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2.
  • Bäck, Asta, et al. (författare)
  • Rich Semantic Media for Private and Professional Users
  • 2005
  • Rapport (refereegranskat)abstract
    • This report presents the current state and future development potential oftechnologies that are relevant in developing new media products and servicesbased on content that is described with semantically rich metadata. It has beenwritten within the project "Rich semantic media for private and professionalusers". The project addresses two important trends and opportunities: utilisingsemantics in media products and combining commercial media content withuser created material.The report starts with a presentation of the framework for the project anddescribes three key demonstration ideas. The demonstrations explorecombining professional and private content and how this process benefitsfrom semantic support. The main focus of the project and this report is onsemantically supported media applications but the report briefly looks at theSemantic Web status in general and what kind of semantically supportedapplications there are already currently available.The big challenge in creating semantically supported media applications iscreating the necessary infrastructure, i.e. ontologies and content withmetadata. A formal language is needed for specifying the ontology, and therethe recently approved the Web Ontology Language (OWL) is an importantstep. However, there are still only few practical applications, so it is stillunclear how well this language can meet the requirements. Query language isanother important component, and there, SPARQL Query Language for RDF,is currently being defined.Creating metadata is very laborious, if made manually. Therefore, differentway of creating metadata must be utilised: metadata may be captured as a byproduct during the production and consumption processes, it may be createdexplicitly, or may be inferenced based on the content itself. Metadata creationis not in the focus of the project, but the main principles are briefly explained.Several existing media related vocabularies are presented in the report as wellas some publicly available ontologies. There is lack of publicly availablevocabularies and ontologies, and those that exist, such as IPTC, are oftenutilised only to limited extent. The report also lists several project that dealwith related issues.
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3.
  • Bäck, Asta, et al. (författare)
  • Semantically supported media services with user participation : Report on the RISE-project
  • 2006
  • Rapport (refereegranskat)abstract
    • This publication presents the main results of the project "Rich Semantic Media for Private and Professional Users" (RISE). The background to the launch of the project was the identification of two important developments: the emergence of user-generated content and Semantic Web technologies. The goal was to study what kind of new opportunities semantic metadata and combining commercial media content with user-created material give to media companies and their suppliers for product and service development. The publication gives an overview on recent developments relating to utilising user-generated content and metadata in public Web applications, and an update on development on Semantic Web technologies related issues on their relevance to the application development made in the project. The project chose to explore research issues by building prototypes. Each of the prototypes is presented including a user scenario, implementation, results, discussion and future work. The StorySlotMachine is travelling related application, which allows users to make their own guidebooks to be used during the trip. After the trip users can make presentations combining their own photos and commercial content. Ontologies are used for automatic aggregation and to offer content that deals with the topic. The Remix Engine prototype is a Web-based video editing and compilation application that lets the user combine his or her own media with commercialmedia with the help of pre-made templates. The end product, a video, is composed of professional material that includes team logos, TV brands, advertisements, and so on. DiMaS is a Digital Content Distribution Management System for multimedia producers to publish their work on P2P file sharing networks. The system enables producers to insert content metadata, to manage intellectual property and usage rights, and to charge for the consumption. Applications like StorySlotMachine and RemixEngine could be built in connection to media archives, like news archives, or in connection to encyclopaedia, where the material is already modular. If and when users do the final aggregating and editing work themselves, the costs for offering content this way are not high after the initial investment in the tools and metadata have been made. Commercial media must be able to offer more value to the users than free services and utilising ontologies in makingservices more intelligent is one opportunity. There are still challenges for building this kind of services: A big issue in utilising semantic metadata and Semantic Web technologies is developing and maintaining ontologies. Another issue is adding semantic metadata to the content. Also legal issues like commercialisation of the content creation activity, intellectual property rights within the creators, the brand image of the content or the group, and managing the liability risks in content production need to be solved. If mediacompanies turn their content into more modular format and add semantic metadata to support reusability and active exploration of content they have more opportunities to create new consumer applications with rich user experience.
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4.
  • Ebner, Hannes, 1981- (författare)
  • Supporting loose forms of collaboration : Using Linked Data to realize an architecture for collective knowledge construction
  • 2014
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis is driven by the motivation to explore a way of working collaboratively that closely reflects the World Wide Web (WWW), more specifically the potential of the Web architecture built on Semantic Web technologies and Linked Data. The goal is to describe a generic approach and architecture that satisfies the needs for loose collaboration and collective knowledge construction as exemplified by the applications described in this thesis. This thesis focuses on a contribution-centric architecture which allows for flexible applications that support loose forms of collaboration.The first research question deals with how Web-based collective knowledge construction can be supported. The second research question explores the characteristics of collective knowledge construction with respect to the Open World Assumption (OWA). The OWA implies that complete knowledge about a subject cannot be assumed at any time, which is one of the most fundamental properties of the WWW. The third research question investigates how Semantic Web technologies be used in order to support such a contribution-centric architecture.The thesis and its underlying publications are of a technical character and are always grounded in theoretical models and considerations that have led to functional implementations. The research has evolved in iterative development processes and was explicitly directed at building applications that can be used in collaborative settings and that are based on standardized Web technologies. One of the main outcomes, an information model, was developed together with such an application and provides a number of novel approaches in the context in which it was designed.The validity of the presented research is supported by evaluations from different perspectives: a list of implemented applications and showcases, results from structured interviews that have investigated the suitability for various resource annotation processes, as well as scalability aspects.The thesis concludes that it is ultimately up to the application how "loose" the collaboration should be and to which extent the OWA is incorporated. The presented architecture provides a toolkit to support the development of loosely collaborative applications. The showcased applications allow the construction of collaborative conceptual models and to collaboratively annotate educational resources. They show the potential of the used technology stack and the introduced contribution-centric architecture that sits on top if it.
