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20072008 Semester 1 SD5943 Multimedia Literacy Week13 Looking Into the Future of Multimedia

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avatar creation and utilization. massive multi-player online games. digital entertainment ... the creation of unique input devices ... – PowerPoint PPT presentation

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Title: 20072008 Semester 1 SD5943 Multimedia Literacy Week13 Looking Into the Future of Multimedia


1
2007/2008 Semester 1 SD5943 Multimedia Literacy
Week13 Looking Into the Future of Multimedia
  • Prepared by Wilson YUEN
  • sdwilson_at_polyu.edu.hk

2
Agenda
  • Part 1 Research in Google
  • Part 2 Research in USC (IML)
  • Part 3 Research in USC (ETC)
  • Part 4 Research in CMU (ETC)
  • Part 5 Research in UCB (BMRC)
  • Part 6 Research in Stanford (IVMS)
  • Part 7 Research topics in IEEE Multimedia

3
Part 1 Research in Google
4
Research topics in Google (1)
  • Application oriented
  • Google Labs
  • E.g. Google Image Labeler
  • Academic oriented
  • Audio, Video, and Image Processing
  • Human-Computer Interaction

5
Research topics in Google (2)
http//images.google.com/imagelabeler/
6
Research topics in Google (3)
http//research.google.com/pubs/papers.htmlcatego
ry3
7
Research topics in Google (4)
http//research.google.com/pubs/papers.htmlcatego
ry5
8
Part 2 Research in USC (IML)
9
Research in USC (IML) (1)
  • The Institute for Multimedia Literacy is an
    organized research unit dedicated to developing
    educational programs and conducting research on
    the changing nature of literacy in a networked
    culture.
  • The IMLs educational programs promote effective
    and expressive communication and scholarly
    production through the use of multiple media
    applications and tools.
  • The IML also supports faculty-directed research
    that seeks to transform the nature of scholarship
    within the disciplines.

10
Research in USC (IML) (2)
  • Current Projects
  • Digital Portfolio Project
  • For online learning and the assessment of
    multimedia projects
  • Second Life Learning Space
  • Learning in the virtual space
  • Vectors Journal of Culture and Technology in a
    Dynamic Vernacular
  • A multimedia journal facilitate peer review
  • Critical Commons
  • A repository for the sharing of teaching
    resources
  • Digital Educators Consortium
  • A forum for teaching and learning

11
Research in USC (IML) (3)
http//iml.usc.edu/?page_id9
12
Part 3 Research in USC (ETC)
13
Research in USC (ETC) (1)
  • The Entertainment Technology Center is an
    organization within the USC School of Cinematic
    Arts which brings together the top entertainment,
    technology and CE companies to explore
    opportunities for new consumer entertainment
    offerings today and into the future.
  • The goal is to bring next generation consumers to
    the table to understand the impact of new
    technology on the consumer and all aspects of the
    entertainment industry
  • technology development and implementation,
  • the creative process, and
  • existing business models.

14
Research in USC (ETC) (2)
  • Current Projects
  • Anytime/Anywhere Content Laboratory (AACL)
  • The AACL is a laboratory with all the latest
    digital home and on-the-go entertainment devices
    -- where the industry can explore how consumers
    will interact with high-quality entertainment in
    an integrated environment.
  • Digital Cinema Laboratory
  • The state-of-the-art lab to research and
    establish benchmarks regarding standards for
    digital cinema distribution and exhibition.

15
Research in USC (ETC) (3)
http//www.etcenter.org/projects
16
Part 4 Research in CMU (ETC)
17
Research in CMU (ETC) (1)
  • What is ETC?
  • The phrase entertainment technology refers to
    a very real world of entertainment experiences
    made possible by the advent of primarily
    computer-mediated digital technologies. The term
    requires an elastic and fluid definition,
    required in large part by advances in technology
    that are making ever-new entertainment
    experiences and venues possible. What was meant
    by the phrase entertainment technology as
    recently as a year ago requires re-definition in
    light of recent developments on both technology
    and entertainment fronts.

http//www.etc.cmu.edu/Global/about/index.html
18
Research in CMU (ETC) (2)
  • In general, though, the term entertainment
    technology refers to
  • networked and free-standing interactive computer
    games
  • avatar creation and utilization
  • massive multi-player online games
  • digital entertainment
  • specialty venues such theme parks, themed retail,
    specialty restaurants, and other location-based
    entertainment venues
  • motion-base rides
  • console and PC interactive game design
  • the creation of unique input devices
  • virtual reality utilizing head-mounted displays
    or other technologies such as CAVES
  • wearable computing for entertainment purposes
  • massive immersive display environments such as
    planetaria and Omnimax
  • interactive robot animatronics
  • synthetic interview technology
  • speech recognition
  • augmented reality
  • telepresence for entertainment and education
    purposes
  • digital production and post-production
  • sound synthesis, surround sound, 3-D sound, and
    streaming audio

19
Research in CMU (ETC) (3)
http//www.etc.cmu.edu/projects/currentprojects.ph
p
20
Part 5 Research in UCB (BMRC)
21
Research in UCB (BMRC) (1)
http//bmrc.berkeley.edu/index.html
  • The Berkeley Multimedia Research Center (BMRC) at
    the University of California, Berkeley, is an
    interdisciplinary group of artists, educators,
    professionals, and scientists who are
    experimenting with interactive multimedia
    technology in professional practice, scholarship,
    and education.

22
Part 6 Research in Stanford (IVMS)
23
Research in Stanford (IVMS) (1)
  • The Image, Video, and Multimedia Systems Group of
    Stanford University carries out fundamental and
    applied research on various aspects of image and
    video coding and networked real-time media
    systems.
  • Image and Video Coding
  • Motion-compensated wavelets
  • Directional wavelets
  • Scalable video
  • Error-resilient video coding
  • Distributed coding
  • Multiview video coding

24
Research in Stanford (IVMS) (2)
  • Networked Media Systems
  • Media-aware packet scheduling
  • Adaptive media playout
  • Video over wireless adhoc networks
  • Distributed resource allocation
  • P2P video multicast
  • Multiview streaming

25
Part 7 Research topics in IEEE Multimedia
26
Research topics in IEEE Multimedia (1)
  • According to the IEEE Multimedia - Vol. 14 (2007)
  • Following are some of the research topics that
    appeared within the year of 2007.

27
Research topics in IEEE Multimedia (2)
http//www.computer.org/portal/site/multimedia/
28
Research topics in IEEE Multimedia (3)
29
Conclusion
  • Research topics in Multimedia can be
    classified/divided into two main streams
  • Technological research
  • Mathematics, Computer science and Electronic
    engineering related
  • More focus on the technical aspects and
    technological issues
  • E.g. Video compression, Computer vision,
    Performance optimization and Network protocol
    development
  • Contextual research
  • Art based and Information system related
  • More focus on the contents and information
    representation
  • E.g. Semantic Web, Information retrieval and
    User-centered Design
  • Also, you may divide the research topics
    according to the level of application, such that
    Applied research or Fundamental Research.

30
References
  • Google Labs
  • http//labs.google.com/
  • Papers Written by Googlers
  • http//research.google.com/pubs/papers.html
  • Carnegie Mellons Entertainment Technology Cente
  • http//www.etc.cmu.edu/projects/currentprojects.p
    hp
  • Berkeley Multimedia Research Center
  • http//bmrc.berkeley.edu/
  • IEEE MultiMedia Magazine
  • http//www.computer.org/portal/site/multimedia/
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