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Digital Content Communities (DCC)

Our research focuses on social computing, i.e., information systems that enable and support social creativity, participatory media and distributed problem solving. However, to develop successful new technologies, and bear responsibility of design decisions, we as developers should understand and anticipate the dynamics of technology-society interaction. This requires multi disciplinary end-to-end research from technological platforms to various viewpoints to their impact on the use environment.

The goal of our research is to enable and encourage people to belong to communities of content creators, to study how these activities promote a social change in their community setting, and to understand what new business opportunities and structures emerge around community-created content and technology.

DCC research group home page [1]

People

Research projects

Advanced Virtual Economy Applications (AVEA) is a research project focusing on new approaches to so-called “virtual property”, artificially scarce digital objects that have rapidly become a viable business model for software products and online services, and especially gained prominence in e.g. massively multiplayer online games. We combine theoretical understanding of virtual economies with new application areas to produce novel software concepts aimed at the global market: mobile virtual economies, casual gaming, social networks, sustainable consumer behavior, and analytical software.
The project implements selected virtual economy applications as software prototypes allowing for realistic evaluation and paving way for possible commercialisation. The work is conducted at Helsinki Institute for Information Technology in collaboration with Waseda University, Tokyo, and industry partners. The project lasts for 2,5 years and the budget is 671 000 €.

The research project is studying how digital games are turning to services and the impact of this development to different stakeholders. The project will produce a description and an analysis of an important transition process in the field of digital game business and culture. It will contribute to the overall strategic understanding of digital game business. The project will focus in analyzing the impact of service model in the following areas: development of game technology, business and revenue models, game design patterns and narration, game play and the role of gamer. The leading Finnish game research institutions, game companies and associations participate in the project.

OtaSizzle is a research project that develops a mobile living lab in the Otaniemi area. OtaSizzle platform provides a flexible programming environment and infrastructure for creating mobile services and for testing them in real-life settings. OtaSizzle is a five-year projected funded by TKK's Mide Programme. It started in January 2008.

Past projects

The Immortalidad project studies future social use of self-created media. Grounding the work on literature and empirical data on domestic photography and memorabilia creation and sharing, we will design future concepts that blur the boundaries between personally, socially, and professionally created media. Also, the concepts take into account the perceptions and characteristics people assign to digital and paper as format for media. Immortalidad is a 1.5 year project done in co-operation with KCL [12] and Futurice [13]. The project started in August 2005 and ends in February 2007.

News

 


Links:
[1] http://pong.hiit.fi/dcc/
[2] http://www.hiit.fi/node/894
[3] http://www.hse.fi/fuga
[4] http://arki.uiah.fi/p2p-fusion
[5] http://www.kcl.fi
[6] http://www.dynamoid.com
[7] http://www.futurice.com
[8] http://www.tfif.fi
[9] http://www.mypa.fi
[10] http://www.media.hut.fi
[11] http://www.ncrc.fi
[12] http://www.kcl.fi/
[13] http://www.futurice.fi/


Last update: 2 Apr, 2009. Page content by: Webmaster.