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Empirical evaluation of metadata for video games and interactive media

Jin Ha Lee, Rachel Ivy Clarke, Andrew Perti
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

Jin Ha Lee, Hyerim Cho, Violet Fox, Andrew Perti
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

Jin Ha Lee, Rachel Ivy Clarke, Stephanie Rossi
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

Jacob Jett, Simone Sacchi, Jin Ha Lee, Rachel Ivy Clarke
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

Konstantinos Chorianopoulos, George Lekakos
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

Konstantinos Chorianopoulos, George Lekakos
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

Galore

Abhishek Parakh, Mahadevan Subramaniam
2022 Journal of the Colloquium for Information System Security Education  
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

Mu Mu, William Knowles, Yusuf Sani, Andreas Mauthe, Nicholas Race
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

Aldo Gordillo, Enrique Barra, Juan Quemada
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

Luke Balcombe, Diego De Leo
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

Shih-Fu Chang, Wei-Ying Ma, Arnold Smeulders
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

Pablo Cesar, Konstantinos Chorianopoulos
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

Krassen Stefanov, Atanas Georgiev, Alexander Grigorov, Boyan Bontchev, Pavel Boytchev, Wim Westera, Rui Prada, Paul Hollins, Pablo Moreno, Enkhbold Nyamsuren, Kiavash Bahreini
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

Britta Meixner, Werner Bailer, Maarten Wijnants, Rene Kaiser, Joscha Jäger, Rik Bauwens, Frank Bentley
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

Andrea Ferracani, Daniele Pezzatini, Alberto Del Bimbo
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
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