{"title":"Synergy: a prototype collaborative environment to support the conceptual stages of the design process","authors":"A. Liapis","doi":"10.1145/1413634.1413665","DOIUrl":"https://doi.org/10.1145/1413634.1413665","url":null,"abstract":"Current product design projects typically involve more than one designer. In many cases there will be a team of designers participating in the design, along with the corresponding clients. This paper introduces a collaborative design environment focused to assist professional product designers when in remote collaboration during the early stages of the design process. This environment was designed on a platform-independent model that enables product designers to communicate and collaborate with each other across different operating systems and networks. The prototype consists of a series of synchronous and asynchronous collaborative tools, recording mechanisms, brainstorming tools, data mining features and project management services that enable professional product designers to collaborate, cooperate and coordinate on a design project. The main research issues include platform independency and customizability; distributed design management and coordination, design process representation, collaborative design communication and design visualization. Professional product designers and academics have tested the proposed environment successfully in a series of real-time use case scenarios.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"7 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129273482","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Office Diva","authors":"Dave Pape, J. Anstey","doi":"10.1145/1413634.1413740","DOIUrl":"https://doi.org/10.1145/1413634.1413740","url":null,"abstract":"Office Diva is a simulation of a monstrous ego; whining and writhing as she obsesses over her life. We see her as a fiery homunculus or dripping rain cloud barely holding together. We hear her stream-of-consciousness rant, and it becomes clear that this is a disturbed mind trapped by its own solipsistic and unreal processing of daily events.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127700891","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Tsekeridou, A. Cheok, Konstantinos Giannakis, John N. Karigiannis
{"title":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","authors":"S. Tsekeridou, A. Cheok, Konstantinos Giannakis, John N. Karigiannis","doi":"10.1145/1413634","DOIUrl":"https://doi.org/10.1145/1413634","url":null,"abstract":"Entertainment and Art are constantly evolving. They are tied to no particular platform, format or place in time, but shaped by the visionaries, innovators, entrepreneurs and brand developers who embrace technology, look to the future and inspire creativity. As a result, new ideas and art forms are brought to life. The recent significant advances in computer entertainment, multi-player/online gaming, technology-enabled art, culture and performance do create new forms of entertainment practices and artistic expression that attract, immerse and absorb their participants. The phenomenal success of such a \"culture\" to initiate a mass audience in patterns and practices of its own consumption has supported the evolution of an enormously powerful mass entertainment, digital art and performance industry extending deeply into every aspect of our lives, leading further to major societal and business contacting changes. \u0000 \u0000The ACM Special Interest Group on Computer-Human Interaction, Singapore Chapter, has recognized the major role of digital interactive media technologies towards such effect, and has recently initiated the annual International Conference on Digital Interactive Media in Entertainment and Arts (DIMEA) that spans these breath-taking emerging technologies and application areas and envisions bringing together both research and commercial communities, promoting digital interactive media research and practice in the technology-mediated entertainment and art worlds. \u0000 \u0000On behalf of the Organizing Committee of DIMEA 2008, we would like to welcome you to the 3rd ACM International Conference and Exhibition on Digital Interactive Media in Entertainment and Arts (DIMEA 2008), to be held on September 10-12, 2008, at Athens Information Technology in Athens, Greece. DIMEA 2008 is organized jointly by Athens Information Technology (AIT), The Singapore Chapter of ACM SIG on Computer-Human Interaction (SIGCHI, Singapore Chapter) and the Society for Excellence and Innovation in Interactive Experience Design (InExDe), in cooperation with ACM SIG CHI.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115747376","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Interacting with virtual and augmented worlds","authors":"N. Magnenat-Thalmann","doi":"10.1145/1413634.1413636","DOIUrl":"https://doi.org/10.1145/1413634.1413636","url":null,"abstract":"For more than three decades, the main focus was to be able to model realistic decors, lights and living beings, particularly humans that should look realistic. Actually, we are aiming for interacting with these worlds in a sensitive and meaningful way. In this talk, the research that is developed on many aspects at MIRALab is presented: interactive modelling of virtual humans, interactive clothes modelling and animation, touching textiles, haptic interaction with hair, gaze interaction with Virtual Humans in Augmented Reality, talking and being recognized by virtual humans with memory and personality models. We will describe what the problems are, what the solutions now are and what the next step to come is. We will show plenty of examples we have developed in our several European Projects in which we are participating.