Media in the Ubiquitous Era Ambient Social and Gaming Media 1st Edition by Artur Lugmayr – Ebook PDF Instant Download/Delivery: B008KSB6M0, 9781466605534
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ISBN 10: B008KSB6M0
ISBN 13: 9781466605534
Author: Artur Lugmayr
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 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.
Media in the Ubiquitous Era Ambient Social and Gaming Media 1st Table of contents:
Section 1: Consumer Experience, Customer Research, and User Profiling
Chapter 1: Analyzing User Behavior in Digital Games
ABSTRACT
INTRODUCTION
STATE OF THE ART
LOGGING THE RIGHT BEHAVIORS
CASE STUDIES
BEHAVIOR AND USER EXPERIENCE
CONCLUSION AND PERSPECTIVES
Chapter 2: Comparing Two Playability Heuristic Sets with Expert Review Method
Abstract
INTRODUCTION
Related Work
THE EXperiment
Results
DISCUSSION
CONCLUSION
Appendix 1. Evaluation heuristics by Desurvire et al. (2004).
Appendix 2. Evaluation heuristics by Korhonen and Koivisto (2006).
Chapter 3: Lovely Place to Buy!
ABSTRACT
INTRODUCTION
UNDERSTANDING GROCERY SHOPPING PROCESS
RESEARCH PROCEDURE
FINDINGS FROM THE OBSERVATIONS
FINDINGS FROM THE VIDEO ANALYSES
INFORMING DESIGN
INFORMATION NEEDS
ALLOCATION AND CONFIGURATION OF SERVICES
EXPERIMENT
RESULTS
DISCUSSION
CONCLUSION
Chapter 4: Portable Personality and its Personalization Algorithms
ABSTRACT
USER PROFILES AND THEIR MANAGEMENT
USER PROFILE AND PERSONALIZATION
CROSS-SYSTEM PROFILE PORTABILITY
CONCLUSION
Section 2: Learning, Training, and Knowledge Sharing
Chapter 5: The Integration of Aspects of Geo-Tagging and Microblogging in m-Learning
ABSTRACT
1. INTRODUCTION
2. TOPICS IN CONTEXT
3. A GEOSPATIAL WIKI FOR M-LEARNING
4. APPLICATION SCENARIOS
5. PRELIMINARY EVALUATION
6. MICROBLOG INTEGRATION
7. SUMMARY AND CONCLUSION
Chapter 6: Teaching Group Decision Making Skills to Emergency Managers via Digital Games
ABSTRACT
INTRODUCTION
BACKGROUND
FORMULATING DESIGN REQUIREMENTS FOR A GAME THAT TEACHES DECISION MAKING SKILLS
GAME DESIGN
EVALUATION
GENERAL DISCUSSION
FUTURE RESEARCH DIRECTIONS
CONCLUSION
Chapter 7: Exploring Semantic Tagging with Tilkut
ABSTRACT
INTRODUCTION
BACKGROUND
THE FIRST VERSION OF THE TILKUT APPLICATION
USER STUDY
REQUIREMENTS FOR ENTERPRISE USE
TILKUT APPLICATION V2
SEMANTICS IN TILKUT SERVICE
USER EXPERIENCES OF THE SECOND TILKUT VERSION
FUTURE RESEARCH DIRECTIONS
CONCLUSION
Acknowledgment
Chapter 8: A Knowledge-Based Multimedia Adaptation Management Framework for Ubiquitous Services
ABSTRACT
INTRODUCTION
ADAPTATION ONTOLOGY
ADAPTATION MANAGEMENT FRAMEWORK
IMPLEMENTATIONS
DISCUSSIONS AND FUTURE DIRECTIONS
CONCLUSION
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
ABSTRACT
INTRODUCTION
BACKGROUND
COLORS IN MOTION
COLORS IN MOTION VIDEO ANALYZER
COLORS IN MOTION VIEWER
FUTURE RESEARCH DIRECTIONS
CONCLUSION
Chapter 10: Issues on Acting in Digital Dramas
ABSTRACT
INTRODUCTION
“PARTICIPATION-OF-MANY” IN DIGITAL THEATRES OF THE FUTURE
COMPETITIVE ACTING
STORYTELLING IN THE “PARTICIPATION-OF-MANY”-SCENARIOS
DIRECTING DIGITAL DRAMAS
CONCLUSION
Chapter 11: Re-coding the Algorithm
ABSTRACT
INTRODUCTION
DEFINING THE GAME
PLAYING THE GAME
BREAKING THE RULES
BEYOND CHEATING
CAN APPROPRIATED PLAY SURVIVE?
CONCLUSION
Section 4: Rising Principles in Virtual Communities, Mediated Social Interaction, and Digital Community Networking
Chapter 12: Exploring the Ecosystems and Principles of Community Innovation
Abstract
BEYOND THE FIRM: AN ALTERNATIVE LOCUS OF INNOVATION1
ALONE OR TOGETHER? A LOOK AT SOME COMMUNITIES THAT INNOVATE
DIGITAL BUSINESS ECOSYSTEMS: STAKEHOLDERS, RESOURCES, AND THEIR RELATIONSHIPS
COMMUNITY CONSTRUCTED COMMUNICATION
COMMUNITY INNOVATION PRINCIPLES
CONCLUSION
Chapter 13: Supporting Local Connections with Online Communities
ABSTRACT
INTRODUCTION
BACKGROUND
CASE A: FACEBOOK SURVEY
CASE B: USER STUDY OF A LOCAL ONLINE SERVICE
CONCLUSION
Chapter 14: P2P SCCM
Abstract
INTRODUCTION
DEFINITIONS
USE SCENARIO AND EVALUATION FOR THE SERVICE-ORIENTED COMMUNITY COORDINATED MULTIMEDIA PARADIGM
TUNNELED HIERARCHICAL P2P MODEL
PERFORMANCE ANALYSIS OF THE TUNNELED HIERARCHICAL P2P MODEL
CONCLUSION
Chapter 15: Unravelling Intellectual Property in a Specialist Social Networking Site
ABSTRACT
INTRODUCTION
RAVELRY
INTELLECTUAL PROPERTY AND NETWORKED PRODUCTION
MARKETS AND MECHANISMS WITHIN SPECIALIST SOCIAL NETWORKING SITES
RAVELRY AND THE PARTICULAR CHARACTERISTICS OF ITS SPECIALTY AREA
THE RAVELRY DISCUSSION BOARDS
WHAT GOVERNS CONSUMER CHOICES
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