. In the case this tutorial I want to select the ‘Meal event’.

    Now do the same for the hotdog but this time select ‘Hotdog event’.      

    Save your scene and click preview. Once each image is selected the price will now appear behind it.

    8.4  Go Back and Go Forward

    Go Back and Go Forward are HISTORICAL options in a kiosk that allow you to navigate between scenes that you have visited. They perform similarly to a history of pages visited in a web browser.

    Go Back

    Used to navigate between scenes that you have visited in the kiosk.
    Eg It will go BACK to the ‘previous’ scene visited and then the one before that and the one before that etc.

    Go Forward

    This will not do anything until you have been to a scene and then back to another scene.
    Then it will go FORWARD to the previous scene you visited.
    NOTE: They do not give you the ability to go forward or back to scenes or images in a playlist order – only scenes that you have previously visited in the kiosk.

    Building a scene

    NOTE: Each of these scenes have Click Scene actions applied at the top (1, 2, 3, 4, 5) to allow navigation between the other scenes. This process is described in Section 1of this Guide – Basic Kiosk Configuration.
    OPEN a new scene and drag the Go Back component from the Action Set onto the edit area.

    i-Go Back_01

    NEXT drag the Go Forward component from the Action Set onto the edit area.

    i-Go Forward_01

    Do the same for each scene in the kiosk playlist. You can add transitions between the scenes.

    i-Go Back_02

     

    i-Go Forward_02

     

    Building the kiosk Channel with Playlists

    OPEN a NEW channel and ADD a holding playlist. This scene will link to the opening scene in the kiosk playlist.
    Set the Schedule to Always.
    ADD a kiosk content playlist. These scenes will play when triggered.
    Set the Schedule to Kiosk Mode and Ignore.

    i-BackForward_Playlist_0

    Click on EACH scene and add the schedule Kiosk Mode, Ignore and Idle Timeout (XX secs).

    i-BackForward_Playlist_01

     

    i-BackForward_Playlist_02

    Now send this Channel to a kiosk Player.

    You will now be able to browse back and forward between the scenes that have been visited.

    View the video here.

    Section 9.0  |  Scene control in a Sync Group

    Overview of design

    The basis of this setup is to use ‘master’ scenes to control the scenes on the other ‘slave’ players/screens in a Sync Group.

    The same scene can be displayed on all screens or a different scene triggered by the master can be displayed on all other slave screens.

    NOTE: All player devices in this sync group must be on the same network switch and not connected over WiFi.

    Setting up a Sync Group

    Enrol Players in your account: Master/Slave 1/Slave 2

    Kiosk-Sync Players_01

    Right click on Master player

    Select ‘Create Sync Group’

    Kiosk-Sync Players_02

    You will see other players in the ‘Available Peers’ section

    If no players appear then drag them into the ‘Available Peers’ section and then drag these players into the ‘Players in Group’ section

    Kiosk-Sync Players_03

    Kiosk-Sync Players_04

    Right click on Master player and select ‘Set As Master’

    Kiosk-Sync Players_05


    The sync group will now appear under the Player Group tab.

    Kiosk-Sync Players_06

    Required Scenes

    Build three (3) master scenes – M1/M2/M3

    Build two (2) slave scenes – S1/S2

    Kiosk-Screen_01

    Master scenes

    M1 – Using Sync scene

    1. Below edit area click ‘Sync’ tab
    2. Click ‘Choose Scene’ tab
    3. Browse to S1 – click OK

    Kiosk-Screen_02a

    Kiosk-Screen_02b

    This scene is now linked to M1 and will display on the slave players in the sync group whenever M1 plays on the master player.

    M2 – Using Sync scene

    1. Below edit area click ‘Sync’ tab
    2. Click ‘Choose Scene’ tab
    3. Browse to S2 – click OK

    Kiosk-Screen_03

    This scene is now linked to M2 and will display on the slave players in the sync group whenever M2 plays on the master player.

    M3 – Normal build

    Kiosk-Screen_04

    This scene will play on all players in sync group.

    Setting up a Channel

    Create a new channel

    Add a new Playlist – Master Playlist

    Drag in all the Master Scenes

    kiosk scenes master

    Schedules on scenes and playlist is Always

    Add another Playlist – Slave Playlist

    Drag in all the Slave Scenes

    kiosk scenes all

    Schedules on scenes and playlist is Always

    Send content to Sync Group

    Go to the Player Groups tab and browse to the Sync Group that contains your Master and Slave players.

    Go to the Channels tab and browse to the Channel with your Master and Slave playlists.

    Drag the channel onto the sync group.

    Kiosk-Channel to Sync Group

    Content will download onto the players and begin playing following the playlist diagram below:

    Kiosk Sync scenes playlist on players

    Section 10.0  |  Kiosk-to-screen control using Sync Groups

    Overview of design

    The basis of this setup is to use one ‘master’ player/screen to control the content on the other ‘slave’ player/screen in a Sync Group.

    Scenes triggered by the master touch interface are displayed on the slave screen.

    NOTE: All player devices in this sync group must be on the same network switch and not connected over WiFi.

    Setting up a Sync Group

    1. Enrol Players in your account
      1. Master/Slave
    2. Right click on Master player
      1. Select ‘Create Sync Group’
    3. You will see other players in the ‘Available Peers’ section
      1. If no players appear then drag them into the ‘Available Peers’ section
      2. Drag these players into the ‘Players in Group’ section
    4. Right click on Master player and select ‘Set As Master’

    The sync group will now appear under the Player Group tab.

