International SERIES on Information Systems and Management in Creative eMedia (CreMedia)
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147 research outputs found
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Virtual Rendering based Second Life Mobile Application to Control Ambient Media Services
In this paper we propose the development details of a mobile client that allows virtual 3D avatar interaction and virtual 3D annotation control in Second Life. We established adaptation based virtual rendering of the Second Life client and encoded the real-time frames into video stream, which is suitable for mobile client rendering. Additionally, we re-mapped the touch-based interaction of the user and feed that to the Second Life client in a form of keyboard and mouse interactions. As a proof of concept, we annotated a virtual environment object in Second Life and linked that with a media service by UPnP [5]. Further, we captured the mobile interaction of the user and provided controller interface to change states of the media object through the virtual object interaction. We argue that by using the mobile Second Life virtual interface the user has a better look to monitor and control the home appliances. We present illustration of the prototype system and show its application in a smart environment setup
Ambient visualization of energy consumption information
We present the eAMBI, an unobtrusive ambient visual interface for displaying the current electrical energy consumption information in real time. The system consists of a smart IP enabled electrical energy meter, a RaspberryPi embedded computer, a controllable colour led strip display and software components. Energy consumption data is stored on a service provider’s smartgrid data server. This information is conveyed to the users by using various colour patterns in a subtle, yet informative way. A dynamic VU-meter like ambient lighting visualization was selected. The system is installed in a typical home environment and allows the users to perceive their energy consumption in real-time in an unobtrusive way and thus help them change their behaviour and possibly habits
Providing sustainable living through early detection of metabolic syndrome
The non-healthy lifestyle of the people in developed countries is one of the reasons for higher amounts of atherosclerosis and diabetes type 2, which are related to a metabolic syndrome. This paper proposes an intelligent system for the early, unobtrusive detection of metabolic syndrome in order to support sustainable environments for today’s and tomorrow’s generations. An implementation of Fuzzy ARTMAP Neural Network for diagnosis of Metabolic Syndrome is presented. It allows classifying H NMR serum spectra into five classes, from healthy person to person with Metabolic Syndrome. Using “Voting strategy†it gains an ability to classify samples with a confidence value
AmbiKraf: An ambient textile display
AmhiKraf is a novel non-emissive animated fabric technology that is fast, color changing, and robust. Here we combine thermochrornic ink with semiconductor heating/cooling technologies, embedded in soft fabrics. By developing a technology that makes the fabric itself change the color we present it as a ubiquitous and ambient. display technology. We present our results through a various range of animated fabric display prototypes
Social Movements within Interfaces in Urban Environments: Flash Mobs as Kinaesthetic Marketing and Political Campaigns
The design of our physical and virtual environments highly rules how we act and interact in space and among other people. This paper focuses on analysing event-based campaigns and marketing, particularly, how they appeal to our kinaesthetic sense, concretely by moving our affective bodies. We introduce choreography as a theoretical concept to understand in depth the systems of social movements within devices in urban environments
Designing for Interpersonal Persuasion on a Massive Urban Scale: Bringing the Future of the Cities Back to Their Citizens
On May, 9th 2013, the concentration of CO particles in the atmosphere reached 400 parts per million for the first time since its measurements began [1]. Reaching this psychological threshold marks the latest alarming trend of the negative human impact on the environment. 2 Climate change is only one of several major challenges that humanity faces. Policy makers and social entrepreneurs aware of these challenges and opportunities have gradually increased their efforts to address these problems, unfortunately without a measurable impact on a global scale. Policies attempting to address the challenges predominantly focus on institutions and organizations. However, many of these problems are a direct result of human actions, and therefore call for human behavioral change to overcome such challenges. Previous research in the area of persuasive design indicates that a certain behavior is usually a result of the corresponding attitude towards the behavior. Therefore, there is a need to promote the right attitudes towards “proper†behaviors among people. Such attitudes can be influenced by providing people with the relevant information that enhances their awareness regarding the consequences of their actions, and ways of overcoming or reducing such consequences. Interaction designers and human-computer interaction (HCI) researchers adopted this bottom-up approach of designing interfaces and intervention mechanisms that focus on bringing about individual behavior changes. Through carefully designed persuasive applications and products they attempted to motivate users and consumers to change their behavior in various aspects (energy consumption, transportation choices, purchasing decisions to name a few). In this regard, users are mere “consumers†of the design, which helps them make personal choices. This position paper builds on the described bottom-up approach, but does not see the users only as consumers but also as activists, who can help the designers in their effort to induce wide-scale behavior change to more sustainable lifestyle. The goal of this research proposal is to empower users with the means to persuade their peers. Furthermore, the research proposes that persuasion on a massive scale requires specific efforts to design persuasive feedback that caters to various motivations and makes efficient use of the communication channels as well as novel ubiquitous and mobile technologies, to which users have access now. The paper first provides a look on authors’ previous research in the area of persuasive design. In particular, we present a persuasive energy monitor application – EnergyWiz, a system for civic engagement – BahnScout, and a theoretical framework for designing persuasive feedback for differently motivated individuals. Thereafter, we review a body of existing research on persuasion on a massive scale and, based on the research gaps, suggest approaches that would lead to rapid and persistent behavior change among people. Finally, we critically analyze the described approaches and outline several research gaps and directions that can advance future research in the area
Workshop Description
Media and entertainment industry is the third largest industry segment for investments in information systems. And this particular industry segment is faced with tremendous challenges in terms of organizational, transformational, leadership, customer behavioral, and technological changes. One particular challenge is the transformation of the analogue media world into its digital counterpart. As of today, the successive research of business information management and systems focusing on media and entertainment industries is rather fragmented and stretches over a wide area of research islands such as social media, eCommerce, or eBusiness. To face this challenge, this workshop focuses on the definition of a European research agenda of information management and systems for media and entertainment industries and highlighting their particular needs in production, distribution, and consumption. The workshop shall gather a scientific community around the theme of business information management and systems in the larger context of media and entertainment industries. The outcome of the workshop shall be a roadmap of research challenges, and a structured approach towards information management & systems in media and entertainment industries
Playfulness and Large-scale Interactive Projections in Public Space
In this paper we present our perspective on the role of playfulness regarding large scale, interactive floor and façade projections in urban public space. We start with a model to identify the key elements and their interplay within this experience design space. This model will develop a deeper understanding of the design space in order to act as being a conceptual tool for creating interactive projects. We discuss the potential of playful projects to reconfigure public space in terms of the performative and motivational aspects of play. We conclude with our findings from observing playful projects built or supported by our research team