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312 Pages·2011·5.55 MB·English
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Media in the Ubiquitous Era: Ambient, Social and Gaming Media Artur Lugmayr Tampere University of Technology, Finland Helja Franssila Hypermedia Laboratory, Finland Pertti Näränen Tampere University of Applied Sciences, Finland Olli Sotamaa Tampere University of Technology, Finland Jukka Vanhala Tampere University of Technology, Finland Zhiwen Yu Northwestern Polytechnical Unviersity, China Senior Editorial Director: Kristin Klinger Director of Book Publications: Julia Mosemann Editorial Director: Lindsay Johnston Acquisitions Editor: Erika Carter Development Editor: Michael Killian Production Editor: Sean Woznicki Typesetters: Lisandro Gonzalez, Milan Vracarich Print Coordinator: Jamie Snavely Cover Design: Nick Newcomer Published in the United States of America by Information Science Reference (an imprint of IGI Global) 701 E. Chocolate Avenue Hershey PA 17033 Tel: 717-533-8845 Fax: 717-533-8661 E-mail: [email protected] Web site: http://www.igi-global.com Copyright © 2012 by IGI Global. All rights reserved. No part of this publication may be reproduced, stored or distributed in any form or by any means, electronic or mechanical, including photocopying, without written permission from the publisher. Product or company names used in this set are for identification purposes only. Inclusion of the names of the products or companies does not indicate a claim of ownership by IGI Global of the trademark or registered trademark. Library of Congress Cataloging-in-Publication Data Media in the ubiquitous era: ambient, social and gaming media / Artur Lugmayr ... [et al.], editors. p. cm. Includes bibliographical references and index. Summary: “This book focuses on the definition of ambient and ubiquitous media from a cross-disciplinary viewpoint, covering the fields of commerce, science, research affecting citizens”--Provided by publisher. ISBN 978-1-60960-774-6 (hbk.) -- ISBN 978-1-60960-775-3 (ebook) -- ISBN 978-1-60960-776-0 (print & perpetual access) 1. Ubiquitous computing. 2. Ambient intelligence. 3. Communication--Technological innovations. I. Lugmayr, Artur. QA76.5915.M43 2012 004--dc23 2011031143 British Cataloguing in Publication Data A Cataloguing in Publication record for this book is available from the British Library. All work contributed to this book is new, previously-unpublished material. The views expressed in this book are those of the authors, but not necessarily of the publisher. List of Reviewers Anders Drachen, IT University of Copenhagen, Denmark Janne Paavilainen, University of Tampere, Finland Christian Safran, Graz University of Technology, Austria Conor Linehan, University of Lincoln, UK Teresa Chambel, LaSIGE University of Lisbon, Portugal Thomas Schmieder, University of Applied Sciences Mittwaida, Germany Sanna Malinen, Tampere University of Technology, Finland Andrea Botero, Aalto University, School of Art & Design, Finland Sal Humphreys, University of Adelaide, Australia Hiroshi Tamura, University of Tokyo, Japan Alison Gazzard, University of Bedfordshire, UK Sari Vainikainen, VTT, Finland Stefan Uhlmann, Tampere University of Technology, Finland Ning Li, University of Surrey, UK Jiehan Zhou, University of Oulu, Finland Juan Quemada, Universidad Politecnica de Madrid, Spain Nan Jing, University of Southern California, USA Table of Contents Preface ..................................................................................................................................................vii Acknowledgment ..................................................................................................................................xi Section 1 Consumer Experience, Customer Research, and User Profiling Chapter 1 Analyzing User Behavior in Digital Games ...........................................................................................1 Anders Drachen, Copenhagen Business School, Denmark Alessandro Canossa, IT University of Copenhagen, Denmark Chapter 2 Comparing Two Playability Heuristic Sets with Expert Review Method: A Case Study of Mobile Game Evaluation ...........................................................................................29 Janne Paavilainen, University of Tampere, Finland Hannu Korhonen, Nokia Research Center, Finland Hannamari Saarenpää, University of Tampere, Finland Chapter 3 Lovely Place to Buy! Enhancing Grocery Shopping Experiences with a Human-Centric Approach .....................................................................................................................53 Hiroshi Tamura, University of Tokyo, Japan Tamami Sugasaka, Fujitsu Laboratories Ltd., Japan Kazuhiro Ueda, University of Tokyo, Japan Chapter 4 Portable Personality and its Personalization Algorithms: An Overview and Directions ......................66 Stefan Uhlmann, Tampere University of Technology, Finland Artur Lugmayr, Tampere University of Technology, Finland Section 2 Learning, Training, and Knowledge Sharing Chapter 5 The Integration of Aspects of Geo-Tagging and Microblogging in m-Learning ..................................95 Christian Safran, Graz University of Technology, Austria Victor Manuel Garcia-Barrios, Carinthia University of Applied Sciences (CUAS), Austria Martin Ebner, Graz University of Technology, Austria Chapter 6 Teaching Group Decision Making Skills to Emergency Managers via Digital Games ......................111 Conor Linehan, University of Lincoln, UK Shaun Lawson, University of Lincoln, UK Mark Doughty, University of Lincoln, UK Ben Kirman, University of Lincoln, UK Nina Haferkamp, University of Muenster, Germany Nicole C. Krämer, University of Duisburg-Essen, Germany Massimiliano Schembri, University of Naples & Institute of Cognitive Sciences and Technologies (ISTC-CNR), Italy Maria Luisa Nigrelli, University of Naples & Institute of Cognitive Sciences and Technologies (ISTC-CNR), Italy Chapter 7 Exploring Semantic Tagging with Tilkut ............................................................................................130 Sari Vainikainen, VTT Technical Research Centre of Finland, Finland Pirjo Näkki, VTT Technical Research Centre of Finland, Finland Asta Bäck, VTT Technical Research Centre of Finland, Finland Chapter 8 A Knowledge-Based Multimedia Adaptation Management Framework for Ubiquitous Services ............................................................................................................................149 Ning Li, The Open University, UK Abdelhak Attou, University of Surrey, UK Merat Shahadi, Kings College London, UK Klaus Moessner, University of Surrey, UK Section 3 Novel User-Interfaces, Emerging Forms of Interaction and Media Theories Chapter 9 Interactive Visualization and Exploration of Video Spaces through Colors in Motion ......................171 Teresa Chambel, University of Lisbon, Portugal João Martinho, University of Lisbon, Portugal Chapter 10 Issues on Acting in Digital Dramas ....................................................................................................188 Thomas Schmieder, University of Applied Sciences Mittweida, Germany Robert J. Wierzbicki, University of Applied Sciences Mittweida, Germany Chapter 11 Re-Coding the Algorithm: Purposeful and Appropriated Play ...........................................................200 Alison Gazzard, University of Bedfordshire, UK Section 4 Rising Principles in Virtual Communities, Mediated Social Interaction, and Digital Community Networking Chapter 12 Exploring the Ecosystems and Principles of Community Innovation ................................................216 Andrea Botero, Aalto University, Finland Kimmo Karhu, Aalto University, Finland Sami Vihavainen, Aalto University, Finland Chapter 13 Supporting Local Connections with Online Communities .................................................................235 Sanna Malinen, Tampere University of Technology, Finland Tytti Virjo, Tampere University of Technology, Finland Sari Kujala, Tampere University of Technology, Finland Chapter 14 P2P SCCM: Service-Oriented Community Coordinated Multimedia over P2P and Experience on Multimedia Annotation Service Development ............................................................251 Jiehan Zhou, University of Oulu, Finland Mika Rautiainen, University of Oulu, Finland Zhonghong Ou , Aalto University, Finland Mika Ylianttila, University of Oulu, Finland Chapter 15 Unraveling Intellectual Property in a Specialist Social Networking Site ...........................................269 Sal Humphreys, University of Adelaide, Australia About the Contributors ....................................................................................................................288 Index ...................................................................................................................................................296 vii Preface Media in the ubiquitous area is undergoing a tremendous change. MindTrek (http://www.mindtrek.org), the yearly conference in Tampere, Finland, devotes its focus on the latest trends in the wider field of media. As part of its program, MindTrek organizes an academic conference – the Academic MindTrek Conference - attracting a worldwide academic audience. In the years 2008 and 2009, one major focus of the academic part was on research of media in the ubiquitous era. This edited book collects a se- lected set of extended contributions to both academic conferences discussing the latest trends of social media, ambient media, and digital games. SOCIAL MEDIA Social media and Web 2.0 are applied in ever more diverse practices both in private and public com- munities. Traditional communication and expression modalities are challenged and totally new practices are constructed in the collaborative, interactive media space AMBIENT AND UBIQUITOUS MEDIA “The medium is the message” - This conference track focuses on the definition of ambient and ubiqui- tous media from a cross-disciplinary viewpoint: ambient media between technology, art, and content. The focus of this track is on applications, theory, art-works, mixed-reality concepts, Web 3.0, and user experiences that make ubiquitous and ambient media tick. DIGITAL GAMES Digital games and play are currently undergoing many transformations; gaming devices are becoming truly connected, players are finding more possibilities for collaboration, and simultaneously, games are being applied in novel ways and mobile usage contexts. This book is structured into four major sections, each one highlighting another aspect of the latest trends in the field of media: viii • Consumer Experience, Customer Research, and User Profiling; • Learning, Training, Knowledge Sharing; • Novel User-Interfaces, Emerging Forms of Interaction, and Media Theories; • Communities, Mediated Social Interaction, and Digital Community Networking. Each section compiles a set of chapters discussing issues, research, and cases contributing to this viewpoint. The first section “Consumer Experience, Customer Research, and User Profiling”, has a clear consumer oriented focus and contains the following four chapters: • Andrea Botero et Al. (Exploring the Ecosystems and Principles of Community Innovation) dis- cuss grassroots culture and the development of media to support and foster innovation within the scope of their chapter. They elaborate what communities drive to develop innovations and how tools can support this process with the help of practical examples. The focus is especially on com- munity driven innovation processes and the implications on the innovation process as such. • Janne Paavilainen et Al. (Comparing Two Playability Heuristic Sets with Expert Review Method - A Case Study of Mobile Game Evaluation) focus on the evaluation of the user-interface design of digital games. Consumer experience is one crucial factor in the production of games. This chapter devotes in the development of a heuristics that help in user interface evaluation as well as in the playability of game designs. • Hiroshi Tamura et Al. (Lovely Place to Buy! – Enhancing Grocery Shopping Experiences with a Human-Centric Approach) present ubiquitous services as a huge business potential for grocery stores, however, also for increasing the shopper’s experience. This chapter devotes especially the issue of exploiting the possibilities of ubiquitous services while shopping. It presents clear guidelines and implications for the development of systems aiding the consumer through their shopping activities. • Stefan Uhlmann et Al. (Portable Personality and its Personalization Algorithms: An Overview and Directions) give insights in the increasing amounts of multimedia content requiring techniques to exchange, enrich, and gather information about consumers and their preferences. However, this chapter goes far beyond existing solutions for managing personal profiles. The described concept is based on a digital representation of a consumers’ personality and presents algorithms for ad- vanced to associate personal profiles with multimedia services. The second section “Learning, Training, and Knowledge Sharing” focuses on applications of digital media in the context of learning and sharing of knowledge. The following chapters contribute to this thematic: • Christian Safran et Al. (The Integration of Aspects of Geo-Tagging and Microblogging in m- Learning) emphasize location based services, social media as e.g. Wikis, mobility, and learning as major parts in today’s world of media. The chapter focuses on the development of a mobile micro-blogging platform for educational purposes. The application shall foster learning via geo- tagging services. • Conor Linehan et Al. (Teaching Group Decision Making Skills to Emergency Managers via Digital Games) researches digital games, which can be played for fun, but also emerge in envi- ronments for training certain risk groups on specific disaster scenarios. This chapter focuses on ix the training of emergency managers in group decision skills in emergency situations as learning experience. The developed game emphasizes the learning experience in a simulated environment. • Sari Vainikainen et Al. (Exploring Semantic Tagging with Tilkut) see collaborative bookmarking and adding metadata to tags as common services in social media. By adding semantic meaning and ontologies to these kind of services, social bookmarking becomes to a powerful tool for knowledge sharing. Within the scope of this chapter consumer studies for enterprise use for a so- cial bookmarking service are presented to gain insights in the requirements for social bookmark- ing services on enterprise level. • Ning Li et Al. (A Knowledge-Based Multimedia Adaptation Management Framework for Ubiquitous Services) discuss that the emergence of more and more multimedia services, devices, and delivery networks require smart mechanisms to adapt content to available resources. The sug- gested system provides a solution to perform this challenging tasks in a context aware environ- ment to enable interoperability and smart media distribution. The third section “Novel User-Interfaces, Emerging Forms of Interaction and Media Theories”, emphasize the development of new user experience based on user-interfaces, new forms of interaction, as well as the development of new forms of content types. The following chapters devote to this issue: • Teresa Chambel et Al. (Interactive Visualization and Exploration of Video Spaces through Colors in Motion) discuss appropriate techniques for the visualization and exploration of digital spaces as one main problematic with the increasing amount of digital information. This chapter focuses on the description of an application that allows the exploration of videos with a novel designed user interface utilizing advanced visualization techniques for browsing and interacting with large scale video repositories • Thomas Schieder et Al. (Issues on Acting in Digital Dramas) focus on creating a theory for the development of a plot for digital games based on theories in acting. Interactivity patters shall sup- port consumers in the development of drama in newly emerging interactive environments such as e.g. iTV. The empathize is on the development of the ‘digital theatre’ based on commonly known theories coming from acting. • Alison Gazzard (Re-Coding the Algorithm: Purposeful and Appropriated Play) presents a more media theoretical discussion is the content of this chapter. The chapter discusses various play types of videogames and how games can be explored outside of the intended rules of the actual games. It gives conclusions, theories, and research insights into reality games and their communities. The last section of the book entitled “Rising Principles in Virtual Communities, Mediated Social Interaction, and Digital Community Networking”, prioritizes social developments that are emerging with the introduction of digital media. The following chapters devote to this thematic: • Andrea Botero et Al. (Exploring the Ecosystems and Principles of Community Innovation) dis- cuss grassroots culture and the development of media to support and foster innovation within the scope of this chapter. What communities drive to develop innovations and how tools can support this process is discussed on the example of practical examples. The focus is especially on com- munity driven innovation processes and the implications on the innovation process as such.

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Media in the ubiquitous area is undergoing a tremendous change. Social media and Web 2.0 are applied in ever more diverse practices both in private and public communities and digital games and play are currently undergoing many transformations. Traditional communication and expression modalities are
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