    This procedure is detailed in Module 9.0>Scene control in a Sync Group>Setting up a Sync Group

    Required scenes

    Build four (4) scenes:

    1. Holding Scene
    2. Control scene
    3. Slave scene with text
    4. Slave scene with video

    Kiosk-Control_scenes-all

    Holding scene

    This scene runs on the kiosk and has a ‘Click Scene’ action link to the Control scene.

    Open a new scene.

    Add a background colour and text.

    Go to Components>Actions>Click Scene

    Drag this to cover the entire scene area.

    At the right hand side browse to link the ‘Control scene’ in the dropdown menu.

    Kiosk-Control_scenes-holding

    Save.

    Slave scene 1

    This scene runs on the slave players in the sync group when the trigger is touched on the kiosk control scene.

    Open a new scene.

    Add a background colour and text.

    Kiosk-Control_scenes-green

    Save.

    Slave scene 2

    This scene runs on the slave players in the sync group when the trigger is touched on the kiosk control scene.

    Open a new scene.

    Add a background colour and text.

    Browse in the Media tab and drag a video onto the edit area.

    Kiosk-Control_scenes-red-02

    Set video options a. Volume ON   b. Loop OFF c. Size FILL d. Autoplay OFF

    Video playback controls will be added in the kiosk control scene.

    Save.

    Control scene

    This scene runs on the kiosk and has actions to trigger scenes on the slave players in the sync group and video playback controls for Play/Pause/Stop/Unmute/Mute.

    Open a new scene. Add a background colour and text.

    Trigger elements for Sync Kiosk Green scene.

    Go to Components>Remote>Click Scene Remote

    Drag this component across.
    [This doesn’t need to be on the visible scene area as it is a command component only].

    At the right hand side browse to link the ‘Sync Kiosk Green’ scene’ in the dropdown menu.

    Kiosk-Control_blue-G02

    Create a new event in the Events tab under Start.

    Right click and name the event [Green]

    Highlight the ‘Click Scene Remote green’ in Layers and drag across into the green event area.

    Click the Action button and choose ‘Trigger’ from dropdown menu.

    Kiosk-Control_blue-G03

    Drag a box onto the edit area and colour it green.

    Go to Components>Actions>Event and drag to cover the box.

    At the right hand side browse to link the event ‘Green’ in the dropdown menu.

    Kiosk-Control_blue-G04

    Trigger elements for Sync Kiosk Red scene.

    Repeat the steps to create a touch point to trigger the second scene.

    1. Click Scene Remote
    2. Box
    3. Event
    4. Event Component

    Kiosk-Control_blue-R04

    Save.

    Building interactive Channel

    Holding Playlist

    Create new playlist and add holding scenes.

    Schedule the playlist as ‘Always’.

    These scenes will rotate until screen is touched.

    Then the Master control scene will play.

    Kiosk-Control_playlists-01

    Master Control Playlist

    Create new playlist and add Master Control scene.

    Schedule the playlist as ‘Kiosk Mode’ and ‘Ignore’ and ‘Idle Timeout’ and ‘Seconds’.
    This scene will then timeout and revert back to the holding scene after the allocated time period.

    Kiosk-Control_playlists-02

    Triggered Scenes Playlist

    Create new playlist and add all of the scenes that will be triggered to play on the sync players.

    Schedule the playlist as ‘Kiosk Mode’ and ‘Ignore’.

    The triggered scene will continue to play until another scene is triggered via the master scene or until the master scene times out.

    Kiosk-Control_playlists-03

    Distributing content

    Kiosk-Control_channel to sync group

    Drag and drop the Channel onto the Sync Group. Content will download and start playing.

    Adding Video Controls

    These Click Functions will affect all videos in scenes across the Sync Group.

    Drag image(s) onto scene to represent video controls.

    Video Controls all

    Play

    Go to Components>Actions>Click Function.

    Drag component over the Play icon image.

    Rename to ‘Click Function PLAY’.

    Select ‘Play All Video’ from the Function dropdown menu.

    When this is touched on the kiosk all videos in the Sync scenes will play.

    Video Controls PLAY

     

    Pause

    Go to Components>Actions>Click Function.

    Drag component over the Pause icon image.

    Rename to ‘Click Function PAUSE’.

    Select ‘Pause All Video’ from the Function dropdown menu.

    When this is touched on the kiosk all videos in the Sync scenes will pause.

    Video Controls PAUSE

    Stop

    Go to Components>Actions>Click Function.

    Drag component over the Stop icon image.

    Rename to ‘Click Function STOP’.

    Select ‘Stop All Video’ from the Function dropdown menu.

    When this is touched on the kiosk all videos in the Sync scenes will stop.

    Video Controls STOP

    Unmute

    Go to Components>Actions>Click Function.

    Drag component over the Unmute icon image.

    Rename to ‘Click Function UNMUTE’.

    Select ‘Unmute All Video’ from the Function dropdown menu.

    When this is touched on the kiosk all videos in the Sync scenes will unmute.

    Video Controls UNMUTE

    Mute

    Go to Components>Actions>Click Function.

    Drag component over the Mute icon image.

    Rename to ‘Click Function MUTE’.

    Select ‘Mute All Video’ from the Function dropdown menu.

    When this is touched on the kiosk all videos in the Sync scenes will mute.

    Video Controls MUTE

    Outcome

    Now you can control the content using the Kiosk touch screen to change content on the sync player screen(s).

    overview

    Section 11.0  |  Video Walls

    Video walls can be created with ease by simply drag and drop your screens into the video wall array.

    Screen size can be set up to a custom resolution and layouts including angled screens and bezel compensation.

    Note: The Video Wall app is for multiple playback devices on a singular video wall.

