A copy of this work was available on the public web and has been preserved in the Wayback Machine. The capture dates from 2016; you can also visit the original URL.
The file type is application/pdf
.
Filters
Empirical evaluation of metadata for video games and interactive media
2015
Journal of the Association for Information Science and Technology
This work will serve as a platform and catalyst for advances in the design and use of video game metadata. ...
In order to address this issue, the Game Metadata Research Group at the University of Washington Information School, in collaboration with the Seattle Interactive Media Museum, worked toward creating a ...
We extend special thanks to the students in the INFO498/INFX598 video game metadata courses for their valuable contributions in revising the interview and survey questions, and James Portnow at DigiPen ...
doi:10.1002/asi.23357
fatcat:d6zbg4e3ajenhe6vmflckpkggy
User-centered approach in creating a metadata schema for video games and interactive media
2013
Proceedings of the 13th ACM/IEEE-CS joint conference on Digital libraries - JCDL '13
Video games and interactive media are increasingly becoming important part of our culture and everyday life, and subsequently, of archival and digital library collections. ...
With these results in mind, we created a list of elements which form a metadata schema for describing video games, with both a core set of 16 elements and an extended set of 46 elements providing more ...
Joseph Tennis, the SIMM, and all the participants of INFX 598 for their valuable contributions to the project. ...
doi:10.1145/2467696.2467702
dblp:conf/jcdl/LeeCFP13
fatcat:v3l6dyibrfcmbeqtrrwrspfbzq
A qualitative investigation of users' discovery, access, and organization of video games as information objects
2016
Journal of information science
KEYWORDS Video games, Interactive media, user needs, user behavior, metadata. ...
With the aim of better understanding people's game-related information needs and behaviors, we conducted 56 semi-structured interviews with users who find, play, purchase, collect, and recommend video ...
ACKNOWLEDGEMENTS The authors extend special thanks to the GA crew for transcribing the recordings, and the INFO498/INFX598 participants for their valuable contribution in developing the preliminary codebook ...
doi:10.1177/0165551515618594
fatcat:xops7tasvfcttgaak73qo4va2e
A conceptual model for video games and interactive media
2015
Journal of the Association for Information Science and Technology
In this article, we describe a conceptual model for video games and interactive media. ...
Previous video game-specific models tend to focus on the development of video games and their technical aspects. ...
ACKNOWLEDGMENTS The authors would like to thank the UW GAMER Group and SIMM for sharing their metadata schema as well as data from their user studies. ...
doi:10.1002/asi.23409
fatcat:ggf5nek2ufed7dzpl5kl45gnbq
Learn and play with interactive TV
2007
Computers in Entertainment
In this article we explore the characteristics of interactive TV applications that facilitate education and interactive entertainment. ...
In doing so we analyze research methods and empirical results from experimental and field studies. ...
It is a common fallacy that entertainment on the web must be highly interactive and participatory, following the model of video games and chat rooms. ...
doi:10.1145/1281329.1281336
fatcat:vf6htqbmpbanzpjlhcggrbglmu
Learn and play with interactive TV
2007
Computers in Entertainment
In this article we explore the characteristics of interactive TV applications that facilitate education and interactive entertainment. ...
In doing so we analyze research methods and empirical results from experimental and field studies. ...
It is a common fallacy that entertainment on the web must be highly interactive and participatory, following the model of video games and chat rooms. ...
doi:10.1145/1279540.1279544
fatcat:omtbireeezdcffjee4waxls66i
The use of customizable learning objects in multiple different formats such as visual, auditory, text, interactive widgets and newly defined learning objects called gamelets have a potential to tremendously ...
A parameterized environment, called Galore, that integrates such learning objects into a seamless experience based on student learning styles and preferences for teaching difficult counter and intuitive ...
ACKNOWLEDGEMENT The authors would like to thank Vidya Bommanapally for help with making figures and graphs. ...
doi:10.53735/cisse.v9i1.142
fatcat:fcktdxsqsnhqbh4bjlh5skdty4
Improving Interactive TV Experience Using Second Screen Mobile Applications
2015
2015 IEEE International Symposium on Multimedia (ISM)
The quantitative and qualitative evaluation of user interactions with interactive TV content also contributes to the future design of second screen applications. ...
This paper introduces the architectural design, implementation and user evaluation of a second screen application, which is designed to supersede the traditional user control interface for primary screen ...
In the LIMO framework, timed metadata can be used to build interactive applications associated with the media content, such as captioning, chapter navigation, comments, or quiz games. ...
doi:10.1109/ism.2015.19
dblp:conf/ism/MuKSMR15
fatcat:pgljso3gibftbp2llrlfbgsurm
Facilitating the creation of interactive multi-device Learning Objects using an online authoring tool
2014
2014 IEEE Frontiers in Education Conference (FIE) Proceedings
Videos and Interactive Presentations. ...
