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.


P2P Fusion    

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

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.


MoMUPE

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 Architectures COMSOA

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.


Mobile Media Metadata (MMM-1) at UC Berkeley

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.