    There are multiple ways that you can use StratosMedia to drive your content for a Video Wall. As with all graphics, the hardware that you use will have a major impact on the quality that will be displayed.

    Here are three examples of how you can create and play 2 x 2 Video Wall content.

    Configuration Description Content Creation
    2 x 2 Screens1 x Device

    1 x Cable

    1 x Single Player device feeding an array of screens that have been daisy chained.

    EG: Device output: 1920 x 1080

    Create Content in the Same resolution that the Playback device is registering the Screens eg: 1920 x 1080
    2 x 2 Screens1 x Device

    1 x Cable

    1 x Single Player device feeding an array of screens with  individual cables from a multi-head graphics card.
    EG: Device output: 3840  x 2160
    Create Content in the Same resolution that the Playback device is registering the Screens eg: 3840 x 2160
    2 x 2 Screens4 x Devices

    4 x Cables

    4 x Single Player devices that are synced feeding an array of screens. Each device is rendering their individual part of the content and is frame synced at the start of every new scene.

    Use the Video Wall Toolkit to create the correct aspect ratio.

    EG: Device output: 7680 x 1080

    Create Content in the Same resolution as the screens using the Video Wall tool eg: 3840 x 2160

    Important: This is a Synced Device Video Wall. It is important the attention is made to all facets.

    All Devices to be exactly the same in all components. SSD / CPU / Ram / Display Cables etc.

    Install a network hub of at least 1Gb speed or better directly behind the VW and connect all devices to the Hub. This is very important as any latency when the devices are syncing will cause issues.

    NB: All syncing is in Milliseconds, if there are issues within the network it will affect the quality of the playback.

    Must be hard wired to the Hub… If you use a wireless network, you do so at your own risk…

    11.1 Video Wall Configuration

    From the ‘Green home button’ select ‘Video Walls’ and click on the ‘+’ icon.

    By selecting the newly generated thumbnail and right clicking on it with the mouse a number of options appear. Here it gives you the ability to create a new folder, rename, cut, duplicate or move to trash.

    To enter your video wall setup, double click on the thumbnail.

    VideoWalls 01

    Work out your video array based on screen resolution and drag and drop you screens into your layout.

    On the left hand side you will find a number of screen resolutions.

    To create your overall video wall. Highlight the resolution you wish to use and holding down the left mouse button drag and drop it onto the working area.

    VideoWalls 02

    On the right hand side you will notice it gives the position and size of each screen when selected. Screen resolution and position can be manually added if required.

    ‘Guttering’ refers to the bezel of the screen. Adjustments here can be made to allow for bezel depth.

    ‘Angle’ refers to the angle of the screen resolution.

    Once video wall array has been set up with all adjustments made, press ‘save’

    This video wall array will now appear in your resolution drop down in the scene editor.

    11.2 Video Wall Template

    Once the video wall array has been created it will appear in your resolution drop down in the scene editor.

    From the’ green home button’ select ‘Scenes’ and create a new scene. From the resolution drop down scroll down and select your video wall array resolution.

    Select your video wall array and then begin adding content to your working area. In this case I have chosen a 2×2 video wall array.

    VideoWalls 03

    Once content has been created save your scene.

    VideoWalls 04

    11.3 Video Wall Group

    To distribute the content you have created to your video you will first need to create a video wall group. Here you will be able to assign players to a particular screen so that you can get full HD to each screen.

    To create a video wall group from the ‘green home button’ select ‘Players’

    Highlight a player to add to the video wall group. Right click on this player and select ‘Create Videowall Group’. This will automatically create a video wall group for you under that player name in ‘Player Groups’

    From the ‘Green home button’ select ‘Player Groups’. In this window you will now see your newly created ‘Videowall Group’.

    Double click on your newly created ‘Videowall Group’ to open.

    Your video wall resolution you had previously created will now have to be linked to this group.

    From Video Wall field found on the top right hand side click on the drop down and select your video resolution you had previously created.

    Once your resolution has been selected a visual representation of your screen layout will appear.

    On the left hand side you will find a list of all your players. Here you can drag and drop a player and assign it to what part of the video wall layout you wish. Assigning a player to each screen will give us the ability to have full HD at each screen.

    To assign a player, select the player you wish to add. Hold down the left mouse button and drag it on to your desired location.

    Once players have been assigned to each screen you will need to set one as the master. To do this right click a screen and from the menu select “Set as Master”

    11.4 Distribute Content

    You are now ready to add your content to the videowall group.

    Open your channel, hold down the left mouse button and drag it onto the Videowall Group. Content will then be downloaded to your video wall and begin synchronized playback.

    Section 12.0  |  Sites Module

    The Sites Module allows you to assign attributes to Players and Scenes.

    Scenes will only play at sites that have the same assigned attributes.

    12.1 Creating Site Attributes

    From the home menu open the Sites window.

    Sites 01

    Select “Attributes”.

    Click “New Set”.

     

    Name this attribute set and then click “update”.

    Attributes_03

    In the attribute set window click “New Attribute”.

     

    Name this attribute and select the type.

    Attributes_06a

    Boolean: ON/OFF     |     Number: Numeric values    |    Select: Dropdown options

    For example, set the type to “select” and add the options for different pricing zones.

    Attributes_06b

    These Attributes will now be available when setting up the Sites Module.

    Creating a set of opening hours (optional)

    From the Sites window select “Opening Hours”.  In the opening hours click “Add New”.

    Name the set of opening hours and click “update”.

    In the opening hours window set the desired opening hours. Click SAVE.

    Attributes_07

    12.2 Creating a Site

    From the Sites window select “Sites”.  Click “+” to create a new store.