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5.
  • Elevant, Katarina, et al. (författare)
  • Improving Weather and Climatic Information Quality with User-generated Observations
  • 2011
  • Ingår i: 44th Hawaii International Conference on System Sciences, HICSS-44 2010.
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we suggest that active participation by civil society may arise through sharing of environmental data – observations of weather and other measurable variables in the environment, performed by individuals. A general model illustrating individual time resources is introduced, in order to map the two studied groups, i.e. school children and adults interested in weather due to their daily dependence on traffic conditions, and to further generalize the results to other groups in the society, regarding the potential role of the individual to produce valuable information beneficial to the society.
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7.
  • Hietanen, Herkko, et al. (författare)
  • The Changing Dynamics of Television Advertising
  • 2010
  • Konferensbidrag (refereegranskat)abstract
    • Advertising on the online video platforms has yet to meet the expectations that advertiser and platforms have placed on it. However, the growing trend of using the Internet to access video offers advertisers the opportunity to target viewers more accurately than broadcast television ever has.The complicated commercial television broadcast dynamics are evolving to facilitate online distribution. Many actors in the broadcast value network are adjusting their value propositions and new nodes are emerging to pair viewers with programs, and advertisers with relevant viewers. These changes are occurring because the Internet as an interactive distribution channel does not recognize television channels, schedules or regional broadcasting areas.The changes will affect the way television networks and other video platforms sell advertisement spaces. Audience measuring changes and advertisers start dynamically serving advertisements unlike in the past when networks did the placement. The platform owners will evolve from sellers of static and predefined advertising inventory to providers of dynamic advertisement opportunities to targeted segments.
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9.
  • Jokela, S, et al. (författare)
  • Ontology Development for Flexible Content
  • 2000
  • Konferensbidrag (refereegranskat)abstract
    • Converging media industry calls for tighter integration of creativity, business processes, and technologies. Media companies need flexible methods to manage electronic content production and delivery, and metadata is a key enabler in making this goal a reality. However, metadata is useful only if its nature is understood clearly and its structure and usage are well-defined. For this purpose, ontology, consisting of conceptual models that map the content domain into a limited set of meaningful concepts, is needed. This paper introduces an ontology development framework rooted at the core business processes of electronic publishing that can be used to define semantic metadata structures for electronic content. The framework underlines the different nature of ontology development and metadata publishing, and how these two processes influence each other. This paper discusses also the application of the ontology development framework in practice. The framework has been created in the SmartPush project, where media companies explore new business opportunities for electronic publishing and delivery.
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10.
  • Jokela, S, et al. (författare)
  • The Role of Structured Content in a Personalized News Service
  • 2001
  • Konferensbidrag (refereegranskat)abstract
    • Digitalization of content and exponential growth of the Internet and electronic commerce are changing the media industry. The availability of structured content enables new ways to produce and deliver information. The paper explains the role of semantic metadata in developing content for an adaptive news service in the SmartPush-project. In SmartPush, news content is categorized using semi-automatic tools and pre-defined vocabularies. Metadata enhanced content is then matched against user profiles to provide customers with a personalized news service. After providing the personalized news to the customer, the SmartPush system adapts the personalization based on user feedback. The paper discusses the requirements of personalized content services and challenges in an approach based on structured metadata. We describe how supporting ontologies for the content were developed and maintained and what kinds of tools were developed to support the structured metadata creation. We also present some results of the pilot phase of the project and introduce some of the issues observed during the system implementation and in the performed field trial.
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11.
  • Kramers, Anna, 1961- (författare)
  • Contribution of ICT to Climate Targets of Cities : Exploring the potential of Information and Communication Technologies in reducing emissions and energy use from buildings and travel
  • 2012
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis examines how ICT solutions can assist in lowering energy use and greenhouse gas (GHG) emissions from buildings and travel in order to help cities meet their climate targets. It also provides an overview of relevant research intended to furnish new knowledge about the issues involved and to find solutions to social problems.The first part of the thesis provides an analysis and compilation of critical system boundaries that need to be used for cities to set targets for energy use and GHG emissions. The climate targets of cities are dependent on setting system boundaries and establishing methods of calculations for monitoring whether the targets have been achieved. Today, there is no official standard for how the system boundaries must be set or what calculation methodologies to apply to evaluate the climate targets. Four main categories of system boundaries were identified: the temporal scope, the object of target setting, the unit of target setting, and the target range (e.g. consumer-producer and lifecycle perspective). Eight European cities were examined in relation to how they set climate targets. The examination showed that awareness of what is included in the targets is limited and that there is a need for standardised and consistent protocols and methods of setting climate targets for cities.In the second part of the thesis, leading Advanced Traveller Information Systems (ATIS) and their functionalities were investigated. The relationship between individual decisions on different travel modes and functionalities of ATIS was investigated through a systematic investigation of the functionality of nine ATIS, mainly from Sweden, Germany, UK and USA. This allowed decisions that could lead to lower energy use and emissions of GHG to be identified. It also resulted in a proposal on requirements for new and improved functionality that could support a reduction in energy use and GHG emissions and a shift to renewable energy sources if implemented in next-generation ATIS.In the third part of the thesis, ICT applications that can be used to reduce energy use and GHG emissions of buildings within the already built environment were identified. In addition, a brief analysis was made of how different actors such as the tenant, the building owner and the energy provider can reduce energy usage in buildings by means of ICT solutions.
