About
277
Publications
180,042
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
1,868
Citations
Introduction
Current institution
Additional affiliations
December 2014 - present
December 2009 - December 2014
July 2010 - present
Publications
Publications (277)
This article is based on the keynote held at the workshop on Events in Multimedia (EiMM09) that took place in conjunction
with the ACM Multimedia conference in Beijing in October 2009. The idea of the keynote was to develop and explain the idea
of ambient media in general, it is principles, and additionally relate ambient media to information theor...
What is really 'new' in Big Data? – Big Data seems to be a hype that has been emerging during the past years. But it requires a more thorough discussion beyond the very common 3V (velocity, volume, and variety) approach. We established an expert group to re-discuss the notion of Big Data, identify new characteristics, and rethink what actually real...
In human culture, storytelling is a long-established tradition. The reasons people tell stories are manifold: to entertain, to transfer knowledge between generations, to maintain cultural heritage, or to warn others of dangers. With the emergence of the digitisation of media, many new possibilities to tell stories in serious and non-entertainment c...
The LudoVico UX Machine -- A FREELY AVAILABLE SOFTWARE FOR USABILITY TESTING. Gathering and the interpretation of usability data is a rather challenging task. We implemented a new tool for recording, archiving, and interpreting sensor data from user-experience (UX) experiments. The tool is capable of handling any type of sensor data. The current ve...
“Design Thinking” – a cross-disciplinary and user centered method – is an approach towards the discovery of solutions and sparks innovative thinking in many ways. It also can be argued, that designers put themselves in the place of the user rather than co-creating with the consumer. Innovation is one of the current keywords across many industries,...
While the consumption of visual information becomes a daily commodity integrated into our lives, data visualisation is dominated by dashboards and charts. The main contribution of this article is an advanced way to visualise data as a data story. We converged paradigms from digital storytelling, serious games, and data visualisation to turn data in...
Advances in omics technologies have generated exponentially larger volumes of biological data; however, their analyses and interpretation are limited to computationally proficient scientists. We created OmicsVolcano, an interactive open-source software tool to enable visualization and exploration of high-throughput biological data, while highlighti...
In this paper we present a mobile augmented reality (MAR) application supporting teaching activities in interior design. The application supports students in learning interior layout design, interior design symbols, and the effects of different design layout decisions. Utilizing the latest AR technology, users can place 3D models of virtual objects...
Within the scope of this publication, we present a design prototype for the 3D visualization of financial data of Australia’s Energy sector with a large scale immersive virtual reality environment. We review existing 3D visualization approaches in finance industry; discuss the technical setup of the prototype; explore design considerations; and app...
Background
Prioritisation of gene ontology terms from differential gene expression analyses in a two-dimensional format remains a challenge with exponentially growing data volumes. Typically, gene ontology terms are represented as tree-maps that enclose all data into defined space. However, large datasets make this type of visualisation appear clut...
Robot competitions are more and more used as a tool for education as well as an entertainment activity. This workshop brings together organizers, participants, teachers, and other people interested to share best practices, discuss issues and possibly improve their work.
Makerspaces make a unique contribution to the partnership between academic libraries and digital humanities by providing a creative, informal space for learning skills and new knowledge, sharing materials and equipment, and exploring and experimenting through an problem-solving, inquiry-based learning approach. The concept of the makerspace as a "l...
This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018.
The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selecte...
The primary intention of this book has always been to help future scholars to succeed in their careers. Others should also learn from our mistakes or successes. We strongly believe that we have been succeeding and have collected some excellent chapters from which future scholars will be able to learn.
We would like to emphasize our YouTube channel...
In biological research machine learning algorithms are part of nearly every analytical process. They are used to identify new insights into biological phenomena, interpret data, provide molecular diagnosis for diseases and develop personalized medicine that will enable future treatments of diseases. In this paper we (1) illustrate the importance of...
The 9th Semantic Ambient Media Experience (SAME) proceedings where based on the academic contributions to a two day workshop that was held at Curtin University, Perth, WA, Australia. The symposium was held to discuss visualisation, emerging media, and user-experience from various angles. The papers of this workshop are freely available through http...