    Attributes_08

    Open the newly created site and enter a name and an address.

    Attributes_08b

    Click the Drop down menu in the top right and select the attribute set you created.

    You will now see attribute options for this set, here you can configure the attributes for this site type.

    Click the Drop down menu for Opening Hours and select the Opening Hours attribute set you created. Click SAVE.

    Attributes_08c

    Adding Players to Sites

    Add devices (Players) using “Select Device” Tab.

    Browse to locate the devices you want to associate with this site type and click ok.

    Attributes_09

    Alternatively you can drag players from the Players window into this section to associate them with this site type.

    12.3 Adding a data source for Pricing Zones

    Open “Data Sources” from the home menu and click “+” to add a new data source.

    Select “Site Menu” as the data type.

    Attributes_10

    Name the data source and upload your CSV pricing file.

    Your CSV file will now be loaded into StratosMedia as a Sites Datasource.

    Select the Attribute set and then the Attribute from this set that you would like to use to determine the column to be used in the menu price.

    These will then be linked into the Table component in your scene later.

    Drag the attributes onto the columns you want associated with these attributes.

    Description is what will be entered into the ‘menu price’ component.

    Changing Prices

    If this pricing list needs to updated at a later date open the data source and click “update CSV” – you will then be prompted to upload a new version of the CSV file.

    Or you can manually alter any of the data cells in the Data Source and save.

    It is simple to change the Site attributes Pricing Zone and all Players in that Site will display the different zone prices.

    Adding Menu Price to a Scene

    Add the “Menu Price” component to your Scene.

    In the component settings Choose your data source.

    In the product field either enter the description or select it from the dropdown.

    Attributes_13a

    The price displayed in the scene editor will be from the last column of your data source.

    When displayed on a player, the price will depend on the price zone attribute of the player associated with the site type.

    The font can be customised with sizing and positioning available for the Currency symbol, Dollar value and Cent value.

    Attributes_13b

    You can select the Table Object and link it to the first column in the Data Source to display the item names.

    Attributes_12

    Then add a Sites Menu component for each product and link that item code for individual pricing.

    Attributes_12b

    Attributes_12c

    When displayed on a player, the price will depend on the price zone attribute of the player associated with the site type.

    12.4 One scene suits all

    Now you can create one branded menu design scene template that updates in real time across all site Players with the correct pricing based on your Site Attributes.

    Assigning attributes to a scene

    Attributes need to be added to a scene so the player can determine which scene to play and where.

    Open a scene. Drag the Attribute item onto the edit area. Select the Attribute Set and then the attribute item to add.

    Attributes_14

    Sending content to the Players

    Once all scenes have been assigned attributes they can all be added into a playlist.

    The Playlist is added into a Channel.

    Drop the Channel onto a Player or Player Group.

    Now ONLY the scenes that have the same attributes as players in a Site Type will play at that site.

    Section 13.0  |  Campaign Manager

    The StratosMedia Campaign Manager module provides you with the tools to define parameters for marketing campaigns based on locations, time and date, localized weather conditions, static and mobile media devices and many other customized data fields in order to provide a more efficient service to your customers.

    Campaign Manager has many reporting tools that allow you to track and analyze your data.

    Create digital campaigns with drag & drop, no programming needed, in one easy-to-use dashboard. Easily manage multiple clients, deliver marketing campaigns and meet deadlines with fewer headaches.

    These simple steps show how to display and update your content automatically and seamlessly.

    (NOTE: Campaign Manager requires a good working knowledge of the fundamentals of StratosMedia)

    13.1 How to create a simple Campaign

    1. Select Campaigns from the Green home button.
    2. Click on Clients to open the Clients window. Click on New Client to start your Campaign.

    Fill in the relevant fields of reference to populate the data reports.

    1. Click on New Campaign button to create a Campaign associated with that Client.
    2. Drag and Drop Components from the left hand side to create your Campaign.

    Drag the Scenes component into the Schedule Plan area. Click ‘Add Scene’ and browse to select a scene.

    Continue to add scenes that will be part of this Campaign set.

    Click on ‘Save’ and then ‘Flight Check’. Flight Check will alert you to Scenes or Dates status. You are unable to Launch or Publish a Campaign if one or more of these checks are RED.

    The number of Players in your account will show in the Estimates column on the right.

    1. You can limit the distribution of this Campaign to certain players.
    2. Open ‘Players’ in your StratosMedia account and tag the appropriate Players – for example ‘Metro Buses’.
    3. Open your Campaign and drag the ‘Players’ component onto the Schedule Plan area. Add ‘Metro Buses’ to the Included Tags section. All Player with the set Tag will now appear in the Campaign Plan.

    You can also elect to exclude tagged Players in your account – eg. ‘Metro Trains’.

    This Campaign then will only go to those tagged Players in your account.

    NOTE:  Do not launch the Campaign yet as you will need to create a Channel to distribute the Campaign.

    1. From the Green home button select ‘Channels’. Create a new Channel and add a new Playlist.
    1. Click on the head of the Playlist and select the ‘Campaign’ Tab to link your Campaigns to this playlist. Check ‘Use as Campaign holder’ and select the Unlimited Slots or Limited Slots option.

    NOTE: A second Playlist can be added to play generic or default content with your Campaign if required.

    1. Drag and drop this Channel onto the Players in your Campaign set.

    Player Groups can be used to distribute this Channel to multiple Players in one action.

    1. Once the Channel has been added to all the relevant Players you are ready to launch your Campaign.

    Open the Campaign click the ‘Launch’ button on the top right hand corner. This will send your Campaign.