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12.
  • Kuikkaniemi, Kai, et al. (författare)
  • From Space to Stage : How Interactive Screens Will Change Urban Life
  • 2011
  • Ingår i: Computer. - 0018-9162 .- 1558-0814. ; 44:6, s. 40-47
  • Tidskriftsartikel (refereegranskat)abstract
    • Framed digital displays will soon give way to walls and facades that creatively motivate individual and group interaction. A stage serves as an apt metaphor to explore the ways in which these ubiquitous screens can transform passive viewing into an involved performance.
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13.
  • Kuikkaniemi, Kai, et al. (författare)
  • The Influence of Implicit and Explicit Biofeedback in First-Person Shooter Games
  • 2010
  • Ingår i: CHI2010. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781605589299 ; , s. 859-868
  • Konferensbidrag (refereegranskat)abstract
    • To understand how implicit and explicit biofeedback work in games, we developed a first-person shooter (FPS) game to experiment with different biofeedback techniques. While this area has seen plenty of discussion, there is little rigorous experimentation addressing how biofeedback can enhance human computer interaction. In our two-part study, (N=36) subjects first played eight different game stages with two implicit biofeedback conditions, with two simulation-based comparison and repetition rounds, then repeated the two biofeedback stages when given explicit information on the biofeedback. The biofeedback conditions were respiration and skin-conductance (EDA) adaptations. Adaptation targets were four balanced player avatar attributes. We collected data with psychophysiological measures (electromyography, respiration, and EDA), a game experience questionnaire, and game-play measures. According to our experiment, implicit biofeedback does not produce significant effects in player experience in an FPS game. In the explicit biofeedback conditions, players were more immersed and positively affected, and they were able to manipulate the game play with the biosignal interface. We recommend exploring the possibilities of using explicit biofeedback interaction in commercial games.
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14.
  • Kuikkaniemi, Kai, et al. (författare)
  • Toolkit for user-created augmented reality games
  • 2006
  • Ingår i: MUM '06 Proceedings of the 5th international conference on Mobile and ubiquitous multimedia. - New York, NY, USA : ACM. - 1595936076 - 9781595936073
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we present MAR (Mobile Augmented Reality) Toolkit as an easy-to-use augmented reality toolset for building multi-user mobile phone games. It is built on top of MUPE - Nokia-developed open source mobile platform based on Java - which considers the special qualities of mobile technology. MAR Toolkit contains four components, map interface (MAP), physical object tagger (POT), public display (PUD) and silent communicator (SIC).We have successfully demonstrated MAR Toolkit by implementing a game named as Mupeland Yard based on classical board game Scotland Yard. In user testing we found that common usability issues related to mobile technology and MUPE-platform troubled the tests. However, especially POT component raised interest among developers. We found that using graphical 2D-tags for providing location information for augmented reality games is a simple and robust alternative for more technology intensive GPS and cell-ID information.
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15.
  • Kuittinen, M, et al. (författare)
  • Learning by Experience: Networks in Learning Organizations
  • 2001
  • Ingår i: Informatica. - 0350-5596 .- 1854-3871. ; 25:2, s. 159-164
  • Tidskriftsartikel (refereegranskat)abstract
    • offers undergraduate courses in Cognitive Science. The studies are mainly organized as web-based courses or collaborative student projects. In the basic studies component, a student completes four one credit methodology courses and chooses a related assignment worth three credits for one of them. One of the methodology courses is entitled Networks in Learning Organization. It will be delivered entirely on the web, and it also will serve as a pilot course to help design other methodology courses. This paper will first briefly discuss the theoretical foundations of learning organizations and organizational learning. Then, we will review the role of networks as the technological foundation of a learning organization and continue by discussing the use of educational technology to support organizational learning and learn about it. Finally, we will describe the structure and the methods of the course and present topics that form the starting point for the discourse within the course.
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16.
  • Kurki, T, et al. (författare)
  • Agents in Delivering Personalized Content Based on Semantic Metadata
  • 1999
  • Konferensbidrag (refereegranskat)abstract
    • In the SmartPush project professional editors add semantic metadata to information flow when the content is created. This metadata is used to filter the information flow to provide the end users with a personalized news service. Personalization and delivery process is modeled as software agents, to whom the user delegates the task of sifting through incoming information. The key components of the SmartPush architecture have been implemented, and the focus in the project is shifting towards a pilot implementation and testing the ideas in practice.
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17.
