Media in the Ubiquitous Era: Ambient, Social and Gaming Media

Media in the Ubiquitous Era: Ambient, Social and Gaming Media

Artur Lugmayr (Tampere University of Technology, Finland), Helja Franssila (University of Tampere, Finland), Pertti Näränen (TAMK University of Applied Sciences, Finland), Olli Sotamaa (University of Tampere, Finland), Jukka Vanhala (Tampere University of Technology, Finland) and Zhiwen Yu (Northwestern Polytechnical University, China)
Copyright: © 2012 |Pages: 312
ISBN13: 9781609607746|ISBN10: 1609607740|EISBN13: 9781609607753
DOI: 10.4018/978-1-60960-774-6
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MLA

Lugmayr, Artur, Helja Franssila, Pertti Näränen, Olli Sotamaa, Jukka Vanhala, and Zhiwen Yu. "Media in the Ubiquitous Era: Ambient, Social and Gaming Media." IGI Global, 2012. 1-312. Web. 27 Mar. 2020. doi:10.4018/978-1-60960-774-6

APA

Lugmayr, A., Franssila, H., Näränen, P., Sotamaa, O., Vanhala, J., & Yu, Z. (2012). Media in the Ubiquitous Era: Ambient, Social and Gaming Media (pp. 1-312). Hershey, PA: IGI Global. doi:10.4018/978-1-60960-774-6

Chicago

Lugmayr, Artur, Helja Franssila, Pertti Näränen, Olli Sotamaa, Jukka Vanhala, and Zhiwen Yu. "Media in the Ubiquitous Era: Ambient, Social and Gaming Media." 1-312 (2012), accessed March 27, 2020. doi:10.4018/978-1-60960-774-6

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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 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

