International SERIES on Information Systems and Management in Creative eMedia (CreMedia)
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Philosophy of Universal Games Design
The philosophy of information is the area of research that studies conceptual issues arising at the intersection of computer science, information technology and philosophy. Universal design is a concept that emphasizes the importance of non-specialized features in things and environments. As participation in gaming increases around the world and across a larger part of the population, the path towards achieving universal design and change of attitude in our mind is clear but requires that we think globally and frame the issues a little differently. This article aims to see universal design concept; its principles, uses, design processes, from a philosophical view point in terms of games design. It concludes by arguing that universal design of games is not a style but an attitude of accepting the difference and responsibility of ours and also proposes what needs to be done for upholding universal game design concept
Issues and Topics to Consider for Information Management Research in eMedia Industries
The digital media industry produces vast data along the content value chain. Any interaction with digital media yields data, often in real-time, both on production and consumption side. This data can be turned to immediately available business information on the operational level, e.g. editors continuously tweak their workflows upon social media feedback. This questions the traditional distinction between organization levels, changing the role of strategic management in the media business and the kind of information it is acting upon. An integration of business information and content management systems throughout the whole value chain holds great potential for future business intelligence applications in the media sector
Issues & Approach in Defining a European Research Agenda on Information Systems and Management in Creative eMedia Industries
According Gartner, media industries are the third largest spender in IT infrastructure, software, and hardware after banking and manufacturing industries. Newcomers in media industries utilize latest technologies to produce, manage, and distribute their content in a way the consumer would like to enjoy digital content with their rich new content offerings. Amazon, Apple, Facebook, or Google are just the prime examples for companies attracting many new consumers with their innovative content offerings. Their IT infrastructures are centred on the management of digital content throughout their software solutions to manage digital rights, apply data mining, or their customer relationship management software. Within the scope of this position paper the challenge is to pinpoint to the importance of defining a research agenda on information systems and management in creative media industries, to create a holistic vision of eMedia industries in total – from traditional towards fully digital media industries
Proceedings of the 6th International Workshop on Semantic Ambient Media Experience (SAME)
Presentation of a Research Design for Evaluating the Innovativeness of Ambient Media
Innovations in media business have a long history, as new technologies let new forms of media emerge. Today - in the world of ubiquitous and pervasive computation - this technology lets a new form of media emerge: ambient media. One simple example are public screens where people can interact with the displayed content. The aim of this publication is to discuss ambient media as innovation driven by entrepreneurs in the world of media, the principles how they can be managed, and what is needed to make them to a success. However, at this stage solely the research design is presented within the scope of this paper, as the research work is currently in progress. As examples act entries submitted to the Nokia Ubimedia MindTrek Award by conducting interviews and analyzing the entries of the winners of the competition
WEB on TV: designing the user experience
The EU SEE TV-WEB project combines the traditional broadcast world with the dynamic internet web environment while focusing on the aspects of usability and user experience in order to provide the best possible experience for the elderly people, economically weak people and people living in rural areas who do not usually use personal computers and who have no possibility of an Internet connection at all. Main focus is on providing selected web based multimedia content directly over DVB-T/T2 networks with simulated local interactivity. Several real world pilot trial runs are foreseen including extensive usability and user experience evaluations
The Embodied Hybrid Space: Designing for Digital Encounters in Physical Environments
The emergence of mobile and ubiquitous computing has created what is referred to as a hybrid space – a virtual layer of digital information and interaction opportunities that sits on top and augments the physical environment. The increasing connectedness through such media, from anywhere to anybody at anytime, makes us less dependent on being physically present somewhere in particular. But, what is the role of ubiquitous computing in making physical presence at a particular place more attractive? Acknowledging historic context and identity as important attributes of place, this work embarks on a ‘global sense of place’ in which the cultural diversity, multiple identities, backgrounds, skills and experiences of people traversing a place are regarded as social assets of that place. The aim is to explore ways how physical architecture and infrastructure of a place can be mediated towards making invisible social assets visible, thus augmenting people’s situated social experience. Thereby, the focus is on embodied media, i.e. media that materialise digital information as observable and sometimes interactive parts of the physical environment hence amplify people’s real world experience, rather than substituting or moving it to virtual spaces