Overview of digital
media research in
International
Communications
Paul Martin, Spring 2014
1
Interdisciplinary Computing
and Digital Media Lab
• Collaboration between
• International Communications (Faculty of Arts and Education)
• Computer Science (Ruibin Bai, Faculty of Science and
Engineering)
• Information Services
• September 2014?
• Teaching and research in digital media
• Mobile media
• Film
• Digital games
• E-learning 2
Research in digital media
• Philip Ramsey
• Assistant Professor, Digital and Creative Media
• Ramsey, P. (2013). The search for a civic commons online:
an assessment of existing BBC Online policy. Media,
Culture & Society. 35(7), 864–879.
3
Research in digital media
• Barry Ip
• Associate Professor in Digital Media and Communications
• Longitudinal game analysis: An evaluation is made of computer and video
game review scores spanning a total of 13 years of the industry’s recent
development. The influential nature of critic’s opinions are assessed for
the years 2000 to 2012 to reflect shifting trends in game quality over
several generations of games consoles, ranging from comparatively older
systems such as Nintendo’s Gameboy Advance and PlayStation2 up to and
including new and departing platforms such as 3DS and PlayStation3.
• Uncanny valley in the game medium: This work aimed to ascertain
whereupon Mahashiro Mori’s (1970) uncanny valley graph the realistic,
human-looking videogame character resides. The research attempts to
establish the authenticity of current claims which presume the placement
of such characters to be either upon the left-hand peak of the uncanny
graph or within the uncanny valley itself.
• YouTube video characteristics: This work employs a customised web spider
to obtain video data for the evaluation of YouTube traffic profiles on
aspects such as duration distribution and resolution pattern. 4
Research in digital media
• Bjarke Liboriussen
• Assistant Professor in Digital and Creative Media
• Interview-based research on the use of technology in the Chinese creative
industries with special attention to digitalisation and (subsequent)
generational differences (IN PUBLICATION PHASE)
• Interview-based research on Chinese ‘hobby goldfarming’ - a middle-class,
casual variant of playing online games for financial gain (STARTING UP)
• A comparative study of dolls and avatars (i.e., user representations in the
digital games functioning as a focus for the users’ agency in the virtual
world). Here the focus is on issues such as (gendered) handwork and
craftsmanship (STARTING UP)
• With Andrew White: a critical look at Chinese video game policy with the
long but telling title ‘The Ban on Gaming Consoles in China: Protecting
National Cultural Security and Industrial Policy Within an International
Regulatory Framework’ (ONGOING)
5
Research in digital media
• Paul Martin
• Assistant Professor in Digital Media and Communication
• Interpretation and meaning-making in games
• Gameplay archives
• Let’s Play Videos on YouTube
• E-gaming and spectatorship
• TwitchTV: Twitch Plays Pokemon!
6
Twitch Plays Pokemon
7

Digital Humanities Breakfast -Paul Martin

  • 1.
    Overview of digital mediaresearch in International Communications Paul Martin, Spring 2014 1
  • 2.
    Interdisciplinary Computing and DigitalMedia Lab • Collaboration between • International Communications (Faculty of Arts and Education) • Computer Science (Ruibin Bai, Faculty of Science and Engineering) • Information Services • September 2014? • Teaching and research in digital media • Mobile media • Film • Digital games • E-learning 2
  • 3.
    Research in digitalmedia • Philip Ramsey • Assistant Professor, Digital and Creative Media • Ramsey, P. (2013). The search for a civic commons online: an assessment of existing BBC Online policy. Media, Culture & Society. 35(7), 864–879. 3
  • 4.
    Research in digitalmedia • Barry Ip • Associate Professor in Digital Media and Communications • Longitudinal game analysis: An evaluation is made of computer and video game review scores spanning a total of 13 years of the industry’s recent development. The influential nature of critic’s opinions are assessed for the years 2000 to 2012 to reflect shifting trends in game quality over several generations of games consoles, ranging from comparatively older systems such as Nintendo’s Gameboy Advance and PlayStation2 up to and including new and departing platforms such as 3DS and PlayStation3. • Uncanny valley in the game medium: This work aimed to ascertain whereupon Mahashiro Mori’s (1970) uncanny valley graph the realistic, human-looking videogame character resides. The research attempts to establish the authenticity of current claims which presume the placement of such characters to be either upon the left-hand peak of the uncanny graph or within the uncanny valley itself. • YouTube video characteristics: This work employs a customised web spider to obtain video data for the evaluation of YouTube traffic profiles on aspects such as duration distribution and resolution pattern. 4
  • 5.
    Research in digitalmedia • Bjarke Liboriussen • Assistant Professor in Digital and Creative Media • Interview-based research on the use of technology in the Chinese creative industries with special attention to digitalisation and (subsequent) generational differences (IN PUBLICATION PHASE) • Interview-based research on Chinese ‘hobby goldfarming’ - a middle-class, casual variant of playing online games for financial gain (STARTING UP) • A comparative study of dolls and avatars (i.e., user representations in the digital games functioning as a focus for the users’ agency in the virtual world). Here the focus is on issues such as (gendered) handwork and craftsmanship (STARTING UP) • With Andrew White: a critical look at Chinese video game policy with the long but telling title ‘The Ban on Gaming Consoles in China: Protecting National Cultural Security and Industrial Policy Within an International Regulatory Framework’ (ONGOING) 5
  • 6.
    Research in digitalmedia • Paul Martin • Assistant Professor in Digital Media and Communication • Interpretation and meaning-making in games • Gameplay archives • Let’s Play Videos on YouTube • E-gaming and spectatorship • TwitchTV: Twitch Plays Pokemon! 6
  • 7.