  • Leckner, Sara, 1973- (författare)
  • Is the medium the message? : The impact of digital media on the newspaper concept
  • 2007
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The impact of digital (new) media has caused both challenges and threats to newspapers’ continuing existence as a profitable and influential mass medium. While this is not the first time in history that new media appear to be challenging the future of the newspaper medium, from one perspective digital media offer not only direct competition, or alternative ways to produce and deliver news, but also possibilities for convergence, for making new media part of the traditional newspaper, inducing whole new possibilities for publishing. From another perspective, the newspaper medium is an old concept; a powerful mass medium with very profound consumption patterns, strongly associated with its traditional output medium: ink-on-paper. The purpose of the present work has been to examine the impacts digital media have on the old, well-established newspaper medium, and what consequences these impacts have for the future of newspaper as a mass medium, that is, is the medium the message? In order to achieve this aim, the present work has been carried out from three different angles: digital media, publishing and reading behaviour and presentation factors. The areas have been examined using several methods: instrumental experiment, eye-tracking experiment, secondary analysis, and case study design. Newspapers’ ’to be or not to be’ depends, in a theoretical sense, on what media constitute. The medium is the message in the sense that, in the definition of a mass medium, the strength of the newspaper message is that it is recognized as the newspaper concept. It is not, in that the message per se is dependent on the medium it is reproduced on, as a newspaper can be considered a newspaper even if presented on a digital medium, yet the specific way the content is presented will always depend on the technology and characteristics of the chosen output medium. Thus, while defusing the output medium’s significance for the concept, the strength of the newspaper, and its industry, lies in what hitherto constitutes the message: accurate, credible, serendipitous, and diverse content, but which is continuously adapted to the technology of the output medium, thus benefiting from it and further strengthening the developed, digitalized newspaper concept, or what will become of it. The newspaper industry has great potential to differentiate itself in a world where news is becoming increasingly commoditized, though it must further emphasize its power, which lies in the long-defined ‘old’ newspaper concept. Moreover, the industry must be aware of the fact that this refashioning and adaptation is a slow process.
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18.
  • Nilsson, Mikael, 1976- (författare)
  • From Interoperability to Harmonization in Metadata Standardization : Designing an Evolvable Framework for Metadata Harmonization
  • 2010
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Metadata is an increasingly central tool in the current web environment, enabling large-scale, distributed management of resources. Recent years has seen a growth in interaction between previously relatively isolated metadata communities, driven by a need for cross-domain collaboration and exchange. However, metadata standards have not been able to meet the needs of interoperability between independent standardization communities. For this reason the notion of metadata harmonization, defined as interoperability of combinations of metadata specifications, has risen as a core issue for the future of web-based metadata. This thesis presents a solution-oriented analysis of current issues in metadata harmonization. A set of widely used metadata specifications in the domains of learning technology, libraries and the general web environment have been chosen as targets for the analysis, with a special focus on Dublin Core, IEEE LOM and RDF. Through active participation in several metadata standardization communities, a body of knowledge of harmonization issues has been developed. The thesis presents an analytical framework of concepts and principles for understanding the issues arising when interfacing multiple standardization communities. The analytical framework focuses on a set of important patterns in metadata specifications and their respective contribution to harmonization issues: Metadata syntaxes as a tool for metadata exchange. Syntaxes are shown to be of secondary importance in harmonization. Metadata semantics as a cornerstone for interoperability. This thesis argues that the incongruences in the interpretation of metadata descriptions play a significant role in harmonization. Abstract models for metadata as a tool for designing metadata standards. It is shown how such models are pivotal in the understanding of harmonization problems. Vocabularies as carriers of meaning in metadata. The thesis shows how portable vocabularies can carry semantics from one standard to another, enabling harmonization. Application profiles as a method for combining metadata standards. While application profiles have been put forward as a powerful tool for interoperability, the thesis concludes that they have only a marginal role to play in harmonization. The analytical framework is used to analyze and compare seven metadata specifications, and a concrete set of harmonization issues is presented. These issues are used as a basis for a metadata harmonization framework where a multitude of metadata specifications with different characteristics can coexist. The thesis concludes that the Resource Description Framework (RDF) is the only existing specification that has the right characteristics to serve as a practical basis for such a harmonization framework, and therefore must be taken into account when designing metadata specifications. Based on the harmonization framework, a best practice for metadata standardization development is developed, and a roadmap for harmonization improvements of the analyzed standards is presented.
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19.
