International SERIES on Information Systems and Management in Creative eMedia (CreMedia)
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147 research outputs found
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Forecasting the Usage of Ambient Media in TV Broadcasting in the year 2016
Technologies in TV broadcasting are rapidly evolving, as also digital media technologies do. Within the scope of this paper, we discuss the application of ambient media technologies in the domain of broadcasting. Ambient media are media that are embedded throughout the natural environment of the consumer and follow the trend towards a ubiquitous society. The trend towards converging media environments across devices as TV sets, PCs, smart mobile phones, intelligent gadgets, and tablets is unstoppable. Internet, broadcasting networks, and service ecosystems become more and more a single service space, rather than having strict boundaries between each medium. The work discusses the current state of utilizing ambient media, and attempts to envision the potential application scenarios of ambient media in the year 2016 in the wider field of TV broadcasting. The key issue for successfully deploying novel services in the area of TV is the creation of service eco-systems emphasizing consumer experience, social interaction, and interactivity. Our study regards the change of consumers’ life-styles and points broadcasters to possibilities how to gradually build up a new broadcasting ecosystem on various levels. To develop the vision of how to apply ambient media in the world of broadcasting, we applied various methods: consumer surveys, technology forecasting, expert interviews, and a thorough literature review. We outline a basic roadmap for the potentials of ambient media in broadcasting in the year 2016
“Design Thinking†in Media Management Education – A Practical Hands-On Approach
Within the scope of this paper, we describe a practical hands-on approach of applying “Design Thinking†aprincipal teaching method for a university course. The course was established as part of the media managemenminor at the EMMi Lab., at the Tampere Univ. oTechnology. The course was held in cooperation with the Tampere University (UTA), and the Tampere University o Applied Sciences (TAMK) at the premises of the New Factory (Demola), an innovation facility in TampereFinland. It shall train students in the development oinnovations in the media field, and foster creative thinkinmethods. We discuss the basic curriculum, course structure, methods utilized in the course, as well as we present a reflection on the course in the discussion section
Comparison of Two Ambient Intelligence Approaches to Elderly Care
There is more and more elderly in the developed countries and not enough younger people to take care of them. We are presenting a semantic ambient media system for health-care monitoring to allow quality and safe living of elderly at their homes instead of needing them to go to nursing homes, which are overcrowded. Moreover, their offspring would not be overwhelmed with care for the elderly. The study illustrates two ambient intelligence approaches to the elderly care, both in the sense of four concepts of the semantic ambient media
Use of Human Speech for Inclusive Games Design
Computer games are now a part of modern culture. However, certain groups of people are excluded from this form of entertainment and social interaction because they are unable to use the interface of the games. By using automatic speech recognition systems (ASRS), voice driven commands can be used to control the game, which can thus open up the possibility for people with disabilities and age related problem to be included in game communities for using the services. This paper aims at find a standard way of using voice driven commands in games which uses a speech recognition system, and that can be universally applied for designing inclusive games. The standard voice driven module is based on algorithm which can be used to design plug-ins, that can be integrated with game engines; creating the possibility of voice driven universal access for controlling games
Evaluation of Methods and Techniques for Language Based Sentiment Analysis for DAX 30 Stock Exchange A First Concept of a “LUGO†Sentiment Indicator
Social media companies are famous for creating communities, or their companies for IPOs. However, social media are as well utilized in stock exchange trading and for product promotion of securities of financial investment companies. Especially stock exchange trading is many times based on sentiment, thus fast spreading rumors and news. Within the scope of this publication, we aim at an evaluation of potential methods and techniques for language based sentiment analysis for the purpose of stock exchange trading. Within the scope of this publication we evaluate a possible technique to obtain a technical indicator based on social media, which should support investment decisions. We present a basic experimental setup and try to describe the LUGO Sentiment Indicator as possible tool for supporting investment decisions based on a social media sentiment analysis
Bringing Health Telemonitoring into IPTV Based AMI Environment
In this paper, we describe the development of a personalhealth telemonitoring application which is integrated into the Internet television based home communication environment. The application presently enables monitoring of blood pressure and body weight and supports on-line medical interviews. We present the functionality of this application. Its key feature is the user interface, manageable by a simple TV remote-control. The implementation results in a software widget, which is installed in a net-top-box. It builds the user interface, provides monitoring of measurement devices and communications with the backend systems. We conducted an evaluation of the overall user experience, which shows very encouraging scores. Beside this, the application enables personal-health service that is comparable to the one, provided by dedicated personalhealth systems. At the same time, its open architecture allows for future extensions and simple inclusion of other health monitoring areas