115 research outputs found

    “We don’t sell blocks” exploring Minecraft’s commissioning market

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    In recent years, we have experienced the proliferation of videogames that have, as their main mode of play, the creation of in-game content. Even though existing literature has looked into various characteristics of these games, one of their aspects that warrants further exploration is the monetisation practices that can emerge in their context. Through our ongoing ethnographic study, we became aware of a vivid commissioning market in Minecraft’s creative community. Our findings point out the 3 main actors that constitute this market: the clients, who own Minecraft servers; the contractors, who handle the clients’ orders of Minecraft maps; and the builders, who are responsible for the creation of said maps. Furthermore, our work has revealed that the commodity at play is not the in-game content, as one would expect, but the service of creating this content. These findings suggest that commissioning in Minecraft – a well-organised process, initiated and sustained solely by the members of the game’s community – plays a crucial role in the game’s current structure. Moreover, they challenge the belief that content generation in gaming settings is free-labour that is exploited by the developers of those games

    The ludic takes work

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    Games that revolve around user-generated content have been explored mainly from a ludic perspective, leaving the work practices that are entailed in content production underexplored. What we argue in this paper is that there is an underlying economy in Minecraft’s community, which plays a significant role in the game’s current form. Our ethnographic fieldwork revealed the various aspects of the work of producing in-game content, by teasing out the discrete segments of the arc of work of commissioning, creating and delivering a Minecraft map. The infrastructure this work relies on is fragmented though, with the various accountability systems in place being appropriations by the players themselves. This raises a number of design implications related to how members coordinate tasks and articulate their work

    Editorial

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    #Scanners 2 – The MOMENT: a new brain-controlled movie

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    While many still consider interactive movies an unrealistic idea, current delivery platforms like Netflix, commercial VR, and the proliferation of wearable sensors mean that adaptive and responsive entertainment experiences are an immediate reality. Our prior work demonstrated a brain-responsive movie that showed different views of scenes depending on levels of attention and meditation produced by a commercialised home-entertainment brain sensor. Based on lessons learned, this demonstration exhibits the new interactions designed for our new brain-controlled movie, The MOMENT, being released in 2018

    Food availability drives plastic self-repair response in a basal metazoan- case study on the ctenophore Mnemiopsis leidyi A. Agassiz 1865

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    Many marine invertebrates including ctenophores are capable of extensive body regeneration when injured. However, as for the invasive ctenophore Mnemiopsis leidyi, there is a constant subportion of individuals not undergoing whole body regeneration but forming functionally stable half-animals instead. Yet, the driving factors of this phenomenon have not been addressed so far. This study sheds new light on how differences in food availability affect self-repair choice and regeneration success in cydippid larvae of M. leidyi. As expected, high food availability favored whole-body regeneration. However, under low food conditions half-animals became the preferential self-repair mode. Remarkably, both regenerating and half-animals showed very similar survival chances under respective food quantities. As a consequence of impaired food uptake after injury, degeneration of the digestive system would often occur indicating limited energy storage capacities. Taken together, this indicates that half-animals may represent an alternative energy-saving trajectory which implies self-repair plasticity as an adaptive trade-off between high regeneration costs and low energy storage capacities. We conclude that self-repair plasticity could lead to higher population fitness of ctenophores under adverse conditions such as in ships’ ballast water tanks which is postulated to be the major vector source for the species’ spreading around the globe

    Wearables or infrastructure: contrasting approaches to collecting behavioural data in the home

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    This paper examines and contrasts two approaches to collecting behavioural data within the home. The first of these involves filming from static video cameras combined with network logging to capture media consumption activities across multiple screens. The second utilises wearable cameras that passively collect still images to provide insights into food related behaviours. The paper compares the approaches from the perspective of the researchers and participants, and outlines the key benefits and challenges of each, with the aim of further mapping the space of possibilities now available when studying behaviour in the home

    Wearables or infrastructure: contrasting approaches to collecting behavioural data in the home

    Get PDF
    This paper examines and contrasts two approaches to collecting behavioural data within the home. The first of these involves filming from static video cameras combined with network logging to capture media consumption activities across multiple screens. The second utilises wearable cameras that passively collect still images to provide insights into food related behaviours. The paper compares the approaches from the perspective of the researchers and participants,and outlines the key benefits and challenges of each, with the aim of further mapping the space of possibilities now available when studying behaviour in the home

    “Proof in the Pudding”: Designing IoT Plants for Wellbeing

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    This paper contributes a participatory design case study that used workshops and ideation frameworks to scaffold a conceptualisation of ‘user data-actuated’ plants. The framework combines ideation cards, worksheets and facilitated co-design, guiding non-experts to conceptually connect personal data, health/wellbeing goals, plants and people. We demonstrate how the framework enabled participants to envisage ‘connected’ plants, linking personal data outputs with inputs to actuated growing environments, creating biofeedback. From the results of design work carried out by participants, we synthesise and present four themes. The themes provide a spectrum of values that participants embedded in their connected plants, and in the act of gifting their connected plants to other people. The results of these workshops sign- post a new design space for personal data embodied in plants that could be taken forward by the DIS community

    The challenges of using biodata in promotional filmmaking

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    We present a study of how filmmakers collected and visualised physiological data---'biodata'---to construct a series of short promotional films depicting people undergoing 'thrilling' experiences. Drawing on ethnographic studies of two major advertising campaigns, we highlight key concerns for integrating sensors and sensor data into film production. Our findings address the perceived benefits of using biodata within narratives; the nature of different on-screen representations of biodata; and the challenges presented when integrating biodata into production processes. Drawing on this, we reconsider the nature of information visualisation in the filmmaking context. Further implications from our case studies provide recommendations for HCI collaborations with filmmaking and broadcast industries, focussing both on the practical matters of fitting sensor technologies into and handling data within production workflows, as well as discussing the broader implications for managing the veracity of that data within professional media production
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