    1. How to update or change a current active (Launched) Campaign – for example change, swap out or add another scene, date, time period.

    Make the changes, do a Flight Check, Save and then click on the ‘Publish’ button to send the changes out to your Players.

    The updated Campaign will be distributed to the Players for playback when the desired parameters are met.

    13.2 Campaign Manager Components

    Simply drag and drop Components into the Schedule Plan area to customize your Campaigns.

    Time

    Input custom Start and End times or select from predefined Daypart sectors.

    Weekday

    Select individual or multiple Days.

    Date

    Select Start and End Date periods to schedule future Campaigns.

    Scenes

    Drag the Scenes Component into the Schedule Plan area then click on the Add Scene Button to browse the Scene Library and add a scene. Multiple scenes can be added here also.

    Location

    The map will automatically display the user’s location. Type in the required address and click Enter to show a new map location. A circular zone will appear with the location centre. This can be expanded or contracted in area by meters, kilometres, feet, miles and nautical miles.

    Area

    The map will automatically display the user’s location. Type in the address and click Enter to show a new map location.

    Click on the Add Area button to select the Draw a Shape Tool. Now you can create single or multiple zones based around streets, landmarks, retail sectors, tourist areas, etc. Click Finish button when done.

    Temperature

    The StratosMedia Players are ‘location aware’. Select the temperature range from ‘above’ or ‘below’ or an exact value and this will trigger the Campaign based on local temperature. F and C selections are options.

    Local Weather

    The StratosMedia Players are ‘location aware’. Select the weather descriptions and this will trigger the Campaign based on the local weather source.

    Players

    Campaigns can be sent to all Players in your Account or can be targeted to specific tagged Players.

    Once Players are tagged in the Player application these tags can be applied to your Campaign. Players will now show up in your Campaign and in the Player Count.

    Group

    The Group Component allows you to set up multiple ‘Sub-campaigns’ within the main Campaign. Naming options are available and the dropdowns can be collapsed to easily manage and view your Campaign. Drag the Group Component into the Plan area. Name the Group.

    Insert the relevant Campaign details for that Group.

    Collapse that Group and add another Group section. Name that Group section.

    Collapse individual components or the entire Group section to easily navigate between the Components.

    Priority

    Prioritize your client scenes based on impressions, exclusion zones, and contract details.

    13.3 Clients, Campaigns and Reports

    Click on Clients and to see an overview of all of your Clients, the number of their Campaigns and the status of each Campaign.

    Click on the individual Client to see all of their associated Campaigns.

    This also shows the status of Campaigns – New (not Launched), Active (Published) and Inactive (expired).

    Click on the Campaign icon to view all Client Campaigns in your Account.

    You can see Reports that will show figures for Total Impressions, Unique Scenes and Unique Players for each of your Client Campaigns.

    These results are exported as CSV files in either Monthly or as a complete Summary.

    Access these by right clicking on the individual Campaigns.

    MONTHLY Report

    SUMMARY Report

    Section 14.0  |  Mobile media devices

    Using GPS on Buses, Taxis, Trains, Ferries, etc.

    Various parameters in Campaign Manager such as Area, Location, Temperature and Weather can be used  when the Player is mobile – eg. On board Public Transport – to trigger content.

    To enable the Player to detect its location you will need to connect a GPS device.

    StratosMedia can interface with a high sensitivity Serial interface (RS232) Garmin OEM GPS. This is powered from any 12V cigarette lighter socket or similar power source.

    NOTE: The positioning of the GPS device will have an important effect on the accuracy of the data and subsequent ‘on time’ playback of content dependant on this data.

    Open the Player window in StratosMedia UI and click the Comms Tab. In the GPS area check ‘Use GPS Device’. Choose the Device from the dropdown menu: Garmin GPS18x Serial. Click the Port dropdown menu and select the correct serial Port.

    Now the Player device can be tracked and report its location to allow the Campaign Manager parameters to take effect.

    Transport tracking

    Once the devices are using GPS device they can be tracked in real time by using the Transport Module in StratosMedia and linking the Media Player to a transport icon.

    Click on the Transport option from the Green Home dropdown menu and open the window.

    Click on the Vehicles Tab and then the Plus button to add a new vehicle attribute.

    Icon options are available from the dropdown at right. These include Bus, Train, Taxi, Ferry and Tram.

    These can also be color coded for visual representation on the map.

    Select ‘Bus’, name the asset and also assign a color.

    Vehicle icons can then be allocated into Folders for fleet management.

    Allocate a Player

    Click on ‘Select Device’ Tab and browse to the Player that is to be allocated to this icon.

    Added a New Brisbane Ferry icon, linked to Player ‘141_Landscape_01’

    Once the Player is assigned it will appear on the map with a color-coded dot and the Player name.

    Section 15.0  |  3rd Party Application Integration

    15.1 Google Data Sources

    15.1.2 Google Sheets

    Publish the data in your Google Sheets to StratosMedia with just a few clicks.

    This add-on for Google Sheets allows you to publish data to your StratosMedia scenes and players with just a few clicks. Just change any of the data in your Google Sheet, click the ‘Publish’ button and watch it update instantly in real-time across the entire StratosMedia ecosystem.

    This data link can then be found in your Data Sources folder and linked within a scene using the Table component or Text Box to a cell.

    Generate an API Key in StratosMedia GUI

    Select the API Keys tab from the dropdown green HOME MENU

    Click on Add New and name your API Key.

    This will be used in the StratosMedia Export Tool in Google Sheets to define your Data link.

