As palestras são atividades em conjunto com WebMedia 2006 e SBSC 2006.

Liminoid Play in World of Warcraft

Bonnie Nardi, Universidade da California, Irvine, EUA

I will discuss play in World of Warcraft, a popular massively multiplayer online game. World of Warcraft enables self-organizing groups of strangers and friends to collaborate on short-term objectives. Such collaborations may reflect coming changes in globalized work in which we will increasingly work with remote others we know little about. In game play, the glue that keeps groups together is the shared objective of completing a “quest” or mission, as well as the shared culture of the game. Players’ backgrounds are diverse but discourse emphasizes understandings about the game rather than players’ personal lives. Players learn to be at ease with strangers, to get things done with others they don’t know and may never interact with again. The game diminishes some of the impact of things that divide us such as ethnicity, gender, and age, through sharing the game. Using anthropologist Victor Turner’s analysis of “liminoid” play, I will discuss how experiences in games such as World of Warcraft are potential sources of social innovation.

Mini Currículo

Bonnie Nardi is a professor in the Department of Informatics at the University of California, Irvine. She is an anthropologist interested in expressive uses of the Internet such as instant messaging, blogging, and games. She is co-editor of an MIT Press Series, Acting with Technology. Her new book, Acting with Technology: Activity Theory and Interaction Design, co-authored with Victor Kaptelinin, is available from MIT Press.

The Economics of Multimedia

Darko Kirovski, Microsoft Research

Researchers often forget that "Content is King," that the technical world of multimedia is built around popular multimedia content, not the other way around. With an emphasis on economics, Darko will overview a recently proposed economic ecosystem for building an incentive-based off-line market for digital media. In the system, anyone can buy or sell digital media anywhere, anytime. Transactions are executed via a tamper-resistant media player equipped with a short-distance wireless, i.e. iPod + WiPAN. Most importantly, transaction revenues are split so that one part goes to the rightful copyright holder and the remainder to the seller as an incentive. The proposed viral marketing network has an objective to: 1) improve the profits of copyright owners by reduction in operation costs and improved media availability, and 2) satisfy a sophisticated set of usability and economic requirements end-users may have. The new system creates two important research directions: design of a secure, atomic transaction protocol and modeling of the proposed ecosystem to explore the effect of key pricing, delivery, networking, and marketing strategies. In a prelude to the technical part of his talk, Darko will first overview several ongoing projects at Microsoft Research related to multimedia.

Mini Currículo

Darko Kirovski received a Ph.D. in computer science from the University of California, Los Angeles, in 2001. Since April 2000, he has been a researcher at Microsoft Research. His research interests span over several systems research areas: multimedia processing and economics, counterfeit deterrents, security, biometrics, and embedded system design. He has received the 1999 Microsoft Graduate Research Fellowship, the 2000 ACM/IEEE Design Automation Conference Graduate Scholarship, the 2001 ACM Outstanding Ph.D. Dissertation Award in Electronic Design Automation, and the Best Paper Award at the ACM Multimedia 2002. He has authored over 80 journal and conference papers and filed over 25 patents.


The brain and the web: Intelligent interactions from the desktop to the world

Alan Dix, Lancaster University

We are living in strange times, the memory capacity and processing power in the web is similar to the human brain (that is the whole web is is similar to a single brain!), and yet despite enormous computational power, interacting with our own personal information and with the vast resources of the web is often far from an easy experience. In this talk I'll describe some systems that attempt to bridge this gulf and also some of the challenges in making computational information fit human life.

Mini Currículo

Alan Dix is professor in Computer Science Department at Lancaster University, UK, and Director of LUBEL (Lancaster University Business Enterprises Ltd). He received a PHD D.Phil. in Computer Science from University of York (Department of Computer Science). He is also co-author of Human-Computer Interaction, third edition, Prentice-Hall, 2003.

Responsável: Jair C Leite    -    Design: Cláudia Tavares    -    Conteúdo: Raquel Prates e Comitê técnico do IHC 2006    -    E-mail: