You are previewing Media in the Ubiquitous Era.
O'Reilly logo
Media in the Ubiquitous Era

Book Description

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 challenged and totally new practices are constructed in the collaborative, interactive media space.Media in the Ubiquitous Era: Ambient, Social and Gaming Media focuses on the definition of ambient and ubiquitous media from a cross-disciplinary viewpoint. This book is unique in the sense that it does not only cover the field of commerce, but also science, research, and citizens. Through a set of contributions to the MindTrek, a non-profit umbrella organization for societies working in the fields of digital media and information society, this book is a must have for anyone interested in the future of this area.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. List of Reviewers
  5. Preface
    1. Social Media
    2. Ambient and Ubiquitous Media
    3. Digital Games
  6. Acknowledgment
  7. Section 1: Consumer Experience, Customer Research, and User Profiling
    1. Chapter 1: Analyzing User Behavior in Digital Games
      1. ABSTRACT
      2. INTRODUCTION
      3. STATE OF THE ART
      4. LOGGING THE RIGHT BEHAVIORS
      5. CASE STUDIES
      6. BEHAVIOR AND USER EXPERIENCE
      7. CONCLUSION AND PERSPECTIVES
    2. Chapter 2: Comparing Two Playability Heuristic Sets with Expert Review Method
      1. Abstract
      2. INTRODUCTION
      3. Related Work
      4. THE EXperiment
      5. Results
      6. DISCUSSION
      7. CONCLUSION
      8. Appendix 1. Evaluation heuristics by Desurvire et al. (2004).
      9. Appendix 2. Evaluation heuristics by Korhonen and Koivisto (2006).
    3. Chapter 3: Lovely Place to Buy!
      1. ABSTRACT
      2. INTRODUCTION
      3. UNDERSTANDING GROCERY SHOPPING PROCESS
      4. RESEARCH PROCEDURE
      5. FINDINGS FROM THE OBSERVATIONS
      6. FINDINGS FROM THE VIDEO ANALYSES
      7. INFORMING DESIGN
      8. INFORMATION NEEDS
      9. ALLOCATION AND CONFIGURATION OF SERVICES
      10. EXPERIMENT
      11. RESULTS
      12. DISCUSSION
      13. CONCLUSION
    4. Chapter 4: Portable Personality and its Personalization Algorithms
      1. ABSTRACT
      2. USER PROFILES AND THEIR MANAGEMENT
      3. USER PROFILE AND PERSONALIZATION
      4. CROSS-SYSTEM PROFILE PORTABILITY
      5. CONCLUSION
  8. Section 2: Learning, Training, and Knowledge Sharing
    1. Chapter 5: The Integration of Aspects of Geo-Tagging and Microblogging in m-Learning
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. TOPICS IN CONTEXT
      4. 3. A GEOSPATIAL WIKI FOR M-LEARNING
      5. 4. APPLICATION SCENARIOS
      6. 5. PRELIMINARY EVALUATION
      7. 6. MICROBLOG INTEGRATION
      8. 7. SUMMARY AND CONCLUSION
    2. Chapter 6: Teaching Group Decision Making Skills to Emergency Managers via Digital Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FORMULATING DESIGN REQUIREMENTS FOR A GAME THAT TEACHES DECISION MAKING SKILLS
      5. GAME DESIGN
      6. EVALUATION
      7. GENERAL DISCUSSION
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
    3. Chapter 7: Exploring Semantic Tagging with Tilkut
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE FIRST VERSION OF THE TILKUT APPLICATION
      5. USER STUDY
      6. REQUIREMENTS FOR ENTERPRISE USE
      7. TILKUT APPLICATION V2
      8. SEMANTICS IN TILKUT SERVICE
      9. USER EXPERIENCES OF THE SECOND TILKUT VERSION
      10. FUTURE RESEARCH DIRECTIONS
      11. CONCLUSION
      12. Acknowledgment
    4. Chapter 8: A Knowledge-Based Multimedia Adaptation Management Framework for Ubiquitous Services
      1. ABSTRACT
      2. INTRODUCTION
      3. ADAPTATION ONTOLOGY
      4. ADAPTATION MANAGEMENT FRAMEWORK
      5. IMPLEMENTATIONS
      6. DISCUSSIONS AND FUTURE DIRECTIONS
      7. CONCLUSION
  9. Section 3: Novel User-Interfaces, Emerging Forms of Interaction and Media Theories
    1. Chapter 9: Interactive Visualization and Exploration of Video Spaces through Colors in Motion
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. COLORS IN MOTION
      5. COLORS IN MOTION VIDEO ANALYZER
      6. COLORS IN MOTION VIEWER
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
    2. Chapter 10: Issues on Acting in Digital Dramas
      1. ABSTRACT
      2. INTRODUCTION
      3. “PARTICIPATION-OF-MANY” IN DIGITAL THEATRES OF THE FUTURE
      4. COMPETITIVE ACTING
      5. STORYTELLING IN THE “PARTICIPATION-OF-MANY”-SCENARIOS
      6. DIRECTING DIGITAL DRAMAS
      7. CONCLUSION
    3. Chapter 11: Re-coding the Algorithm
      1. ABSTRACT
      2. INTRODUCTION
      3. DEFINING THE GAME
      4. PLAYING THE GAME
      5. BREAKING THE RULES
      6. BEYOND CHEATING
      7. CAN APPROPRIATED PLAY SURVIVE?
      8. CONCLUSION
  10. Section 4: Rising Principles in Virtual Communities, Mediated Social Interaction, and Digital Community Networking
    1. Chapter 12: Exploring the Ecosystems and Principles of Community Innovation
      1. Abstract
      2. BEYOND THE FIRM: AN ALTERNATIVE LOCUS OF INNOVATION1
      3. ALONE OR TOGETHER? A LOOK AT SOME COMMUNITIES THAT INNOVATE
      4. DIGITAL BUSINESS ECOSYSTEMS: STAKEHOLDERS, RESOURCES, AND THEIR RELATIONSHIPS
      5. COMMUNITY CONSTRUCTED COMMUNICATION
      6. COMMUNITY INNOVATION PRINCIPLES
      7. CONCLUSION
    2. Chapter 13: Supporting Local Connections with Online Communities
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CASE A: FACEBOOK SURVEY
      5. CASE B: USER STUDY OF A LOCAL ONLINE SERVICE
      6. CONCLUSION
    3. Chapter 14: P2P SCCM
      1. Abstract
      2. INTRODUCTION
      3. DEFINITIONS
      4. USE SCENARIO AND EVALUATION FOR THE SERVICE-ORIENTED COMMUNITY COORDINATED MULTIMEDIA PARADIGM
      5. TUNNELED HIERARCHICAL P2P MODEL
      6. PERFORMANCE ANALYSIS OF THE TUNNELED HIERARCHICAL P2P MODEL
      7. CONCLUSION
    4. Chapter 15: Unravelling Intellectual Property in a Specialist Social Networking Site
      1. ABSTRACT
      2. INTRODUCTION
      3. RAVELRY
      4. INTELLECTUAL PROPERTY AND NETWORKED PRODUCTION
      5. MARKETS AND MECHANISMS WITHIN SPECIALIST SOCIAL NETWORKING SITES
      6. RAVELRY AND THE PARTICULAR CHARACTERISTICS OF ITS SPECIALTY AREA
      7. THE RAVELRY DISCUSSION BOARDS
      8. WHAT GOVERNS CONSUMER CHOICES
      9. CONCLUSION
  11. About the Contributors