    StratosMedia Export Tool

    Login to your Google Account and open Google Sheets

    Open a new spreadsheet and click on the Add-ons Tab and then Get Add-ons

    Search for ‘StratosMedia’ and this will direct you to the StratosMedia Export Tool

    Select +FREE      Allow permissions to run when requested to install the application

    Loading a Google Sheet into the StratosMedia Export Tool

    Open the Google Sheet you wish to integrate with StratosMedia.

    If the add-on is not visible on the right side of the screen open it up from the ‘add-ons’ menu.

    Open the add-on Settings by clicking on the cog, enter the API key you created and save.

    Select the range of data fields you wish to publish to Stratos.

    Click ‘add selection’

    Enter a name for this data source

    If the first row of your data is a header tick the check box. Click ‘Add’

    Click on ‘publish’ to publish this selection to Stratos, it will automatically appear in your data sources with the name you entered – in this case John Sheet 01 Rooms.

    Data Source and Google Sheets

    Open a New Scene and add the Table Object onto the edit area.

    Select your Data Source (John Sheet 01 Rooms) and then format your table as needed.

    The data source in the StratosMedia head end will now be automatically updated when values in the Google sheet are changed.

    After updating values in the Google Sheet you will need to publish from the sheet again, this will update the values in the data source. You can use the ‘Publish All’ button to update all data sources on this Google sheet.

    15.1.3 Google Slides

    We have recognized that some users are more familiar with Microsoft Powerpoint and Google Slides when creating and presenting their communication needs and may be hesitant to review workflow practices if it requires added burden on already time poor resources and results in a drop in productivity.

    These simple steps show how your current Google Slides can be linked directly to a scene in StratosMedia using the ‘Web View’ component to display and update your content automatically and seamlessly.

    The only caveat on this method is that the media device must always have an active internet connection to display this linked content as the URL link is live and not a cached feed or this message will be displayed.

    KmcoK[1]

    Publish to the web

    Open Google Chrome and Google Slides to start a presentation.

    GSI-arrows-01

    Build your presentation in Google Slides.

    GSI-arrows-02

    Go to File Tab and select Publish to the web…

    GSI-arrows-03

    Now determine the playback options for the Slideshow.

    Click Publish Tab.

    GSI-arrows-04

    Follow the prompt and select OK to publish your presentation.

    Copy the URL link to use later in the StratosMedia scene.

    GSI-arrows-06

    Google Slides is an interactive Presentation format and will display a slideshow presentation control panel onscreen on Slide 1 for a few seconds. Since the Web View component is an interactive element the Google Slide scene will also be interactive if the media player screen is a touch enabled device. You will be able to use these controls to navigate through the slides for the duration of the scene.

    If you wish to ‘hide’ the control panel add this code to the end of the url string: &rm=minimal

    Create a Scene with Google Slide link and distribute to StratosMedia Player

    Open StratosMedia Scene Editor and create a new scene.

    Drag the Web View Component at left onto the edit area and resize to full screen to fill the entire area.

    Paste the URL from Google Slides into the Component URL field at right.

    GSI-arrows-07

    NOTE: No preview will display at this point in Scene editor or Preview pane.

    Add to a Playlist/Channel and send to Player

    Create a new playlist or add the Google Slides scene to an existing playlist of content.

    The length of the scene in the timeline must be calculated based on the number of slides in your presentation and the auto-advance time selected when published to web.

    For example: 8 slides x 15 seconds auto-advance = 120 secs

    NOTE: This time length is very important to determine so all slides have time to display in the scene.

    GSI-arrows-09

    NOTE: At least two scenes must populate the playlist which includes the Google Slide scene. When the Google Slide scene restarts the URL will refresh and pick up any changes made to the Google Slide presentation automatically.

    Now drop the Channel containing the Playlist onto the StratosMedia Player.

    GSI-arrows-10

    Updating the Google Slides Presentation

    Open Google Slides presentation in Chrome browser and make changes to the presentation.

    GSI-arrows-11

    The next time the scene plays in the playlist on the media device the changes will appear.

    GSI-arrows-12

                                  Before changes.                                                                                                                                       After changes.

    15.1.4 Google Drive

    StratosMedia can integrate with a folder of images within your Google Drive account. Images are synced between your Google Drive folder and StratosMedia. This folder will replicate in your Media Library and can be linked within a scene using the ‘Image Slider’ component.

    Syncing Google Drive with StratosMedia

    Select ‘Settings’ from the green home button and then click on ‘Connect to Google Drive’

    NOTE: A folder in Google Drive will need to be set up with images added prior to syncing to this folder through StratosMedia.

    Select your Google Drive Account and ALLOW StratosMedia to access G Drive.

    Highlight the folder to be synched and select ‘OK’.

    The synced folder along with the assets will now appear in your StratosMedia Media Library.

    Linking your Google Drive folder into your scene

    Select ‘Scenes’ from the Green home button and create a new scene.

    Drag the Image Slider component into the edit area and resize to fit.

    Choose the ‘Folder’ option on the right side and select the Google Drive folder. Press ‘OK’.

    Adjustments to display time, display order and transitions between the media can be made here.

    Note: if you are using images with different aspect rations please select ‘Contain’ this function will resize the image within the confines of the bounding box.

    15.1.5 Google Calendar

    Open data source dropdown  | Double click G Suite folder icon  | Select Google Calendar-Events and click next

    GCalendar-11

    Name your Data source  | Click “Connect to Google”

    GCalendar-8

    Choose your Google account  | Allow StratosMedia to access your account.

    GCalendar-7

    The calendar id can be found by going to the Calendar settings and looking under “Calendar Address”.

