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Media design aesthetics: emotional and entertaining experience design for the ubiquitous society

Published: 19 September 2007 Publication History

Abstract

Our society is in the midst of paradigm shift from mass media-based society to personal media-based society, driven by the digital revolution. Mass media and communication media are converging to form massively connected personal and everywhere media. In the personal and everywhere media, the interaction of people, artifacts, and the environment contributes to the emotional and entertaining experience in the daily life. Thus, the experience design is the core activity of media design, and aesthetics is the key component in the media design formula.
Our research has focused on the experience design of entertaining contents for personal and everywhere media. We have termed this emerging area of content genre as "Ubiquitous Content", and defined the genre as contents for living people, those which bond closely with life. They are content experienced through interaction between people, artifacts and the environment, all existing in the real world. Ubiquitous Content is realized through the embedding of ubiquitous technology such as sensors, and the designing of embodied human interactions.
The talk touches various areas of media design through the lens of content design and supporting technology research drawing on the recent research projects at our research team on Ubiquitous Content at Keio University.
As an example of Ubiquitous Content that uses the environment, "Breathing Network Edition" is a set of network-connected affective lamps that are breathing as if they are alive. The speed of breathing depends on the liveliness of the environment nearby. The lamp listens to the conversation and breathes to act as a conversation metronome. In the normal setting, each lamp breathes at its own rhythm but they occasionally all synchronize.
An example of entertaining artifact is "Clay Tone". Clay play is one of the acts of play partaken by children in many kindergartens. Clay Tone is a sound generation system that can be manipulated by physically handling bodies of clay. With Clay Tone, we aim to create a new kind of clay play that ties itself with music, encouraging imagination.
"livePic" is a drawing board which expands the drawing experience. "livePic" provides embodied interactions between users and users' drawings. Users can feel as if they magically bring their drawings to life. After they draw something, they can animate the picture with physical interactions, such as their breaths. "livePic" has possibilities to stimulate potential creativity and sensibility of the children and to grow their imagination throughout their youth.

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  • (2013)Factors Influencing the Success of Web-based Training for Teachers of The Secondary Educational Service Area Office 30Procedia - Social and Behavioral Sciences10.1016/j.sbspro.2013.10.353103(404-409)Online publication date: Nov-2013
  • (2013)Factors Influencing the Success of Rajamangala University of Technology Thanyaburi's Ubiquitous LearningProcedia - Social and Behavioral Sciences10.1016/j.sbspro.2013.10.352103(400-403)Online publication date: Nov-2013
  • (2008)U-readiness: Extending the universe of society in China2008 4th IEEE International Conference on Management of Innovation and Technology10.1109/ICMIT.2008.4654447(681-686)Online publication date: Sep-2008

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cover image ACM Conferences
DIMEA '07: Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
September 2007
212 pages
ISBN:9781595937087
DOI:10.1145/1306813
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 19 September 2007

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Cited By

View all
  • (2013)Factors Influencing the Success of Web-based Training for Teachers of The Secondary Educational Service Area Office 30Procedia - Social and Behavioral Sciences10.1016/j.sbspro.2013.10.353103(404-409)Online publication date: Nov-2013
  • (2013)Factors Influencing the Success of Rajamangala University of Technology Thanyaburi's Ubiquitous LearningProcedia - Social and Behavioral Sciences10.1016/j.sbspro.2013.10.352103(400-403)Online publication date: Nov-2013
  • (2008)U-readiness: Extending the universe of society in China2008 4th IEEE International Conference on Management of Innovation and Technology10.1109/ICMIT.2008.4654447(681-686)Online publication date: Sep-2008

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