  • Palmér, Matthias, 1975- (författare)
  • Learning Applications based on Semantic Web Technologies
  • 2012
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The interplay between learning and technology is a growing field that is often referred to as Technology Enhanced Learning (TEL). Within this context, learning applications are software components that are useful for learning purposes, such as textbook replacements, information gathering tools, communication and collaboration tools, knowledge modeling tools, rich lab environments that allows experiments etc. When developing learning applications, the choice of technology depends on many factors. For instance, who and how many the intended end-users are, if there are requirements to support in-application collaboration, platform restrictions, the expertise of the developers, requirements to inter-operate with other systems or applications etc.This thesis provides guidance on a how to develop learning applications based on Semantic Web technology. The focus on Semantic Web technology is due to its basic design that allows expression of knowledge at the web scale. It also allows keeping track of who said what, providing subjective expressions in parallel with more authoritative knowledge sources. The intended readers of this thesis include practitioners such as software architects and developers as well as researchers in TEL and other related fields.The empirical part of the this thesis is the experience from the design and development of two learning applications and two supporting frameworks. The first learning application is the web application Confolio/EntryScape which allows users to collect files and online material into personal and shared portfolios. The second learning application is the desktop application Conzilla, which provides a way to create and navigate a landscape of interconnected concepts. Based upon the experience of design and development as well as on more theoretical considerations outlined in this thesis, three major obstacles have been identified:The first obstacle is: lack of non-expert and user friendly solutions for presenting and editing Semantic Web data that is not hard-coded to use a specific vocabulary. The thesis presents five categories of tools that support editing and presentation of RDF. The thesis also discusses a concrete software solution together with a list of the most important features that have crystallized during six major iterations of development.The second obstacle is: lack of solutions that can handle both private and collaborative management of resources together with related Semantic Web data. The thesis presents five requirements for a reusable read/write RDF framework and a concrete software solution that fulfills these requirements. A list of features that have appeared during four major iterations of development is also presented.The third obstacle is: lack of recommendations for how to build learning applications based on Semantic Web technology. The thesis presents seven recommendations in terms of architectures, technologies, frameworks, and type of application to focus on.In addition, as part of the preparatory work to overcome the three obstacles, the thesis also presents a categorization of applications and a derivation of the relations between standards, technologies and application types.
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20.
  • Ravaja, Niklas, et al. (författare)
  • Spatial presence and emotions during video game playing : Does it matter with whom you play?
  • 2006
  • Ingår i: Presence - Teleoperators and Virtual Environments. - : MIT Press - Journals. - 1054-7460 .- 1531-3263. ; 15:4, s. 381-392
  • Tidskriftsartikel (refereegranskat)abstract
    • The authors examined whether the nature of the opponent ( computer, friend, or stranger) influences spatial presence, emotional responses, and threat and challenge appraisals when playing video games. In a within- subjects design, participants played two different video games against a computer, a friend, and a stranger. In addition to self- report ratings, cardiac interbeat intervals ( IBIs) and facial electromyography ( EMG) were measured to index physiological arousal and emotional valence. When compared to playing against a computer, playing against another human elicited higher spatial presence, engagement, anticipated threat, post- game challenge appraisals, and physiological arousal, as well as more positively valenced emotional responses. In addition, playing against a friend elicited greater spatial presence, engagement, and self- reported and physiological arousal, as well as more positively valenced facial EMG responses, compared to playing against a stranger. The nature of the opponent influences spatial presence when playing video games, possibly through the mediating influence on arousal and attentional processes.
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21.
  • Ravaja, Niklas, et al. (författare)
  • The psychophysiology of James Bond : Phasic emotional responses to violent video game events
  • 2008
  • Ingår i: Emotion. - : American Psychological Association (APA). - 1528-3542 .- 1931-1516. ; 8:1, s. 114-120
  • Tidskriftsartikel (refereegranskat)abstract
    • The authors examined emotional valence- and arousal-related phasic psychophysiological responses to different violent events in the first-person shooter video game "James Bond 007: NightFire" among 36 young adults. Event-related changes in zygomaticus major, corrugator supercilii, and orbicularis oculi electromyographic (EMG) activity and skin conductance level (SCL) were recorded, and the participants rated their emotions and the trait psychoticism based on the Psychoticism dimension of the Eysenck Personality Questionnaire--Revised, Short Form. Wounding and killing the opponent elicited an increase in SCL and a decrease in zygomatic and orbicularis oculi EMG activity. The decrease in zygomatic and orbicularis oculi activity was less pronounced among high Psychoticism scorers compared with low Psychoticism scorers. The wounding and death of the player's own character (James Bond) elicited an increase in SCL and zygomatic and orbicularis oculi EMG activity and a decrease in corrugator activity. Instead of joy resulting from victory and success, wounding and killing the opponent may elicit high-arousal negative affect (anxiety), with high Psychoticism scorers experiencing less anxiety than low Psychoticism scorers. Although counterintuitive, the wounding and death of the player's own character may increase some aspect of positive emotion.
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22.
  • Reti, Tommo (författare)
  • Digital Content Networks : The Past, the Present and Decentralizing
  • 2011
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis presents a solution-oriented analysis of current issues in digital content distribution management and content networks. The findings support the view that the recent development in the area has created a few congestion points, both in content distribution and content business, that gather increasing technical, social, financial, and political influence in the world. As pointed out in the work, this is against the ideas of information democracy, network neutrality, and the original visions of the Internet and the World Wide Web. Furthermore, leading content companies are answering to the demands of the exponential content and traffic growth by  continuously adding rather similar technological solutions, which increases the environmental problems, i.e., energy consumption and e-Waste, at the rate of this growth. The research time period of this dissertation matches with the emergence and rise of P2P file sharing networks that have introduced a new challenging way of distributing content. In this thesis, they are presented as the main comparison points and controversy to the centralized client-server architecture that dominates the content business. The essential question of this work is simply: How to build a better content network? To understand the meaning of "better" in this context and to state what is a better digital content network, it is necessary to understand existing solutions and their shortcomings. The thesis contributes an analytical framework of concepts and principles for the development of future content networks. How do we change the threat of P2P file sharing into an opportunity for professional content publishers? Actually, all the listed objectives in this work – under performance, privacy, network neutrality, e-commerce, and green computing – are societal in nature. Thus, the objective of this dissertation is to improve societal issues through understanding information technology and its closely related context. Through active participation in the file sharing scene, this work presents the development of content networks from computer networks capable of messaging between machines and systems to user networks where people share digital content. Easy copying to friends with rapidly changing user behavior have created a content platform where culture is evolving at an accelerated speed. Drawing from ten research projects and a score of technical prototypes, this thesis concludes that the P2P content sharing applications with their modern protocols effectively create a more advanced network as overlay than the underlying Internet can offer. The operators, who are excited about Internet technology for their networks, are actually limiting their possibilities right from the beginning. It is essential to distinguish between the development of the Internet and the development of large-scale content distribution network.  
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23.
  • Rosenqvist, C, et al. (författare)
  • Development of online services under time critical conditions
  • 2000
  • Konferensbidrag (refereegranskat)abstract
    • The Internet has dramatically increased the possibilities for media product development. This is becoming a key factor for media companies specialized in managing and distributing information, as high demand for online services has pushed media companies to release their products faster. This study explores an iterative model for development of web products, and compares this model to conventional media products and software industry. Two Finnish news sites were analyzed from the perspectives of their content, structure, and working routines. Then, a new online service was designed and evaluated by four internal test groups. The study shows that creating value added web sites for high performance is a complex operation; it requires technical software tools and co-operation between people with different skills and background. Working with digital online products offers the development team several benefits e.g. inexpensive prototyping and multiple iteration loops.
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24.
  • Räsänen, Pekka, et al. (författare)
  • Trends in the Internet and media use in the early 2000s.
  • 2009
  • Ingår i: Proceedings of the WebSci'09: Society On-Line.
  • Konferensbidrag (refereegranskat)abstract
    • The academic researchers and policy-makers alike share the view that the citizens’ media reading skills are very important for the future social welfare in the advanced societies. Particularly the new information and communication technologies (ICTs) are seen as tools for the advancement of work of the private sector companies and public sector organizations. Various governance activities, for example, can be integrated with the help of on-line transactions between citizens and authorities. However, the proliferation of ICTs and differences in the media use patterns seem also to connect with the existing social inequalities. It is known, for instance, that the poor and less-educated individuals tend to read less books and newspapers than others. These social groups also use the Internet clearly more infrequently that most other groups. The paper examines the use of the Internet and conventional media from the perspective of European welfare societies. It is asked to what extent European countries show similar and different patterns of use with each other. In particular, the interest is to estimate these similarities and differences at the population level. It is also evaluated whether certain countries are more homogeneous with each other as some others. In theoretical sense, we ask whether it is possible or not to categorize countries by using certain classification criteria such as regional proximity or a welfare state typology. The data consists of the European Social Survey data (ESS) from 2002, 2004 and 2006. ESS data were collected by face-to-face interviews in 30 European countries. The data represent the residential populations of these countries aged 15 and older. The total number of cases ranges from approximately fifteen hundred to two thousand cases from each country per year. In the analysis, the dependent measures consist of the frequencies of television watching newspaper reading, and the use of the Internet. Our special focus is in the average time devoted on news; politics and current affairs. Along with the country of residence, age, gender, education, and income are used as the independent measures. It is concluded in the paper that there are certain recognisable cultural characteristics attached to both the Internet use and conventional media consumption in different parts of Europe. Results indicate that there are considerable disparities between population groups when these patterns are examined in statistical models. Particularly the existence of the differences by age groups is important in the light of prevailing demographic structures. On the basis of the findings, it is argued that political assumptions, according to which the contemporary structural inequalities can be smoothed when more extensive ICT infrastructures will be provided for consumers, are just too simplistic.
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25.
  • Saarela, J, et al. (författare)
  • Logical Structure of a Hypermedia Newspaper
  • 1997
  • Ingår i: Information Processing & Management. - 0306-4573 .- 1873-5371. ; 33:5, s. 599-614
  • Tidskriftsartikel (refereegranskat)abstract
    • The OtaOnline project at the Helsinki University of Technology has been deploying the distribution of Finnish newspapers such as Iltalehti, Aamulehti and Kauppalehti on the Internet since 1994, The editors produce the electronic counterpart of these papers by a conversion process from QuarkXpress documents to HyperText Markup Language. The project is about to step into a new phase by introducing an approach which provides many new features not available in the old process. This paper describes an object-oriented approach which implements the logical model of a hypermedia newspaper. This model encapsulates the structure of the hypermedia documents as well as their capability for transforming into different presentation formats. It also provides a semantical rating mechanism to be used with intelligent agents. A distribution scheme which enables efficient use of this model is also presented
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26.
  • Saarela, J, et al. (författare)
  • Requirements for an Electronic Newspaper
  • 1996
  • Konferensbidrag (refereegranskat)abstract
    • The OtaOnline project at the Helsinki University of Technology has been deploying the distribution of ordinary newspapers on the Internet since 1994. So far the electronic counterpart has been produced through a series of conversions. Now a more controlled approach needs to be defined in order to bring added value to the electronic version. This paper describes requirements for a system implementing a product concept of an electronic newspaper which allows for more flexible generation, distribution and processing of the documents. We aim at multi-purpose publishing by supporting several presentation environments and distribution channels. Personalisation aspects are also discussed from the contents point of view. Concrete suggestions for implementing the features are given and implications of this approach are also presented. 1 Introduction The OtaOnline-project is a testbed at the Helsinki University of Technology campus. It has provided the students and staff with an electronic
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27.
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28.
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29.
  • Saari, Timo, et al. (författare)
  • Emotionally Adapted Games – An Example of a First-Person Shooter
  • 2009
  • Ingår i: HUMAN-COMPUTER INTERACTION, PT IV. - 9783642025822 ; , s. 406-415
  • Konferensbidrag (refereegranskat)abstract
    • This paper discusses a specific customization technology Psychological Customization - which enables the customization of information presented on a computer-based system in real-time and its application to manipulating emotions when playing computer games. The possibilities of customizing different elements of games to manipulate emotions are presented and a definition of emotionally adaptive games is given. A psychophysiologically adaptive game is discussed as an example of emotionally adapted games.
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30.
  • Saari, Timo, et al. (författare)
  • Emotionally loaded mobile multimedia messaging
  • 2004
  • Ingår i: ENTERTAINMENT COMPUTING - ICEC 2004. - Berlin, Heidelberg : Springer Berlin Heidelberg. - 3540229477 ; , s. 476-486
  • Konferensbidrag (refereegranskat)abstract
    • Mobile messaging is an increasingly important way of social interaction as people use their mobile phones for communicating with each other with textual and multimedia messages. Often with these messaging systems people have the need to communicate their own emotions or facilitate a given emotion in the receiver of their message. This paper will describe an information personalization system that may facilitate emotional communication especially in mobile multimedia messaging systems, thereby making the communication “emotionally loaded”.
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31.
  • Saari, Timo, et al. (författare)
  • Facilitating Learning from News with Mind-Based Technologies
  • 2004
  • Ingår i: ED-MEDIA 2004. - 1880094533 ; , s. 4277-4284
  • Konferensbidrag (refereegranskat)abstract
    • Information, such as news, presented to individual users may be customized on the basis of the immediate emotional and cognitive types of psychological effects it is likely to enable or create. Both content and its way of presentation (modality, visual layouts, ways of interaction, structure) may be varied. Despite obvious complexities empirical evidence suggests that the way of presenting information to certain psychological profiles has predictable psychological effects. For instance, one may facilitate positive emotion for users with certain personality type or more efficient learning for certain cognitive styles. This is the concept of Mind-Based Technologies. Psychological Customization is a technique of implementation of Mind-Based Technologies. This paper describes the basics of Psychological Customization and discusses the personalization of the form of news as one possible application area to enhance learning from news in everyday use of the media.
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32.
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33.
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34.
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35.
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36.
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37.
  • Saari, Timo, et al. (författare)
  • Psychologically targeted persuasive advertising and product information presentation in eCommerce
  • 2004
  • Ingår i: Proceedings of ICEC 2004. - New York, New York, USA : ACM Press. - 1581139306
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we describe a framework for a personalization system to systematically induce desired emotion and attention related states and promote information processing in viewers of online advertising and e-commerce product information. Psychological Customization entails personalization of the way of presenting information (user interface, visual layouts, modalities, structures) per user to create desired transient psychological effects and states, such as emotion, attention, involvement, presence, persuasion and learning. Conceptual foundations and empiric evidence for the approach are presented
  •  
38.
  • Saari, Timo, et al. (författare)
  • Technological and Psychological Fundamentals of Psychological Customization Systems – An Example of Emotionally Adapted Games
  • 2010
  • Ingår i: Mass Customization for Personalized Communication Environments. - : IGI Global. - 9781605662602 - 1605662607 ; , s. 182-215
  • Bokkapitel (refereegranskat)abstract
    • Psychological Customization systems can customize the experiences of users of various information technology-based products and services. In this context customization entails the intelligent automatic or semi-automatic adaptation of information per user profile, which may systematically manipulate transient psychological states of the user such as emotion or cognition. The chapter presents the psychological and technological fundamentals of Psychological Customization and discusses an example of an application area in emotionally adapted games.
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39.
  • Saari, Timo, et al. (författare)
  • Towards emotionally adapted games
  • 2004
  • Ingår i: Proceedings of Presence 2004.
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we present a framework for a gaming personalization system to systematically facilitate desired emotional states of individual players of games. Psychological Customization entails personalization of the way of presenting information (user interface, visual layouts, modalities, narrative structures and other factors) per user or user group to create desired transient psychological effects and states, such as emotion, attention, involvement, presence, persuasion and learning. By varying the form of information presented in a game in an emotionally intelligent way it may be possible to achieve such effects. Theory, key concepts, available empiric evidence and an example of an application area in emotional gaming as well as a basic system design are presented.
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40.
  • Saari, Timo, et al. (författare)
  • Towards emotionally adapted games based on user controlled emotional knobs
  • 2005
  • Ingår i: Proceedings of Digra gaming conference.
  • Konferensbidrag (populärvet., debatt m.m.)abstract
    • The paper presents an approach to a gaming personalization system to systematically facilitate or avoid user-selected emotions during gameplay with control knobs that regulate the emotional impact of the game. Underlying the framework is a Psychological Customization system that entails personalization of the way of presenting information (user interface, visual layouts, modalities, narrative and temporal structures and other factors) per user or user group to create desired transient psychological effects and states (such as emotion, attention, involvement, presence, persuasion and learning).