This approach for creating Learning Objects was validated through two evaluations: a survey among authors and a formal quality evaluation of 209 Learning Objects created with the tool. ...
ACKNOWLEDGMENT We wish to acknowledge our gratitude and appreciation to all the GLOBAL excursion project partners, and each one of the project team members, for their contribution to this paper. ...
doi:10.1109/fie.2014.7044497
dblp:conf/fie/GordilloBQ14
fatcat:5dugtentdbgwjmcwdebfywstua
Human-Computer Interaction in Digital Mental Health
2022
Informatics
Generally, there is a need for faster and better human factors in combination with machine interaction and automation, higher levels of effectiveness evaluation and the application of blended, hybrid or ...
Human-computer interaction (HCI) has contributed to the design and development of some efficient, user-friendly, cost-effective, and adaptable digital mental health solutions. ...
Immersive Technologies HCI for computer and video games was limited to entertainment purposes until the 2000s, when pilot studies of serious video games emerged as an adjunct to psychotherapy for adolescents ...
doi:10.3390/informatics9010014
fatcat:2zva3cwrcjcq3irr3ra2nbxwhy
Recent Advances and Challenges of Semantic Image/Video Search
2007
2007 IEEE International Conference on Acoustics, Speech and Signal Processing - ICASSP '07
We present an overview of recent advances and major challenges in image and video search, with a specific focus on large-scale semantic concept detection and indexing. ...
Such semantic indexing paradigm has been driven by the increasing availability of the large resources of corpora, novel labeling approaches, innovative image features, and machine learning techniques for ...
Intuitive visualization interfaces have been found critical for successful interactive search of video shots in recent TRECVID evaluation [14] . ...
doi:10.1109/icassp.2007.367292
dblp:conf/icassp/ChangMS07
fatcat:wgnw233c4ndbtc5zrvrb4g5wqe
The Evolution of TV Systems, Content, and Users Toward Interactivity
2007
Foundations and Trends® in Human–Computer Interaction
For this purpose, we have reviewed the research literature, as well as the industrial developments and identified three concepts that provide a high-level taxonomy of interactive TV research: (1) content ...
In this study, we explore the state-of-the-art and consider two basic issues: What is interactive TV research? Can it help us reinvent the practices of authoring, delivering, and watching TV? ...
Finally, we are grateful to Keith Baker, Ben Bederson, David Geerts, Gunnar Harboe, and Ian Kegel for their constructive comments on early drafts of this article. ...
doi:10.1561/1100000008
fatcat:kpxvnpqrfjd23knbp4uh3p2kau
The RAGE Game Software Components Repository for Supporting Applied Game Development
2017
International Journal of Serious Games
a wide diversity of game engines, game platforms and programming languages. ...
This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development ...
This work has been partially funded by the EC H2020 project RAGE (Realising an Applied Gaming Eco-System); http://www.rageproject.eu/; Grant agreement No 644187 and by national funds provided through Fundacao ...
doi:10.17083/ijsg.v4i3.171
fatcat:5wakw4mdabfodjgnxsjwkflw5y
4th International Workshop on Interactive Content Consumption at ACM TVX'16
2016
Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video - TVX '16
New technologies, devices, media formats, and consumption paradigms are emerging that allow for new types of interactivity. ...
The fourth edition of the WSICC workshop aims to bring together researchers and practitioners working on novel approaches for interactive multimedia content consumption. ...
We also want to thank Santosh Basapur for his input to the workshop and his help during the review process. ...
doi:10.1145/2932206.2932424
dblp:conf/tvx/MeixnerBWKJBB16
fatcat:lc6mgxtsmbgnrlg52zlgdu4e4m
A Natural and Immersive Virtual Interface for the Surgical Safety Checklist Training
2014
Proceedings of the 2014 ACM International Workshop on Serious Games - SeriousGames '14
With the focus on natural language and entity understanding, for instance, we have improved Bing's ability to understand the user intent beyond queries and keywords. ...
By leveraging big data from billions of search queries, billions of images on the web and from the social networks, and billions of user clicks, we have designed massive machine learning systems to continuously ...
Recognizing Complex Human Interactions in Unconstrained Videos Instructional Videos for Unsupervised Harvesting and Learning of Action Examples Beautifying Fisheye Images Using Orientation and Shape Cues ...
doi:10.1145/2656719.2656725
dblp:conf/mm/FerracaniPB14a
fatcat:obsb2i4iybhu3dq77hujvjtbze
« Previous
Showing results 1 — 15 out of 3,086 results