33 research outputs found

    Investigating User Experiences Through Animation-based Sketching

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    Beyond Media Borders, Volume 1

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    This open access book promotes the idea that all media types are multimodal and that comparing media types, through an intermedial lens, necessarily involves analysing these multimodal traits. The collection includes a series of interconnected articles that illustrate and clarify how the concepts developed in Elleström’s influential article The Modalities of Media: A Model for Understanding Intermedial Relations (Palgrave Macmillan, 2010) can be used for methodical investigation and interpretation of media traits and media interrelations. The authors work with a wide range of old and new media types that are traditionally investigated through limited, media-specific concepts. The publication is a significant contribution to interdisciplinary research, advancing the frontiers of conceptual as well as practical understanding of media interrelations. This is the first of two volumes. It contains Elleström’s revised article and six other contributions focusing especially on media integration: how media products and media types are combined and merged in various ways

    Beyond Media Borders, Volume 1

    Get PDF
    This open access book promotes the idea that all media types are multimodal and that comparing media types, through an intermedial lens, necessarily involves analysing these multimodal traits. The collection includes a series of interconnected articles that illustrate and clarify how the concepts developed in Elleström’s influential article The Modalities of Media: A Model for Understanding Intermedial Relations (Palgrave Macmillan, 2010) can be used for methodical investigation and interpretation of media traits and media interrelations. The authors work with a wide range of old and new media types that are traditionally investigated through limited, media-specific concepts. The publication is a significant contribution to interdisciplinary research, advancing the frontiers of conceptual as well as practical understanding of media interrelations. This is the first of two volumes. It contains Elleström’s revised article and six other contributions focusing especially on media integration: how media products and media types are combined and merged in various ways

    Rendezvous: a collaboration between art, research and communities

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    The Remediating the social book includes full proceedings of the conference in Edinburgh, 2012, including full texts of essays and full colour artist's pages with documentation of works commissioned for the Remediating the social exhibitio

    DIVE on the internet

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    This dissertation reports research and development of a platform for Collaborative Virtual Environments (CVEs). It has particularly focused on two major challenges: supporting the rapid development of scalable applications and easing their deployment on the Internet. This work employs a research method based on prototyping and refinement and promotes the use of this method for application development. A number of the solutions herein are in line with other CVE systems. One of the strengths of this work consists in a global approach to the issues raised by CVEs and the recognition that such complex problems are best tackled using a multi-disciplinary approach that understands both user and system requirements. CVE application deployment is aided by an overlay network that is able to complement any IP multicast infrastructure in place. Apart from complementing a weakly deployed worldwide multicast, this infrastructure provides for a certain degree of introspection, remote controlling and visualisation. As such, it forms an important aid in assessing the scalability of running applications. This scalability is further facilitated by specialised object distribution algorithms and an open framework for the implementation of novel partitioning techniques. CVE application development is eased by a scripting language, which enables rapid development and favours experimentation. This scripting language interfaces many aspects of the system and enables the prototyping of distribution-related components as well as user interfaces. It is the key construct of a distributed environment to which components, written in different languages, connect and onto which they operate in a network abstracted manner. The solutions proposed are exemplified and strengthened by three collaborative applications. The Dive room system is a virtual environment modelled after the room metaphor and supporting asynchronous and synchronous cooperative work. WebPath is a companion application to a Web browser that seeks to make the current history of page visits more visible and usable. Finally, the London travel demonstrator supports travellers by providing an environment where they can explore the city, utilise group collaboration facilities, rehearse particular journeys and access tourist information data

    Representation Challenges

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    Remediating the Social

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    Producing Affection : Affect and Mediated Intimacy in Pokémon

