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- research-articleOctober 2010
Social media use and potential in business-to-business companies' innovation
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 228–236https://doi.org/10.1145/1930488.1930536Social media use, potential and challenges in innovation have received little attention in literature, especially from the standpoint of the business-to-business sector. Therefore, this paper focuses on bridging this gap with a survey of social media ...
- research-articleOctober 2010
Strategy of social media in the media companies
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 215–223https://doi.org/10.1145/1930488.1930534The economic crisis and its consequences require new solutions for the media industry, especially Internet-oriented solutions. This paper presents models of implementation of the social media by the Romanian media companies as a strategic objective for ...
- research-articleOctober 2010
Socializing virtual worlds with Facebook: a prototypical implementation of an expansion pack to communicate between Facebook and OpenSimulator based virtual worlds
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 158–160https://doi.org/10.1145/1930488.1930522In this paper we present a prototypical implementation of a novel expansion pack called OMFacebook for OpenSimulator based virtual worlds. The idea is to provide the user with a light-weight platform-independent Web application to communicate with ...
- research-articleOctober 2010
Background music reactive games
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 135–142https://doi.org/10.1145/1930488.1930517In this paper, we discuss the concept of games that react to their background music. Instead of limiting the player to a fixed set of songs, the background music can be any song chosen from the player's own music collection. Due to the relative ...
- research-articleOctober 2010
Seq1: an alaetoric music sequencer for the realtime creation of soundscapes
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 127–129https://doi.org/10.1145/1930488.1930514Seq1 is a prototype of a music sequencer that is intended for aleatoric soundscape creation as well as live performance. Physically it consists of a front end which is a multitouch table with a computer running custom software and a back end running ...
- research-articleOctober 2010
Get around 360° hypervideo
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 119–122https://doi.org/10.1145/1930488.1930512In traditional video, the user is locked to the angle where the camera was pointing to during the capture of the video. With 360° video recording, there are no longer these boundaries, and 360° video capturing devices are becoming more common and ...
- research-articleOctober 2010
Developing engaging exergames with simple motion detection
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 103–110https://doi.org/10.1145/1930488.1930509Novel interactive solutions provide new possibilities for designing appealing game experiences for wider demographics. The development of motion-based controllers has facilitated the advance of an exergame genre that involves physical activity as the ...
- research-articleOctober 2010
The implicit rules of board games: on the particulars of the lusory agreement
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 86–93https://doi.org/10.1145/1930488.1930506Seeking to explore the implicit rules surrounding the playing of board games in order to facilitate design and add to the understanding of gamers and gaming, this paper describes the result of an interview study of eleven experienced board gamers. A set ...
- research-articleOctober 2010
Emergence and playfulness in social games
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 71–77https://doi.org/10.1145/1930488.1930504Social Games, built and played on social networks such as Facebook, have rapidly become a major force in the world of game development, and the top social games today claim more players than any other online game on any format.
As social games begin to ...
- research-articleOctober 2010
Open source software for data curation of digital assets: a case study
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 61–64https://doi.org/10.1145/1930488.1930501Legacy file formats is an increasing concern for organisations. Therefore it is important for any company to develop sustainable strategies for data curation in order to maintain valuable digital assets. In this paper we report from a case study ...
- research-articleOctober 2010
Player as parent, character as child: exploring avatarial relationships in gamespace
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 25–31https://doi.org/10.1145/1930488.1930494It has been theorised that avatars allow for an embodied interaction between the player and the character they are controlling onscreen. This has been discussed through the avatar being an extension of the player's actions, with the two 'bodies' of the ...
- research-articleOctober 2010
Exploring aesthetical gameplay design patterns: camaraderie in four games
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 17–24https://doi.org/10.1145/1930488.1930493This paper explores how a vocabulary supporting design-related discussions of gameplay preferences can be developed. Using the preference of experiencing camaraderie as an example, we have analyzed four games: the board games Space Alert and Battlestar ...
- research-articleOctober 2010
The aesthetics of gameplay: a lexical approach
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 9–16https://doi.org/10.1145/1930488.1930492What does it mean to appreciate gameplay? When we judge a game's gameplay, what are the elements or characteristics of gameplay that we should focus our attention on? We report on a study that analyzed the use of the term gameplay in hundreds of ...