ebook img

Multimedia and E-Content Trends PDF

196 Pages·2008·3.05 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Multimedia and E-Content Trends

Peter A. Bruck (Ed.) Multimedia and E-Content Trends VIEWEG+TEUBNER RESEARCH Smart Media und Applications Research Herausgeber: Prof. Dr. Peter A. Bruck Peter A. Bruck (Ed.) Multimedia and E-Content Trends Implications for Academia VIEWEG+TEUBNER RESEARCH Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche Nationalbibliografie; detailed bibliographic data are available in the Internet at http://dnb.d-nb.de. 1st Edition 2008 All rights reserved © Vieweg+Teubner | GWVFachverlage GmbH, Wiesbaden 2008 Readers: Christel A.Roß | Anita Wilke Vieweg+Teubner is part of the specialist publishing group Springer Science+Business Media. www.viewegteubner.de No part of this publication may be reproduced, stored in a retrieval system or transmitted, in any form or by any means, electronic, mechanical, photo- copying, recording, or otherwise, without the prior written permission of the copyright holder. Registered and/orindustrial names,trade names,trade descriptions etc.cited in this publica- tionare part of the law for trade-mark protection and may not be used free in any form or by any means even if this is not specifically marked. Cover design: KünkelLopka Medienentwicklung, Heidelberg Printing company: STRAUSS GmbH, Mörlenbach Printed on acid-free paper Printed in Germany ISBN 978-3-8348-0754-0 Preface This book contains a selection of papers and presentations from the 6th EADiM Academic Network Conference held in Graz in November 2007. The Academic Network originates from the assessment process of the EUROPRIX Multimedia Awards. Many enthusiastic teachers and instructors have encouraged their students and graduates to take part in this competition with their final projects or first products in terms of innovation and added value for users. The network was formally established in 2002 by instructors of award-winning interactive e-content projects. Participants in the network share an interest in identifying successful approaches in teaching and in optimizing their teaching methods. The network has started off a European masters program and a number of other cooperation projects. The Academic Network’s annual conference provides a forum for the exchange of latest experiences, it is a meeting place for nominees and winners from the EUROPRIX Multimedia Awards, and it reflects on the development of e-content technology and industry. Academics, instructors, and professors from all parts of Europe present their new approaches to successful and effective teaching. They discuss methods on how teaching models can better meet the requirements of companies and industry at large. Discussions have been raised how academia can come up to the rapid development of the ICT industries and the fast change of platforms for which content is needed. This book provides a good overview of the range of issues addressed and the work done by the academics associated with EUROPRIX. It is also meant to contribute to the development of teaching models and methods to keep track with the development of ITtechnologies. Graduates from departments for inter- active media will benefit from these developments and become the future content creators of these technologies. The approach of using such ITtechnologies (mobile, interactive storytelling) for teaching and to transport learning content easily and comprehensively to the students is of further interest. In that sense academia uses the available tools to support learning, and in doing so it seeks to promote the content creation for these applications and devices. VI Preface The books includes papers from the following conference panels: • Augmented Realities and Smart Interfaces • Mobile Location Based Applications • The Mobile Content Paradigm • Current Mega Trends for e-Content Development • Teaching Models – Expectations to Academia and How They Could be Addressed. We invite all readers to join the network and the next conferences. All those in- structors, teachers, professors, and tutors are invited who can contribute to the aforementioned discussions and wish to join the circle for the exchange of experi- ences or to seek new instruments for the effective and successful teaching with in- teractive media. Please check current information at: www.academics.europrix.org. We would like to thank Melissa Lee Price, the past Chair of the Academic Network during the period covered by this book, for her enthusiasm and ideas which she has brought to the network over and over again. We would also like to thank Rodica Mocan and Emin Dogan Aydin, Chair and Vice Chair of the current period, for their active contribution to the network and their willingness to strengthen the community, follow its goals, and prepare the next conference. We are grateful to Jak Boumans and Cai Melakoski, our colleagues in EADiM, for their support and all the work they do to prepare the conferences and to keep EADiM alive and developing. Without them neither the Academic Network nor this book would exist. Peter A. Bruck and Jana Egger Content Preface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . V Introduction: The Technological and Economic Dynamics of the Multimedia Content Industry Peter A. Bruck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 A Augmented Realities and Smart Interfaces TangibleCubes – Implementation of Tangible User Interfaces through the Usage of Microcontroller and Sensor Technology Stephan Setscheny . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Investigation on the Relationships among Media Characteristics, Presence, Flow, and Learning Effects in Augmented Reality Based Learning Kye Bokyung . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Visualization of Machine-Aided Measurements of People Counts in Different Infrastructures Christoph Perhab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 B Mobile Location Based Applications Pushing Location Based Games Further – How to Gain End User Suitability Andreas Jakl, Christoph Grün, Jens Krösche and Stephan A. Drab . . . . . . . . 59 Mobile Game Based Learning: Designing a Mobile Location Based Game Sandra Schadenbauer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Thessaloniki’s City Guide: a Tourist Site for Handheld Devices Niki Theodorou . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 C The Mobile Content Paradigm The Mobile Paradigm for Content Development Chris Bennewith and Richard Vickers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 VIII Content The Complexities of Developing Accessible Web Content For Mobile Devices Richard Hancock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 D Current Mega Trends in e-Content Creation Teen Appeal – Touching the Moving Point Christina Handford . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117 Happiness and the Family 2.0 Paradigm Rodica Mocan and Stefana Racorean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Aesthetics as an Attribute to Usability: a Critique of (Some) Previous Works Raphael Kominis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 E Teaching Models Is it Possible to Conciliate “e-Learning”, “Learning By Doing” and “Cross Cultural” Approaches When Learning New Technologies? Carina Roels and Alain Gourdain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Events as Organisational Stories: an Event Based Approach for Learning Media Production Tomi Numento and Pekka Uotila . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167 The Learning Effectiveness of Cross-Discipline Collaboration Within a Media Production BAProject Mik Parsons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179 About the Authors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 Introduction: the Technological and Economic Dynamics of the Multimedia Content Industry Peter A. Bruck, Austria Technology liquefies business models Multimedia content production is no easy business. The technological spiral of innovation is continuously changing the value chains and business models. While this might be true for many sectors of the ICT industry, it is particularly relevant for those who deal with creative contents and innovative applications. Every new wave of innovation in technology has an immediate impact on the value chain by shortening all material production and distribution cycles and stretching the creative and design cycles. The effects can be clearly seen even in the hardware industry when one looks at the previous successes and recent struggles of Dell and the demise of the old, hardware selling IBM and its re-engineering as an IT integrator and service company. It can also be demonstrated for the software industry where the changes in the cycle of software development are fast paced. The digital interactive content industry appears, however, to be the sector even more affected when it comes to consequences of the innovation spiral. Being the top layer of the information and communication technology system, the content industry is the mainly unasked recipient of innovation from the net- work layer, the hardware layer and the software layer. Innovations for the con- tent layer do not come in stages; rather, they are continuous, multiplying each other in effects and creating a fluid base for producers, creators and designers. The networks are transmitting faster, platforms are converging, software more computational intensive, applications more virtual reality. The ubiquity of mul- timedia is today already a fact in most European countries and its effects will deepen in the years to come. Nonetheless, there might be some reassurance on the horizon. The convergence of networks and rapid diffusion of high-speed broadband and the market advent of 3G mobile services will shift attention in all ICT sectors from provision of connectivity and the sale of devices towards content and applications that prom- ise new business opportunities, growth and employment. A new era of demand has the potential to give a significant boost to the digital economy. The potential for digital content growth is thus quite high and growth might only just beginning. Demand for content from consumers and intermediaries exploit-

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.