Digital and interactive technologies are becoming increasingly embedded in everyday lives of people around the world. Application of technologies such as real-time, context-aware, and interactive technologies; augmented and immersive realities; social media; and location-based services has been particularly evident in urban environments where techn...
The goal of this set of this demonstration presentation is to describe a set of visualizations that underline the importance of appropriate data visualizations in particular contexts. The goal is to showcase different types of visualizations, and illustrate how emerging media technology can be utilized for this purpose. First, we showcase "The UX-M...
Next Generation Sequencing (NGS) has been a powerful tool to investigate gene networks in biological sciences [1]. Visualisation of data produced by NGS is essential for the interpretation of the findings by biological scientists. Here we describe a workflow to image findings from a NGS sequencing methodology to investigate gene expression that can...
Purpose – What is really ‘new’ in Big Data? Big Data seems to be a hyped-up concept that has emerged during recent years. But it requires thorough discussion beyond the common 4V (velocity, volume, veracity and variety) approach.
Design/methodology/approach - We established an expert think tank to discuss the notion of Big Data, identify new charac...
Today’s universities are increasingly under pressure from various direc-tions. This pressure also affects its employees, and us as scholars. Especial-ly, future academics are often confronted with situations that they have not been trained or mentored for, or are simply lost in how to plan their ca-reers or how to train themselves to be able to com...
Global media reports clearly show a tremendous increase in spending on Information Technology (IT) and Information Systems (IS) in the media sector. Two main trends are currently visible. First, as stated in McKinsey & Company’s Global Media Report, consumers continuously shift from spending on traditional media products towards rapidly-increasing...
Emotive Media -- thus media environments and interfaces responding and understanding human bio-feedback data can be considered as a new paradigm in the wider field of human-computer-interaction. The emergence of consumer priced bio-feedback devices, such as brain interfaces, biometric sensors, or health monitoring lead the pathway to new possibilit...
This demonstration illustrates the possibilities of new 3D technologies in conveying large scale historical photographic databases in interactive 3D virtual environments. We illustrate the visualization of the State Library of Western Australia (SLWA)’s photographic collection containing over 1 million photographs dating back to the 1850s utilizing...
This book constitutes the refereed proceedings of the 15th InternationalConference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016.
The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of entertainment computing is reflec...
Within this chapter, we address convergence as matter of evolutionary process. Key terminology is introduced and discussed, and provide a critical overview of the phenomenon of convergence. This chapter presents several key-ideas existing in literature around the thematic area of convergence, and provides insights concerning the media convergence p...
This chapter presents the triadic phenomenon of “convergence-coexistence-divergence” as model for describing the dynamics of current developments taking place within the media industries. Indeed, convergence and divergence processes happen in parallel, thus coexisting, as well as at different levels influencing each other. The variety of contributi...
Smart Cities are proliferating around the world, including in the Southeast Asia region. While many developed countries have started defining their Smart Cities, most Southeast Asian countries are still exploring their own ideal Smart Cities. Consisting of mostly developing countries, the Southeast Asian countries have a need to learn from their ow...
Within this chapter, we address convergence as matter of evolutionary process. Key terminology is introduced and discussed, and provide a critical overview of the phenomenon of convergence. This chapter presents several key-ideas existing in literature around the thematic area of convergence, and provides insights concerning the media convergence p...
This chapter presents the triadic phenomenon of “convergence-coexistence-divergence” as model for describing the dynamics of current developments taking place within the media industries. Indeed, convergence and divergence processes happen in parallel, thus coexisting, as well as at different levels influencing each other. The variety of contributi...
This chapter introduces “fluid publishing” as a paradigm for journalistic publishing. It identifies and explains the four trends of data-driven journalism, journalism as a process, 24/7 publishing and service personalization as core drivers of fluid publishing. It will give rise to new online publishing formats and require organizational change pro...
This book defines an agenda for research in information management and systems for media and entertainment industries. It highlights their particular needs in production, distribution, and consumption. Chapters are written by practitioners and researchers from around the world, who examine business information management and systems in the larger c...
The Media Convergence Handbook sheds new light on the complexity of media convergence and the related business challenges. Approaching the topic from a managerial, technological as well as end-consumer perspective, it acts as a reference book and educational resource in the field. Media convergence at business level may imply transforming business...