    GCalendar-9

    “Primary” will use the primary calendar from the linked Google account.

    Enter the ID of the calendar you wish to integrate.

    GCalendar-6

    Click test to check that the connection has been made successfully  | Set the frequency | Save your data source

    You can use another calendar id.

    GCalendar-5

    The data sources can now be used for components in scene editor.

    GCalendar-10

    Open Scene Editor

    Drag the Table object onto the edit area.

    Select the Google Calendar data source.

     

    GCalendar-4

    Local time zone is determined as Player PC device.

    Other time zones can be selected from the Timezone dropdown menu.

    GCalendar-12

    The Date display format can be customised in the component settings using “Date Format:”

    GCalendar-3

    If the format you want to use is not available in the dropdown, you can enter your own format into this box.

    See the table below for supported characters and display format.

    ITEM CODE DISPLAY format
    Year YY 18
    YYYY 2018
    Month MM 01
    MMM Jan
    MMMM January
    Date D 7
    DD 07
    Weekday dd Su
    ddd Sun
    dddd Sunday
    Hour (12h) hh 10
    Hour (24h) HH 22
    Minute mm 15
    Second ss 00
    AM/PM A PM
    a pm

     

    Example for 10:15pm on January 7th 2018
    Date Format Displayed as
    DD/MM/YY 07/01/18
    dddd hh:mm a Sunday 10:15pm
    YYYY-MM-DD HHmm 2018-01-07 2215
    MMMM D YYYY January 7 2018
    hh:mma ddd 10:20pm Sun


    The table below shows the date and time format as Short Day – 12hr [ddd – hh:mma]

    GCalendar-2

    The table also shows how to hide columns in the table settings.

    15.2 Azure Data Sources

    15.2.1 Azure Table

    To get started using the Azure Data Sources you first need to have a Microsoft Azure account and create a Storage Account. A storage account can hold any combination of Microsoft Azure Tables, BLOBs and/or Files.

    This StratosMedia guide assumes that the user has a working knowledge of the Microsoft Azure Storage platform and the data services offered within it.

    Once you have an Azure account you can then create a storage account that can then be used to store Tables.

    Create a new data source in StratosMedia

    Select the type of data source you will be linking to from your Azure account.

    Options include Azure Blob, Azure EventHub, Azure File, Azure Queue, Azure Topic and, in this example, Azure Table.

    Enter a name for your data source.

    This will be the name that appears in the Data Sources folder to reference when linking StratosMedia tables, text cells, graphs or text scroller in a scene.

    Now you can enter the account details of your Azure Table data source:

    Account Name: Name of the Azure Storage account

    Account Key: Access key for the storage account

    Table Name: Name of the table

    Query String: Query for desired data. Leave blank for full table

    Interval (secs): Frequency that the data source should be updated
    (This is set to 180 secs/3mins in the example below)

    Click save and this will link to your Azure Table and display the data.

    Your new data source will now also appear in the Data Sources as below (New Azure Table):

    The data source is now linked to your Azure Table account and can be used in its entirety or you can use the query function to pull a selected feature set from the full table data source.

    For details on constructing a query see:

    https://docs.microsoft.com/en-us/rest/api/storageservices/querying-tables-and-entities

    For example:

    Entering the query Age lt ‘33’ will return rows where age is less than 33

    Your new modified data set will appear like this:

    Once this data source has been created it can be used in scene components such as text box, text scroller, table and graph.

    For details on these scene components and data visualization see Module_05: Advanced Data Sources link:

    http://stratosmedia.com/wp-content/uploads/Module_05-Advanced-Data-Sources.pdf

    15.2.2 Azure Blob

    Blob stands for “binary large object” – blobs are basically files like any you store on your regular computer. They can be VHD’s, pictures, Excel files, etc. The blobs are stored in the cloud Microsoft’s servers, and you can access them through URLs with or without authentication tokens, through the REST APIs, or using a Storage Client Library.

    Azure blob can be used to ingest data from a CSV or XLSX file stored in Azure Blob Storage.

    Create a new data source in StratosMedia

    Select the type of data source you will be linking to from your Azure account.

    Options include Azure Table, Azure EventHub, Azure File, Azure Queue, Azure Topic and, in this example, Azure Blob.

    Enter a name for your data source.

    This will be the name that appears in the Data Sources folder to reference when linking StratosMedia tables, text cells, graphs or text scroller in a scene.

    Now you can enter the account details of your Azure Table data source:

    Account Name: Name of the Azure Storage account

    Account Key: Access key for the storage account

    Container Name: Name of the container the blob is stored in

    Blob Name: Name of the blob that your data is stored in

    Interval (secs): Frequency that the Azure Blob should be checked
    (This is set to 60 secs/1min in the example below)

    Click save and this will link to your Azure Blob and display the data.

    Your new data source will now also appear in the Data Sources as below (New Azure Blob):

    Once this data source has been created it can be used in scene components such as text box, text scroller, table and graph.

    For details on these scene components and data visualization see Module_05: Advanced Data Sources link:

    http://stratosmedia.com/wp-content/uploads/Module_05-Advanced-Data-Sources.pdf

    15.2.3 Azure File

    Azure File can be used to ingest data from a CSV or XLSX file stored in Azure File Storage.

    Create a new data source in StratosMedia

    Select the type of data source you will be linking to from your Azure account.

    Options include Azure Table, Azure EventHub, Azure File, Azure Queue, Azure Topic and, in this example, Azure File.

    Enter a name for your data source.

    This will be the name that appears in the Data Sources folder to reference when linking StratosMedia tables, text cells, graphs or text scroller in a scene.

