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ABSTRACT
McLuhan's statement, "the medium is the message" is all-present in discussions within the media community. However, how does ubiquitous and pervasive computation impact when the medium is 'inside' the natural environment of humans? How do location based services, context awareness, emotional responsive interfaces, touch and gesture based interfaces, haptic devices, biometrics, sensor data fusion, mobile embedded systems, distributed networks, and smart data mining change the way of how media are presented, distributed, and consumed? These technical enablers go far beyond existing well known computer screen concepts or simple keyboard and mouse interaction methods. Within the scope of the tutorial several aspects and viewpoints of ambient media are presented: media, technology, HCI, and business. The tutorial presents case-studies and latest research methods in the field of ambient media. Examples of existing services are coming from ambient assisting living, user experience design, sensor networks, distributed systems, and mobile location based services ambient media are explained in further detail. The tutorial intends to train participants in the principles of ambient media and its concepts, content creation techniques, and methods. The tutorial rounds up with a more visionary viewpoint towards media technology in the future: the use of biological metaphors in presenting media, shortly called biological media - 'biomedia'.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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Nokia Ubimedia MindTrek Award, http://webhotel2.tut.fi/emmi/forum/.
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MindTrek, http://www.mindtrek.org.
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A. Lugmayr, "From Ambient Multimedia to Bio-Multimedia," in High Performance Multimedia -- A Reader on the Technological, Cultural and Economic Dynamics of Multimedia, P. A. Bruck and J. Boumans, Eds. Amsterdam: IOS Press, 2008
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A. Lugmayr, S. Reymann, S. Kemper, T. Dorsch, and P. Roman, "Bits of Personality Everywhere: Implicit User-Generated Content in the Age of Ambient Media," in Parallel and Distributed Processing with Applications, 2008. ISPA '08. International Symposium on, 2008, pp. 516--521
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A. Lugmayr, T. Risse, B. Stockleben, J. Kaario, and K. Laurila, "Semantic ambient media experiences same 2008 pre-workshop review (NAMU series)," in Proceeding of the 1st ACM international workshop on Semantic ambient media experiences Vancouver, British Columbia, Canada: ACM, 2008
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A. Lugmayr, B. Stockleben, T. Risse, J. Kaario, and K. Laurila, "ACM multimedia 2008: 1st workshop on semantic ambient media experiences (SAME2008) namu series," in Proceeding of the 16th ACM international conference on Multimedia Vancouver, British Columbia, Canada: ACM, 2008
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A. Lugmayr, B. Stockleben, T. Risse, J. Kaario, and K. Laurila, "Semantic Ambient Media Experiences SAME 2008 Pre-Workshop Review (NAMU Series)," in Proceeding of the 16th ACM international conference on Multimedia (SAME 2008 workshop) Vancouver, British Columbia, Canada: ACM, 2008
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A. Lugmayr, T. Risse, B. Stockleben, K. Laurila, and J. Kaario, "Semantic ambient mediaan introduction," Multimedia Tools and Applications, vol. DOI: 10.1007/s11042-009-0282-z, 2009 http://www.springerlink.com/content/5616q8274l340375
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A. Lugmayr, T. Risse, B. Stockleben, J. Kaario, and K. Laurila, "Special issue on semantic ambient media experiences," Multimedia Tools and Applications, vol. DOI: 10.1007/s11042-009-0283-y, 2009 http://www.springerlink.com/content/w220782h1h508943
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INDEX TERMS
Primary Classification:
D.
Software
D.3
PROGRAMMING LANGUAGES
D.3.1
Formal Definitions and Theory
Subjects:
Semantics
Additional Classification:
C.
Computer Systems Organization
C.5
COMPUTER SYSTEM IMPLEMENTATION
C.5.0
General
J.
Computer Applications
J.5
ARTS AND HUMANITIES
Subjects:
Performing arts (e.g., dance, music)
General Terms:
Algorithms,
Design,
Economics,
Human Factors,
Languages,
Management,
Standardization,
Theory
Keywords:
ambient computation,
ambient media,
biological media,
biomedia,
media technology,
pervasive computation,
ubiqutious computation
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