The Media Convergence Handbook sheds new light on the complexity of media convergence and the related business challenges. Approaching the topic from a managerial, technological as well as end-consumer perspective, it acts as a reference book and educational resource in the field. Media convergence at business level may imply transforming business...
Within the scope of this paper we discuss the possibilities of newly immersive interactive technologies in the field of Digital Humanities (DH). We define Digital Humanities, its basic concept, and various criteria as intersection between computation and humanities. We review immersive interactive technologies in the context of DH, and attempt to d...
Big Data, as well as the visualization of data is a buzzword today. This publication surveys latest trends in visualization in financial industries. A very basic framework considering the different data, interaction, user, method, and evaluation methods is presented. Following a basic review of the existing literature in financial industry visualiz...
Storytelling has a lengthy old tradition, and the reasons why stories have been told are manifold: for entertainment, to transfer knowledge between generations, to keep cultural heritage, or as warnings for others. The emergence of digitalization of media brought many new possibilities to tell stories - also in serious and non-entertainment context...
Recently much attention has been paid on initial public offerings of social media companies, such as Facebook or Linkedln and how their owners become millionaires. However, this paper does clearly not focus on the valuation of IPOs of social media companies! Stock markets are sentiment driven—the herd-like behaviour of investors lead easily to over...
Within the scope of this paper a basic set of research leads in information systems and management research in creative eMedia industries are investigated to develop the new research area of IS&M in Creative eMedia industries as intersection between research in creative industries, IS&M, and eMedia technologies. The paper revises information system...
This paper is devoted to the challenges of independent film production in raising funding. It gives a brief overview of crowdfunding and crowdsourcing methods as one possibility to improvement funding, as well as the process in acquiring funding. We attempt to suggest to improve the traditional film production tecniques and process with crowd intel...
The phenomenon of the crowd on the Internet is widely well known, as well as its collaborative power. Companies use the power of the crowd to improve their products, for marketing campaigns, or co-create their products in collaboration with the consumer. Recently a new phenomenon emerged -- crowdfunding (CF). Platforms such as Kickstarter assist to...
It is our great pleasure to welcome you to the 17th International Academic MindTrek Conference and the MindTrek Conference 1st-3rd October 2013. This edition of the conference was organized by EMMi Lab., Tampere University of Technology (TUT); Tampere University of Technology (UTA); and Tampere University of Applied Sciences (TAMK). The conference...
Semantic ambient media are the novel trend in the world of media reaching from the pioneering subareas such as ambient advertising to the new and emerging subareas such as ambient assisted living. They will likely shape the upcoming years in terms of modeling smart environments and also media consumption and interaction. This work analyzes semantic...
Ambient Media describe media environments, where the medium is embedded within the natural environment. They follow the anytime, anywhere, and anyhow principle for media access. The Nokia Ubimedia MindTreks Awards have been established a few years ago to explore the potential of ambient media. In this article we analyze the total project portfolio...
Semantic ambient media are the novel trend in the world of media reaching from the pioneering subareas such as ambient advertising to the new and emerging subareas such as ambient assisted living. They will likely shape the upcoming ...
We present an intuitive, implicit, gesture based identification system suited for applications such as the user login to home multimedia services, with less strict security requirements. The term "implicit gesture" in this work refers to a natural physical hand manipulation of the control device performed by the user, who picks it up from its neutr...
In this paper, we report on a case study examining types of organizational culture influencing communication as an important factor in the study of successful IT adoption and implementation in health care. We observed a hospital organization and focused on technological innovations and the accompanying communication factors in the successful implem...
Ambient media are novel, and this new media form alters our daily-living experience in many ways. Ambient media refer to media environments that are embedded throughout the natural space where people are following their daily activities. These digital media environments become part of the living space and altering our daily-living experience in man...
In the last decade, e-learning has witnessed an unprecedented expansion at all levels and modes of education at a global level. Once the barriers of the internet access are overcome and the basic digital literacy of learners is achieved, e-learning has the obvious potential to make adult learning more effective, efficient and pervasive. In order to...
Within the scope of this paper, a new research field - information systems and management in media industries is introduced. The paper illustrates the importance of viewing the media firm as holistic digital firm from the information systems and management perspective. It reviews current literature, research work, and provides an overview of opened...