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123429034","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Overview of the European Commission research lines in the creative and cultural sectors in support of media content","authors":"R. Cencioni","doi":"10.1145/1413634.1413637","DOIUrl":"https://doi.org/10.1145/1413634.1413637","url":null,"abstract":"Over the last ten years the European Commission has provided sustained support for the creative and cultural sectors through a number of programmes designed to promote creativity, stimulate innovation and develop new technology in support of media content. The purpose of this talk is to present a broad overview of the main research lines pursued in the last few years, highlighting the most significant developments and outlining future directions and priorities in the coming years.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126860991","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Fanboys, competers, escapists and time-killers: a typology based on gamers' motivations for playing video games","authors":"D. Schuurman, K. Moor, L. Marez, J. Looy","doi":"10.1145/1413634.1413647","DOIUrl":"https://doi.org/10.1145/1413634.1413647","url":null,"abstract":"In this paper, the different general motivations of gamers for playing video games are explored. Surprisingly, to date little research has been devoted to the characterization of the gamer, based on general game motivations. By means of an online survey, we questioned 2985 Flemish gamers on 11 general game motivations. K-means clustering was used to distinguish four distinctive gamer profiles: the overall convinced gamer, the convinced competitive gamer, the escapist gamer and the pass-time gamer.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131455868","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Content strategies of the future: between games and stories -- crossroads for the video game industry","authors":"M. Dymek","doi":"10.1145/1413634.1413708","DOIUrl":"https://doi.org/10.1145/1413634.1413708","url":null,"abstract":"The video game industry is the combination of two worlds: technology (IT) and show-biz/media/cultural industries. This paper explores this tension by exposing the shortcomings of the culture economics perspective and its lack of understanding for the unique characteristics of the video game medium, thus subsequently proposing a deeper analysis of the medium by turning to literary theoretical perspectives on games, such as ludology and narratology. Due the lack of technological dimensions in its theoretical framework, narratology is deemed less fruitful as an analytical tool and ludology is preferred. Ludology, with Espen Aarseth's cybertext theory elucidates aspects of \"interactivity\", author-medium-reader power relations and the mechanical organization of textual machines, which provides perspectives on practice in the video game industry.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134132619","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Digital art 2.0: art meets web 2.0 trend","authors":"Sotiris P. Christodoulou, Georgios D. Styliaras","doi":"10.1145/1413634.1413667","DOIUrl":"https://doi.org/10.1145/1413634.1413667","url":null,"abstract":"In this paper, we describe a review of existing Web 2.0 applications and the current or potential usability of them during the lifecycle of digital art projects. More specifically, we outline the characteristics of the various digital art categories, and the features that need to be supported. Afterwards, we present a classification of Web 2.0 applications and we show how they can support the digital art projects in all categories and lifecycle steps, esp. regarding collaboration, as well as some future potentials.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131603075","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Achieving pervasive awareness through artwork","authors":"Salah Uddin Ahmed","doi":"10.1145/1413634.1413721","DOIUrl":"https://doi.org/10.1145/1413634.1413721","url":null,"abstract":"Aesthetics and ludic aspects of pervasive awareness applications make the awareness system more attractive and aesthetically pleasing to its users. The same objective can be achieved by adding pervasive awareness features to an aesthetic object such as an artwork. In this article we describe how an artwork can be transformed to an pervasive awareness application by adding awareness features into the artwork.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"287 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123915240","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: User centric and personalised multimedia service platforms","authors":"N. Papaoulakis, J. Soldatos","doi":"10.1145/3260739","DOIUrl":"https://doi.org/10.1145/3260739","url":null,"abstract":"","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121060360","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}