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Current and past DCC
Projects
Immortalidad
The Immortalidad project studies future
social use of self-created media. Grounding
the work on literature and empirical data on domestic photography and
memorabilia creation and sharing, we will design future concepts that
blur the boundaries between personally, socially, and professionally
created media. Also, the concepts take into account the perceptions and
characteristics people assign to digital and paper as format for media.
Immortalidad is a 1.5 year project done in co-operation with KCL and Futurice. The project started in
August 2005 and ends in February 2007. Pamphlet Pamhplet studies digital media communities
and designs hybrid media product concepts for those communities. One of
the objectives of the designed concepts is that the community members
themselves can customize or otherwise affect the product. The project
gains more understanding on the role of paper-based products in digital
media communities. The project started in April 2006 and ends in
October 2007. It is a co-operation project with KCL, Dynamoid,
Futurice, TFIF, Myllykosken Pallo, TKK, and the National Consumer
Research Center.
The P2P-FUSION project develops a new
software system, Fusion, that supports audiovisual creative activities
and makes it easy for anyone to create, reuse and share audio and video
productions over the internet legally, without costly servers and
complicated system management.Fusion binds together a peer-to-peer
network, a distributed semantic database, social enrichment features,
audiovisual production and editing software, support for embedded
licenses and a social media application toolkit into an integrated
easy-to-use solution.The system will be developed in collaboration with
user communities in a codesign process which aims to ensure that Fusion
corresponds to real needs and can continue to evolve throughout the
project to support the most interesting novel media practices that
emerge within the communities. http://arki.uiah.fi/p2p-fusion FUGA Digital (computer and video) game playing is
the fastest-growing form
of entertainment media, and enormous resources are invested in the
creation of new digital games. In addition to entertainment, digital
games are more and more used for therapeutic, educational, and
work-related purposes. Established methods to measure gaming experience
with high temporal resolution are lacking, however.
The main objective of the FUGA project is to create novel methods
and improve existing measures in order to examine how the different
aspects of gaming experience (e.g., different emotions and cognitions)
can be assessed comprehensively with high temporal resolution. The
operational goals of FUGA include the establishment of the construct
validity, reliability, and predictive validity of the game experience
measures that are based on the different measurement techniques (e.g.,
psychophysiological recordings, brain imaging). A further goal is to
develop a prototype of an emotionally adaptive game. The innovative
measurement approach provided by FUGA can be applied when designing new
digital games for different purposes. Wireless
Woodstock Services Finland Wireless Woodstock is a TEKES funded project
and a part of the multinational Eureka/CELTIC project Wireless
Festival. The aim of the project is to study, prototype and evaluate
mobile solutions for large-scale events such as music festivals and
sports events. The focus in Finland is on the user experience studies,
value chains, business and pricing models, and legal issues. The
project is lead by the Ubiquitous
Interaction research group (UIX)
at HIIT.
Virtual Economy Research Network is a communication platform for researchers interested in real-money trade of virtual property and related phenomena. It contains a community-maintained bibliography and a co-authored blog with contributors from different parts of the world reporting on related news and research. Virtual Economy Research Network aims to be the hub of virtual property research globally. Visit the network at http://virtual-economy.org.
Mobile
phones are advanced communication devices and they can be an integral
part when creating new context-aware applications. Although
context-awareness has been a hot research topic for a long time, no
widely used applications yet exist. This project aims to create
context-aware multi-user applications that can be run on any mobile
phone. The applications are developed with the Multi-User Publishing
Environment (MUPE), which is an open source application platform
developed in Nokia Research Center (NRC). The project is an exploration
of the open innovation model of doing research. Ideas and technologies
move freely between partners, and in case new businesses arise, these
will be allowed to grow. All partners have the possibility to create
companies around new ideas.
Community media and Service-Oriented
Architecture (COMSOA) project studies community media, i.e., systems
that enable and support social creativity, participatory media, and
distributed problem solving. We argue that service-oriented computing
(SOC), dynamic social network analysis (SNA) and probabilistic
community modelling coupled with systematic design methods, such as
user-centric product concept design (UCPCD), are necessary building
blocks of novel community-centric methodologies to design the
architecture of future community services. This requires
multi-disciplinary end-to-end research from technological platforms to
various viewpoints on their implications in actual use in real world
users and communities. COMSOA research consists of (1) in-depth case
studies of selected community media services, (2) development of new
methods and tools for dynamic community analysis and modeling, (3)
demonstration of the benefits of service-oriented computing by building
extensions to service platforms being developed at HIIT, most notably
to Digital Content Distribution Management System DiMaS, and (4)
development of novel community-centric methodology for product and
service concept design.
Past Projects Mobile Content Communities (MC2) The MC2 project,
which started in June 2003 and ended in June 2006, studied the social
meaning and impact of
new communication technology for communities that are interested in
mobile gaming. The results of the MC2 project include
evaluated and tested scenarios of mobile community gaming,
template-based design tools that allow people to create their own games
and game-related content, new open source tools to empower the
community activity, and company-specific case studies to help the
industry partners to benefit from community-created content. The
project contributed to games research both in industry
(e.g., GDC Mobile 2005) and in academia (e.g., Digra 2005), as well as
mobile media research (e.g., ACM Multimedia 2004). Rich Semantic Media for Personal and
Professional Users
(RISE) The main objective of the RISE project is to study and develop tools and process models to support private and professional content creators as well as publishers in producing and utilising rich semantic content through the whole content lifecycle. The project also helps the professional actors to position themselves and their products in the semantic content markets of the future. RISE project is done in co-operation with Technical Research Center of Finland VTT. See the project web page.
The
MMM (MMM-1 for version 1 of ther system) project was a collaborative
project done at UC Berkeley's School of Information Management and
Systems (SIMS). The project designed, built, and tested a system for
creating semantically rich metadata for mobile phone images. The idea
behind MMM-1 was to gather all automatically available contextual
metadata at the time of capture. Then use metadata and media similarity
processing algorithms to infer and generate new metadata for captured
the media. The media and metadata was shared and reused among users to
facilitate metadata creation and new media applications, and finally
the system interacted with the user during capture to confirm and
augment system supplied metadata. The project was lead by professor
Marc Davis. See Publications for more
material. |
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