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Front Materials
Title Page
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Copyright Page
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List of Reviewers
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Preface
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Acknowledgment
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Chapters
Consumer Experience, Customer Research, and User Profiling
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Chapter 1
Anders Drachen (Copenhagen Business School, Denmark), Alessandro Canossa (IT University of Copenhagen, Denmark)
User research in digital game development has in recent years begun to expand from a previous existence on the sideline of development, to a central factor in game production, in recognition that the interaction between user and game...
Analyzing User Behavior in Digital Games
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Chapter 2
Janne Paavilainen (University of Tampere, Finland), Hannu Korhonen (Nokia Research Center, Finland), Hannamari Saarenpää (University of Tampere, Finland)
The expert review method is a widely adopted usability inspection method for evaluating productivity software. Recently, there has been increasing interest to apply this method for the evaluation of video games, as well. In order to...
Comparing Two Playability Heuristic Sets with Expert Review Method: A Case Study of Mobile Game Evaluation
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Chapter 3
Hiroshi Tamura (University of Tokyo, Japan), Tamami Sugasaka (Fujitsu Laboratories Ltd., Japan), Kazuhiro Ueda (University of Tokyo, Japan)
Ubiquitous services offer huge business potential for grocery stores, however they also for increase the shopper’s experience. This chapter especially devotes the issue of exploiting the possibilities of ubiquitous services while...
Lovely Place to Buy!: Enhancing Grocery Shopping Experiences with a Human-Centric Approach
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Chapter 4
Stefan Uhlmann (Tampere University of Technology, Finland), Artur Lugmayr (Tampere University of Technology, Finland)
With the advances in ubiquitous computing, there is an increasing focus on personalization of user information especially in web-based applications and services. Currently those personalized user profiles are scattered, mostly stored...
Portable Personality and its Personalization Algorithms: An Overview and Directions
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Learning, Training, and Knowledge Sharing
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Chapter 5
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)
The recent years have shown the remarkable potential use of Web 2.0 technologies in education, especially within the context of informal learning. The use of Wikis for collaborative work is one example for the application of this...
The Integration of Aspects of Geo-Tagging and Microblogging in m-Learning
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Chapter 6
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)
This chapter discusses how a focus on establishing the appropriate learning outcomes of an educational programme, and creatively incorporating these learning outcomes within the design of a game, can lead to the development of a...
Teaching Group Decision Making Skills to Emergency Managers via Digital Games
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Chapter 7
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)
Social bookmarking is one of the earliest examples of social media services. In bookmarking services there are two main approaches for adding metadata: user-generated freely chosen tags and keywords based on taxonomies or semantic...
Exploring Semantic Tagging with Tilkut
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Chapter 8
Ning Li (The Open University, UK), Abdelhak Attou (University of Surrey, UK), Merat Shahadi (Kings College London, UK), Klaus Moessner (University of Surrey, UK)
The range of multimedia contents and services on the Internet, the diversity of terminals, and the heterogeneity of network technologies make it less and less feasible and rather costly for providers to prepare contents and services...
A Knowledge-Based Multimedia Adaptation Management Framework for Ubiquitous Services
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Novel User - Interfaces. Emerging Forms of Interaction and Media Theories
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Chapter 9
Teresa Chambel (University of Lisbon, Portugal), João Martinho (University of Lisbon, Portugal)
This chapter identifies challenges and concepts inherent to the visualization and exploration of video spaces and presents an approach through ColorsInMotion, an interactive environment to process, visualize and explore a video space...
Interactive Visualization and Exploration of Video Spaces through Colors in Motion
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Chapter 10
Thomas Schmieder (University of Applied Sciences Mittweida, Germany), Robert J. Wierzbicki (University of Applied Sciences Mittweida, Germany)
With advanced technology there are new possibilities to interact in virtual environments. Game players are being given more and more new opportunities to intervene as avatars in what is happening in the game, take on roles, and alter...
Issues on Acting in Digital Dramas
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Chapter 11
Alison Gazzard (University of Bedfordshire, UK)
This chapter highlights the different types of play possible within videogames, developing Roger Caillois’ (1958) original categories of “paidia” and “ludus”. The game is examined in terms of Lev Manovich’s (2001) concept of the...
Re-coding the Algorithm: Purposeful and Appropriated Play
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Rising Principles in Virtual Communities, Mediated Social Interaction, and Digital Community Networking
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Chapter 12
Andrea Botero (Aalto University, Finland), Kimmo Karhu (Aalto University, Finland), Sami Vihavainen (Aalto University, Finland)
In this chapter, we explore some of the contemporary configurations of what we will refer to as community innovation. We probe the relevance of the phenomena by illustrating and comparing the digital ecosystems that surround some...
Exploring the Ecosystems and Principles of Community Innovation
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Chapter 13
Sanna Malinen (Tampere University of Technology, Finland), Tytti Virjo (Tampere University of Technology, Finland), Sari Kujala (Tampere University of Technology, Finland)
Online communities have become popular among geographically distributed users of the internet. However, there is growing interest in using online communities to support social interaction in geographically-based communities too. In...
Supporting Local Connections with Online Communities
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Chapter 14
Sal Humphreys (University of Adelaide, Australia)
This chapter examines how the complexity of motivations and practices found in a specialist social networking site intersect with the institutions of intellectual property. The popular niche or specialist social networking site (SNS)...
Unravelling Intellectual Property in a Specialist Social Networking Site
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Chapter 15
Jiehan Zhou (University of Oulu, Finland), Mika Rautiainen (University of Oulu, Finland), Zhonghong Ou (Aalto University, Finland), Mika Ylianttila (University of Oulu, Finland)
Peer-to-Peer Service-oriented Community Coordinated Multimedia (SCCM) is envisioned as a novel paradigm in which the user consumes multiple media through requesting multimedia-intensive Web services via diversity display devices...
P2P SCCM: Service-Oriented Community Coordinated Multimedia over P2P and Experience on Multimedia Annotation Service Development
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Back Materials
About the Contributors
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Index
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