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User Centric Media - Second International Conference, UCMedia 2010, Palma, Mallorca, Spain, September 1-3, 2010, Revised Selected Papers (Paperback, 2012 ed.)
Federico Alvarez, Cristina Costa
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This book constitutes the thoroughly refereed post-conference
proceedings of the Second International Conference, UCMedia 2010,
which was held in Palma, Mallorca, Spain, in September 2010,
accompanied by the 4th InterMedia Open Forum Workshop (IMOF). After
a thorough review process 16 conference and 3 workshop papers were
selected for inclusion in the book. The papers are grouped in
topical sections on: personalised access to multimedia content;
search and retrieval of networked multimedia content; multimedia,
AMP, and user experience; video quality perception and user quality
of experience; user generated content; content distribution; and
content summarisation.
Irrespective of whether we use economic or societal metrics, the
Internet is one of the most important technical infrastructures in
existence today. It will serve as a catalyst for much of our
innovation and prosperity in the future. A competitive Europe will
require Internet connectivity and services beyond the capabilities
offered by current technologies. Future Internet research is
therefore a must. The Future Internet Assembly (FIA) is a
successful and unique bi-annual conference that brings together
participants of over 150 projects from several distinct but
interrelated areas in the EU Framework Programme 7. The 20 full
papers included in this volume were selected from 40 submissions,
and are preceded by a vision paper describing the FIA Roadmap. The
papers have been organized into topical sections on the foundations
of Future Internet, the applications of Future Internet, Smart
Cities, and Future Internet infrastructures.
Gaming has never been disconnected from reality. When we engage
with ever more lavish virtual worlds, something happens to us. The
game imposes itself on us and influences how we feel about it, the
world, and ourselves. How do games accomplish this and to what end?
The contributors explore the video game as an atmospheric medium of
hitherto unimagined potential. Is the medium too powerful, too
influential? A danger to our mental health or an ally through even
the darkest of times? This volume compiles papers from the Young
Academics Workshop at the Clash of Realities conferences of 2019
and 2020 to provide answers to these questions.
This volume compiles papers from the Young Academics Workshop at
the Clash of Realities conferences of 2017 and 2018. The 2017
workshop - Perceiving Video Games - explored the video game medium
by focusing on perception and meaning-making processes. The 2018
workshop - Reframing the Violence and Video Games Debate -
transcended misleading claims that link video games and violent
behavior by offering a range of fresh topical perspectives. From BA
students to postdoctoral researchers, the young academics of this
anthology stem from a spectrum of backgrounds, including game
studies, game design, and phenomenology. This volume also features
an entry by renowned psychologist Christopher J. Ferguson.
Video games are temporal artifacts: They change with time as
players interact with them in accordance with rules. In this study,
Federico Alvarez Igarzabal investigates the formal aspects of video
games that determine how these changes are produced and sequenced.
Theories of time perception drawn from the cognitive sciences lay
the groundwork for an in-depth analysis of these features, making
for a comprehensive account of time in this novel medium. This
book-length study dedicated to time perception and video games is
an indispensable resource for game scholars and game developers
alike. Its reader-friendly style makes it readily accessible to the
interested layperson.
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