The popularity of TV worldwide and particularly in emergent markets opened a window of opportunities for many people working with Interactive Digital TV and related topics. New solutions and new business approaches are supposed to rise from this scenario, creating many new job opportunities. The main goal of this workshop is to bring together resea...
Within the scope of this paper we focus on the investigation of potential scenarios for providing clips via common broadcasting platform for sharing these across social media. We develop the idea of a digital clip gift shop and present a technical solution as well as a discussion about its business potential. The digital clip gift shop is discussed...
Ambient (aka pervasive, ubiquitous) media environments offer a plethora of context data as well as opportunities for context-related content production and consumption. They are the perfect environments for providing users with highly contextualized data-driven services and data-driven visual and additive content. To build such ambient media enviro...
The digital media industry produces vast data along the content value chain. Any interaction with digital media yields data, often in real-time, both on production and consumption side. This data can be turned to immediately available business information on the operational level, e.g. editors continuously tweak their workflows upon social media fe...
This paper illustrates the rationale behind the second international workshop on Aesthetic Intelligence. The workshop addresses the multiple facets of aesthetics in the design process of Ambient Intelligence technologies, especially in the fields of architecture, industrial and interface design as well as human-computer interaction.
Traditionally the general German citizen is rather critical towards investing on the stock market. Despite, more and more broker houses offer their products on the German market and are competing for the end-consumer. Social media as tool are a very obvious tool for marketing in this context. This is due to their rapid information distribution spee...
Public digital screens are increasingly distributed in the urban cities. There are diverse technologies and services carried out for the interaction between users and the digital displays. Additionally, the desire and needs of applying interactive displays in students' village rather than constraint in the modern cities arises in recent years as we...
Games excited generations in various societies: from the very simple physical form -- to the latest generation of digital games -- in the world where we are living. They always played an important role in every aspect of human life. The initial forces behind games where means as social interaction, pure entertainment, edutainment, or simply to have...
In this paper, we describe the potential trends of television industry in 2016. Now it seems that television has become an indispensable and critical smart terminal in ambient media researching field. After explaining the relation between ambient media and television industry, one consumer survey has been used to get more external opinions and subs...
Ambient media is a new form of media, which deals with media objects that mediate information throughout the natural environment of people. In ambient media environments, the media becomes part of daily life activities and environments - similar to location based services, where the physical world has a virtual digital overlay providing digital ser...
As ambient computing blends into the fabric of the modern urban environment developing a positive interplay between people, places, and technology to create enlivened, interactive cities becomes a necessary priority in how we imagine, understand, design, and develop cities. Designing technology for art, culture and gastronomic experiences, that are...
Public screens are spreading throughout urban residential environments - in busses, trains, shopping centers, or at bus stops. Currently they are mostly used for advertising purposes, however, within the scope of this publication we focus on a new non apparent application area: the application of public screens in student villages. However, with ne...
The term ambient media was in its beginning used only for ambient advertising. Nowadays it denotes the media environment and the communication of information in ubiquitous and pervasive environments. With the addition of intelligence, the new field of semantic ambient media was established. In recent years, the field of semantic ambient media has s...
Events are central aspect of many semantic ambient media applications such as surveillance, smart homes, automobiles, and others. Existing models for events typically do not follow a systematic development approach, are conceptually narrow with respect ...
Managing and leading a research laboratory requires many skills, high degree of flexibility, setting visionary goals, ability to cope with institutional and funding agencies policies, among many other needs. However, within the scope of this publication, the focus is on creative research groups, how teams can be motivated, and reviews methods that...
Questions
Question (1)
Btw. for a more of a hands-on approach of Design Thinking, you might be interested in our publication how to conduct the prototyping sessions: https://www.researchgate.net/publication/257627371_Applying_Design_Thinking_in_the_context_of_media_management_education?_iepl%5BviewId%5D=0AhZZQs6nVXuE7sjBuglVnS0&_iepl%5BprofilePublicationItemVariant%5D=default&_iepl%5Bcontexts%5D%5B0%5D=prfpi&_iepl%5BinteractionType%5D=publicationTitle