摘要 :
"Design Thinking" - a cross-disciplinary and user centered method - is an approach towards the discovery of solutions and sparks innovative thinking in many ways. It also can be argued, that designers put themselves in the place o...
展开
"Design Thinking" - a cross-disciplinary and user centered method - is an approach towards the discovery of solutions and sparks innovative thinking in many ways. It also can be argued, that designers put themselves in the place of the user rather than co-creating with the consumer. Innovation is one of the current across many industries, and many attempt to find new solutions to daily problems. Design Thinking as method allows to understand user needs and understand their principle problems in daily life. The design process uses intensive collaboration in cross-disciplinary settings and is divided into the exploration of the problem space and the solution space to achieve new ways of solving existing problems. Design Thinking has to integrate into the innovation process and into organizational structures right from the beginning. It constitutes a complement to classical analytical processes for problems that require lateral, not linear thinking. This article reviews the practical application of this energetic methodology in the academic context and presents some hands-on examples. The course series has been established by the Entertainment and Media Management Lab. (EMMi Lab.) at the Tampere University of Technology (TUT) and was held in cooperation with students from the University of Tampere (UTA), and the Tampere University of Applied Sciences (TAMK). One course has been held in cooperation with the University of Applied Sciences Magdeburg-Stendal, Germany. This article describes how to train students especially with strong technical background and analytical mind-sets in the development of innovations in the field of media, foster creative thinking, and achieve problem solutions beyond the current state of the art. We present the basic curriculum, course structure, goals & objectives, applied methods, settings, and theoretical aspects of Design Thinking. Our experience and reflections on conducting the courses concludes this article. The article shall be an introductory guide for anyone who intends to organize a similar course in the university context.
收起
摘要 :
Ambient media are novel, and this new media form alters our daily-living experience in many ways. Ambient media refer to media environments that are embedded throughout the natural space where people are following their daily acti...
展开
Ambient media are novel, and this new media form alters our daily-living experience in many ways. Ambient media refer to media environments that are embedded throughout the natural space where people are following their daily activities. These digital media environments become part of the living space and altering our daily-living experience in many ways. The goal of this article is to elaborate the status of ambient media today and to forecast how ambient media will develop in the next decade. It clearly identifies megatrends and develops scenarios (e. g., ambient-assisted living) for the future. These scenarios shall shed light on the potentials and give a glimpse on the potential future development of embedding digital objects into the daily living space. This paper is based on a future wheel approach and on an analysis of the results of an expert workshop. The article concludes with a discussion of the results and an evaluation of the impact of each scenario.
收起
摘要 :
The term ambient media was in its beginning used only for ambient advertising. Nowadays it denotes the media environment and the communication of information in ubiquitous and pervasive environments. With the addition of intellige...
展开
The term ambient media was in its beginning used only for ambient advertising. Nowadays it denotes the media environment and the communication of information in ubiquitous and pervasive environments. With the addition of intelligence, the new field of semantic ambient media was established. In recent years, the field of semantic ambient media has spread its span from only a few sub-areas, such as ambient advertising, to new ones, such as ambient-assisted living (AAL) and health-monitoring media, significantly supported by intelligence. The study presented in this paper provides an advanced introduction to the field of semantic ambient media including the solutions for threat issues and illustration of success stories of the field. It conducts a survey of the related work and presents a thorough discussion of it. The related work is grouped according to the coverage of the principles of semantic ambient media. Based on the state-of-the-art research, the future possibilities of the field are demonstrated, especially for the ambient-assisted living, audio-visual rendering of media objects, user design principles and the society impact of the field. The paper provides ideas for impacting ambient media and directions and questions for further research. It also discusses the potential of the combination of several research studies.
收起
摘要 :
Semantic ambient media are the novel trend in the world of media reaching from the pioneering subareas such as ambient advertising to the new and emerging subareas such as ambient assisted living. They will likely shape the upcomi...
展开
Semantic ambient media are the novel trend in the world of media reaching from the pioneering subareas such as ambient advertising to the new and emerging subareas such as ambient assisted living. They will likely shape the upcoming years in terms of modeling smart environments and also media consumption and interaction. This work analyzes semantic ambient media by considering business models, content and media, interaction design and consumer experience, and methods and techniques that are important to create this new form of media. Discussion is led using the state-of-the-art event of the semantic ambient media, which is the annual international workshop on Semantic Ambient Media Experience (SAME). The study also creates a vision for how ambient media will evolve and how they will look like in the future decade.
收起
摘要 :
Ambient Media describe media environments, where the medium is embedded within the natural environment. They follow the anytime, anywhere, and anyhow principle for media access. The Nokia Ubimedia MindTreks Awards have been establ...
展开
Ambient Media describe media environments, where the medium is embedded within the natural environment. They follow the anytime, anywhere, and anyhow principle for media access. The Nokia Ubimedia MindTreks Awards have been established a few years ago to explore the potential of ambient media. In this article we analyze the total project portfolio submitted to the 4th Nokia Ubimedia MindTrek Awards in 2010 according to their business value, innovativeness, and use of ambient media. The aim of this article is to gain insights into the general characteristics of ambient media, their properties, and business functions. The article rounds up in providing a substantial framework and guidelines for ambient media developers in their product designs.
收起
摘要 :
The high competitive environment has forced higher education authori-ties to set their strategies to improve university ranking. Citations of published pa-pers are among the most widelyused inputs to measure national and globaluni...