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    PokĂ©mon is a global multimedia franchise formed around a core series of videogames and a variety of characters to collect, learn about, and play with. Throughout its decades of development, PokĂ©mon has grown into a media mix comprising of digital and analog games, animations, comics, toys, and a plethora of branded merchandize, all centering on the PokĂ©mon characters and the audience’s relationship with them. In this thesis, I explore how affection is formed and distributed in PokĂ©mon. I view the relationship with PokĂ©mon characters as a form of mediated intimacy, theorizing it as feelings of affection and closeness expressed through and aimed at technology. Through this, I discuss how technological and fantastical bodies wield agency and actively participate in the formation of everyday affects. By drawing primarily on game studies and affect studies, I develop an interdisciplinary method for playing and reading media texts for their affects and use it to analyze the media mix of PokĂ©mon and the affective relations therein. I focus primarily on the PokĂ©mon videogames that serve as the core product of the entire media mix. I examine what it means to construct an entire media mix based on videogames and play and suggest this as a key interpretive arrangement for understanding the mediated intimacy of PokĂ©mon. This study presents the mediated intimacy of PokĂ©mon as the result of the ludic and technological foundations of the PokĂ©mon media mix, at the heart of which is the role-playing form of the original videogames and the way they have positioned audiences as participants and characters in the world of PokĂ©mon. In this playful environment that overlaps fiction and everyday reality, the media mix guides its players to conduct a form of affective labor to access and traverse the textual whole of PokĂ©mon and furthermore aligns this effort with the diegetic theme of caretaking as captured on the transmedia bodies of PokĂ©mon. Additionally, this work contributes to the theorization and rethinking of intimacies by exploring affection in human and non-human networks as an entanglement of biological and technological actors.Tuotettua kiintymystĂ€. PokĂ©monin affekti ja medioitu intiimiys PokĂ©mon on globaali monimediakokonaisuus. Sen keskiössĂ€ on joukko videopelejĂ€ sekĂ€ niiden hahmoja, joita kerĂ€tÀÀn, joista opitaan ja joiden kanssa leikitÀÀn. PokĂ©monista on vuosikymmenten mittaan kasvanut mediatuotteiden rypĂ€s, media mix: monista tuote- ja julkaisukanavista koostuva kokonaisuus, joka sisĂ€ltÀÀ digitaalisia ja analogisia pelejĂ€, animaatioita, sarjakuvia, leluja ja brĂ€ndituotteita, joissa kaikissa korostuvat PokĂ©mon-hahmot sekĂ€ yleisön suhde niihin. VĂ€itöskirjassani tarkastelen, miten kiintymystĂ€ rakennetaan ja levitetÀÀn PokĂ©monissa. Tutkin PokĂ©mon-hahmoihin muodostettuja suhteita medioidun intiimiyden kĂ€sitteen kautta. Tutkimuksessani suhteet nĂ€yttĂ€ytyvĂ€t kiintymyksellisten tunteiden tiivistyminĂ€ sekĂ€ lĂ€heisyytenĂ€, jota ilmaistaan teknologian avulla ja sitĂ€ kohtaan. NĂ€in tarkastelen, miten teknologisten sekĂ€ fantastisten kehojen toimijuus nĂ€kyy arkipĂ€ivĂ€isten affektien muodostumisessa. Ammentamalla pelitutkimuksesta ja affektitutkimuksesta kehitĂ€n monitieteisen metodin mediatekstien pelaamiseen ja lukemiseen, ja kĂ€ytĂ€n sitĂ€ PokĂ©monin media mixin, sen affektien ja sen piirissĂ€ muodostettujen kiintymyssuhteiden analysointiin. Keskityn erityisesti PokĂ©mon-videopeleihin, jotka toimivat koko media mixin ydintuotteena. Tutkin, miten PokĂ©monin media mix on rakennettu ensisijaisesti pelilliselle ja leikilliselle pohjalle, ja ehdotan tĂ€tĂ€ tulkintamallia keskeiseksi PokĂ©monin medioidun intiimiyden ymmĂ€rtĂ€miselle. Tutkimuksen tuloksena esitĂ€n PokĂ©monin medioidun intiimiyden muodostuvan PokĂ©monin media mixin leikillisistĂ€ ja teknologisista juurista, joiden perustana on alkuperĂ€isten PokĂ©mon-videopelien roolipelillinen rakenne sekĂ€ se, miten sen avulla pelaajat on asemoitu hahmoiksi PokĂ©monin maailmaan. Fiktiota ja todellisuutta sekoittavassa leikillisessĂ€ ympĂ€ristössĂ€ PokĂ©monin media mix ohjaa pelaajia hoivan ja huolenpidon teemojen kautta tekemÀÀn tunnetyötĂ€ tuoteperheen mediatekstien parissa ja piirtÀÀ tĂ€mĂ€n työn tulokset PokĂ©mon-hahmojen monimediakehoille. LisĂ€ksi vĂ€itöstutkimukseni osallistuu intiimiyden laajempaan teoretisointiin ja uudelleenmÀÀrittelyyn tarkastelemalla elollisten ja leikillisesti elĂ€vien toimijoiden suhteita biologisena ja teknologisena yhteenliittymĂ€n