    Now you can enter the account details of your Azure Table data source:

    Account Name: Name of the Azure Storage account

    Account Key: Access key for the storage account

    Share Name: Name of the share the file is stored in

    Path: Folder path to your file

    Filename: Name of the file

    Interval (secs): Frequency that the Azure Blob should be checked
    (This is set to 60 secs/1min in the example below)

    Click save and this will link to your Azure File and display the data.

    Your new data source will now also appear in the Data Sources as below (New Azure File):

    Once this data source has been created it can be used in scene components such as text box, text scroller, table and graph.

    15.3 Other Data Sources

    15.3.1 Dropbox

    DropBox Folder Sync with StratosMedia

    StratosMedia can integrate with a folder of images within your DropBox account. Images are synced between your DropBox folder and StratosMedia Media. This folder can then be found in your Media Library and linked within a scene using the ‘Image Slider’ component.

    Select ‘Settings’ from the green home button.

    Once ‘Settings’ has been selected click on ‘Connect to DropBox’.

    (Note: A folder in your DropBox account will need to be set up with images added prior to syncing to this folder through StratosMedia)    

    You will then be asked to allow access to your DropBox account.

    Once ‘Allow’ has been selected it will ask you which folder you wish to sync. Highlight the folder you wish to sync and select ‘OK’    

    Once this folder has been synced, open your media Library and you will find the newly synced folder along with the assets associated with this.    

    Linking your DropBox Media folder to your scene

    To link this this folder….From the Green home button select ‘Scenes’ and create a new scene.

    From the scene editor, select the image slider and drag it into the edit area and resize. On the right hand side select the ‘Folder’ option.    

    Select the DropBox folder you wish to link to, press ‘Ok’. Adjustments to delay time, transitions can be made.

    Note: if you are using images with different aspect rations please select ‘Contain’ this function will resize the image within the confines of the bounding box.

    Creating a playlist with media updating live

    From the home menu select ‘Channels’ and create a new channel.

    Add a new playlist to the channel.

    Select this playlist and then navigate to the ‘Sync Media Folder’ tab in the lower half of the channel editor.

    Set the duration you would like these files to appear on screen.    

    Select a folder that contains the media that will be updated frequently and drag it into the playlist

    The media files in this folder will now appear in the playlist with a yellow background.

    Save the channel and send it to a player.

    Any time changes are made in the media folder you selected those changes will automatically be pushed to the player.

    15.3.2 Data Remote Tool

    Setting up the Data Remote Application

    In the StratosMedia head end open the menu and select “Data Remote”

    Select the correct version for your operating system. This will download the Data Remote Application.  

    In the StratosMedia head end select “Get Key” and copy the key.

    Once the download is completed extract the archive to a folder on C Drive – eg. C:\StratosRemoteData.

    Open the folder you extracted the archive to on C:\ right click “remotedata.exe” and “Send to” > “Desktop (Create Shortcut)”. Double click on the shortcut to run the data remote.

    Enter the player key you copied and give the Data Remote source a name.

    After the Data Remote application has been registered press the + button to add a data source.

    Select the type of data source you wish to use

    Options include CSV, SQL Server, PostgreSQL, MySQL and Avaya CCM.

    SQL Data Source or other database

    Select the SQL Server database option.

    If using a Database, enter the IP address, login credentials, database name and the query you wish to run. Adjust the retrieval time based on your requirements.

    The application will automatically fill the port number with the default port for your chosen type of database. Be sure to change this if your database is not using the default port. Enter your query field(s) and click ‘Publish’

    The application will automatically fill the port number with the default port for your chosen type of database. Be sure to change this if your database is not using the default port.

    Local Publish Only” will force the Data Remote application to only send the data within the local network. No data will be sent to the StratosMedia servers.

    Do not enable “Local Publish Only” when first publishing the data source. When first publishing the data source it needs to be sent to the cloud. If the data source contains sensitive information you can replace it with placeholder data for this initial publish. After the data has been published to the cloud one time you can set it to “Local Publish Only” then change the placeholder data back to the real data. This will also give you placeholder data to use in the scene editor.

    Force Cloud Publish” will force the Data Remote application to send all data through the StratosMedia servers.

    If neither of these are ticked the Data Remote application will attempt to use the local network, if it’s not possible on the local network the data will be sent through the StratosMedia servers.

    CSV Data Source

    Select the CSV data source option.

    If using a CSV file, navigate to it and select it. The Data Remote application will monitor this file for changes.

    Local Publish Only” and “Force Cloud Publish” are available as well as two additional options for these file types:

    Use Polling” –This can be used if you are having problems with data not updating. This will cause the Data Remote application to poll the CSV file for changes each second.

    First row is header” – Tick this if the first row of your CSV file contains headers.

    Click ‘Publish’ to upload your data source.

    All of the Data Sources will now automatically appear under data sources in the StratosMedia head end and are ready to be used in scenes via the Table Object, Text Box or in the Graph Tools. (See user guide for more information).

    Setting Windows to automatically launch Data Remote when starting up:

    Note: The Data Remote Tool must be continuously running on the host computer for data to update. If the tool has stopped old data will still be displayed in the scene component.

    Windows 7

    1. Open the start menu, scroll down to a folder called startup, right click and select open.
    2. Copy the desktop shortcut into this folder.
    3. Reboot to confirm this is working.

    Windows 8/8.1/10

    1. Press Windows-r to open the run window, run shell:common startup, which will open the folder C:\ProgramData\Microsoft\Windows\Start Menu\Programs\StartUp.
    2. Copy the shortcut from your desktop and paste it in this folder.
    3. Reboot to confirm this is working.