展开
The high competitive environment has forced higher education authori-ties to set their strategies to improve university ranking. Citations of published pa-pers are among the most widelyused inputs to measure national and globaluni-versity ranking(which accounts for 20% of QS, 30% of THE, and etc.). Therefore, from one hand, improving the citation impactof a search is one of the university manager’s strategies. On the other hand, the researchers are also looking for some helpful techniques to increase their citation record. This chapter by reviewing the relevant articles covers48 different strategies for maximizing research impact and visibility. The results show that some features of article can help predict the num-ber of article views and citation counts. The findings presented in this chapter could be used by university authorities, authors, reviewers, and editors to maxim-ize the impact of articles in the scientific community.
收起
摘要 :
The medium is the message! And the message was literacy, media democracy and music charts. Mostly one single distinguishable medium such as TV, the Web, the radio, or books transmitted the message. Now in the age of ubiquitous and...
展开
The medium is the message! And the message was literacy, media democracy and music charts. Mostly one single distinguishable medium such as TV, the Web, the radio, or books transmitted the message. Now in the age of ubiquitous and pervasive computing, where information flows through a plethora of distributed interlinked media-what is the message ambient media will tell us? What does semantic mean in this context? Which experiences will it open to us? What is content in the age of ambient media? Ambient media are embedded throughout the natural environment of the consumer-in his home, in his car, in restaurants, and on his mobile device. Predominant sample services are smart wallpapers in homes, location based services, RFID based entertainment services for children, or intelligent homes. The goal of this article is to define semantic ambient media and discuss the contributions to the Semantic Ambient Media Experience (SAME) workshop, which was held in conjunction with the ACM Multimedia conference in Vancouver in 2008. The results of the workshop can be found on: www.ambientmediaassociation.org.
收起
摘要 :
Purpose - TV changes in several disciplines concurrently: from analogue to digital, from scheduled broadcasts to on-demand TV on the internet, from a lean-back (passive) to a lean-forward (active) media, from straight watching to ...
展开
Purpose - TV changes in several disciplines concurrently: from analogue to digital, from scheduled broadcasts to on-demand TV on the internet, from a lean-back (passive) to a lean-forward (active) media, from straight watching to the consumption of content connected to additional services, from the sole TV viewer to the viewer being part in social networks and communities regarding to the TV content, etc. The purpose of this paper is to demonstrate the adaptation of design and realization of TV program formats to the changes that happen to television. In addition, the paper would like find out how to support the design of interactions, dynamic narrations and content types as well as the role of the internet within these processes and this application area.
Design/methodology/approach - Currently, there exist many approaches towards the development of social, collaborative, and interactive TV program formats and systems. Within the scope of this paper, the authors present latest case studies and example program formats for each case. The paper examines them concerning their interaction possibilities and architecture as well as the influence and utilization of the web. Finally, the paper provides a simple categorization according to the narration character, content, and interactivity types of the listed TV program formats. Findings - Caused by the collaborative and interactive characteristic of the web, a big influence of the web concerning the hardware- and content-sided development of TV is discovered. Nevertheless, the web's potential is absolutely not exploited in this area, neither to give more dynamic to the narration, nor to appreciate the content type or the interactivity. Finally, the paper identifies a high effort, occurrence and development in the interactivity, in contrary to the narration characteristic and content types.
Research limitations/implications -- Only one representative, example TV program format enabling interactions by the viewer for each case in the paper, has been chosen. The authors make no claim to be complete, in covering all genres, possibilities of interaction or TV program formats existing for the field of interactive/social/collaborative TV.
Originality/value - This paper presents an extension of a previous paper presented at the MoMM2009.
收起
摘要 :
Today’s universities are increasinglyunder pressure from various directions.This pressure also affects its employees, and us as scholars. Es-pecially,future academics are often confronted with situations that they have not been t...
展开
Today’s universities are increasinglyunder pressure from various directions.This pressure also affects its employees, and us as scholars. Es-pecially,future academics are often confronted with situations that they have not been trained or mentored for, or are simply lost in how to plan their careers or how to train themselves to be able to compete. This chapter compiles guidelines for future academicshelp them in shaping their careers. It gives an overview of different issues, such as individual career planning, self-management, required skill sets, methods in teaching and learning (e.g. Design Thinking or blended learning), increasing citations and ranking, knowledge management, research laboratory leadership, entrepreneurship, innovation management, IPRs, increasing publication impact, self-marketing through social media, research strategies, innovation manage-ment, communities of practice, and industry collaboration.The chapter,as well as the complete book,is accompanied by a YouTube channel (http://youtube.artur-lugmayr.com), a Facebook page (https://www.facebook.com/groups/universitymanagement), and other online resources as an email list and website (http://unimgm.artur-lugmayr.com).
收起
摘要 :
Within the scope of this paper we focus on the investigation of potential scenarios for providing clips via common broadcasting platform for sharing these across social media. We develop the idea of a digital clip gift shop and pr...
展开
Within the scope of this paper we focus on the investigation of potential scenarios for providing clips via common broadcasting platform for sharing these across social media. We develop the idea of a digital clip gift shop and present a technical solution as well as a discussion about its business potential. The digital clip gift shop is discussed on the basis of four scenarios, where we identified the technical architectural components. In addition we give an overview of the commercial potential of a digital clip gift shop that is providing video clips for consumers that enables these to exchange them on social networks. We conclude with a discussion of the opportunities for broadcaster and content provider to provide a digital clip shop online to enable consumers to exchange digital content via social networks.
收起