    HIVE-MIND SPACE: A META-DESIGN APPROACH FOR CULTIVATING AND SUPPORTING COLLABORATIVE DESIGN.

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    The ever-growing complexity of design projects requires more knowledge than any individual can have and, therefore, needs the active engagement of all stakeholders in the design process. Collaborative design exploits synergies from multidisciplinary communities, encourages divergent thinking, and enhances social creativity. The research documented in this thesis supports and deepens the understanding of collaborative design in two dimensions: (1) It developed and evaluated socio-technical systems to support collaborative design projects; and (2) It defined and explored a meta- design framework focused on how these systems enable users, as active contributors, to modify and further develop them. The research is grounded in and simultaneously extends the following major dimensions of meta-design: (1) It exploits the contributions of social media and web 2.0 as innovative information technologies; (2) It facilitates the shift from consumer cultures to cultures of participation; (3) It fosters social creativity by harnessing contributions that occur in cultures of participation; (4) It empowers end-users to be active designers involved in creating situated solutions. In a world where change is the norm, meta-design is a necessity rather than a luxury because it is impossible to design software systems at design time for problems that occur only at use time. The co-evolution of systems and users\u2bc social practices pursued in this thesis requires a software environment that can evolve and be tailored continuously. End-user development explores tools and methods to support end users who tailor software artifacts. However, it addresses this objective primarily from a technical perspective and focuses mainly on tailorability. This thesis, centered on meta-design, extends end-user development by creating social conditions and design processes for broad participation in design activities both at design time and at use time. It builds on previous research into meta- design that has provided a strategic overview of design opportunities and principles. And it addresses some shortcomings of meta-design, such as the lack of guidelines for building concrete meta-design environments that can be assessed by empirical evaluation. Given the goal of this research, to explore meta-design approaches for cultivating and supporting collaborative design, the overarching research question guiding this work is: How do we provide a socio-technical environment to bring multidisciplinary design communities together to foster creativity, collaboration, and design evolution? 8 To answer this question, my research was carried out through four different phases: (1) synthesizing concepts, models, and theories; (2) framing conceptual models; (3) developing several systems in specific application areas; and (4) conducting empirical evaluation studies. The main contributions of this research are: \uf0a7 The Hive-Mind Space model, a meta-design framework derived from the \u201csoftware shaping workshop\u201d methodology and that integrates the \u201cseeding, evolutionary growth, reseeding\u201d model. The bottom-up approach inherent in this framework breaks down static social structures so as to support richer ecologies of participation. It provides the means for structuring communication and appropriation. The model\u2bcs open mediation mechanism tackles unanticipated communication gaps among different design communities. \uf0a7 MikiWiki, a structured programmable wiki I developed to demonstrate how the hive-mind space model can be implemented as a practical platform that benefits users and how its features and values can be specified so as to be empirically observable and assessable; \uf0a7 Empirical insights, such as those based on applying MikiWiki to different collaborative design studies, provide evidence that different phases of meta-design represent different modes rather than discrete levels
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