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41.
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42.
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43.
  • Saari, Timo, et al. (författare)
  • User Experience Based Adaptation of Information in Mobile Contexts for Mobile Messaging
  • 2005
  • Ingår i: Foundations of Augmented Cognition, Vol 11. ; , s. 918-927
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we describe and elaborate an approach to a context sensitive personalization system to systematically facilitate desired user experiences, such as emotional and attentional states and information processing of individual users and groups of users in various contexts. Psychological Customization entails personalization of the way of presenting information (user interface, visual layouts, modalities, structures) per user or user group to create desired transient psychological effects and states, such as emotion, attention, involvement, presence, persuasion and learning. By varying the form of information presented in a mobile device in a contextually intelligent way may be possible to achieve such effects. Theory, conceptual implications, available empirical evidence and an example of an application area in mobile messaging are presented.
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44.
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45.
  • Salovaara, Antti, et al. (författare)
  • Playmakers in Multiplayer Game Communities : Their Importance and Motivations for Participation
  • 2005
  • Ingår i: 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, ACE '05. - New York, NY, USA : ACM. - 1595931104 - 9781595931108 ; , s. 334-337
  • Konferensbidrag (refereegranskat)abstract
    • In many game-like open-ended multiplayer communities, the success of the game, and well-being of the community, depends on the efforts of certain individuals who arrange resources for gameplay to other players. These include e.g. game masters, server hosts, and fan site creators. We identify the importance of these voluntary "playmakers " by describing their activities in four communities: (1) Habbo Hotel moderators, creative room designers and fan site builders, (2) Live-action role-playing game masters and non-player characters, (3) Geocaching cache creators, and (4) Neverwinter Nights dungeon masters, player guides, developers, and server hosts. Based on an analysis of this empirical data we describe motivations that the playmakers have for participation in game community activities. Such descriptions will help to improve design for games where playmaker involvement is of critical importance to the game's success.
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46.
  • Sarvas, Risto, et al. (författare)
  • Human-centric design of future print media
  • 2007
  • Ingår i: PulPaper 2007 Conference.
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we argue that the plain old “dumb ” paper is overlooked as a platform for media. In addition to technology-centric innovations, such as smart paper, the pulp and paper industry should adapt a human-centric approach as well. By using our research on photo books as an example, we bring forth the qualities of paper media from a user-centric perspective. This perspective is critical in understanding the changing media business. For the pulp and paper industry, understanding the end-uses of paper from the users ’ perspective means new opportunities for business, partnerships, products, and services. However, the situation calls for an active role: paper will remain an undervalued technology platform without an intervention from the industry.
  •  
47.
  • Sarvas, Risto, et al. (författare)
  • Legal and Organizational Issues in Collaborative User-Created Content
  • 2005
  • Ingår i: Proceedings of DiGRA 2005 Conference.
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we look at issues that arise when people collaboratively create digital content and want to publicly distribute it. Our focus is on the organizational and legal problems. We identify and analyze these issues based on four case studies on amateur content production. Two of the cases, Habbo Hotel and Neverwinter Nights, are about fan/gamer-created content production based on material licensed by companies. In the two latter cases, a micromovie community Blauereiter and a web publication The Melrose Mirror, the content produced is not based on licensed material, but on the creations of the community members themselves. Based on the case studies, we identify that the main legal issues and concerns in collaborative creation of content are decision-making and liability. We argue that the content creation communities would often benefit in organizing themselves formally as entities such as corporations or cooperatives, or on a contractual basis.
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48.
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49.
  • Smith, B. K., et al. (författare)
  • Sliver Stringers and Junior Journalists : Active information producers
  • 2000
  • Ingår i: IBM Systems Journal. - : IBM. - 0018-8670. ; 39:04-mar, s. 730-748
  • Tidskriftsartikel (refereegranskat)abstract
    • Two projects, Silver Stringers and Junior Journalists, are examples of a shift in the role of the news consumer - community members are actively engaged in publishing pursuits previously confined to the traditional media. Their activities range from news gathering and dissemination to asking questions and debating issues of importance, whether local, international, or topical in scope. This paper describes the evolution of these projects, the experiences of the participants, the technologies developed and employed, and the epistemological impact.
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50.
  • Turpeinen, Marko, et al. (författare)
  • Architecture for Agent-mediated Personalised News Services
  • 1996
  • Konferensbidrag (refereegranskat)abstract
    • Emerging agent technology can be used to implement a personalised news service. The consumer agent has a model of user's preferences and is able to request information that fulfills these needs. The producer agent has a logical model of the contents of the multimedia objects that are available for service. On the basis of this model, the producer agent can advertise its services in the network to potential consumer agents. The selected multimedia items are offered to the consumer as a personalised newspaper. This architecture is used in practise in building a personalised newspaper for the World Wide Web, which selects and presents the user with articles that match user's preferences. The article selection process is a combination of keyword searches, semantic matching and social filtering. In our agent-based service, the newspaper editors have an important role in defining semantic categories for the contents of the service, and in providing necessary metadata about the news articles....
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