JOURNAL OF MULTIMEDIA (JMM)
ISSN : 1796-2048
Volume : 4    Issue : 2    Date : April 2009

Special Issue: Advances in Interactive Digital Entertainment Technologies
Guest Editors: Frederick Li, Ioannis Ivrissimtzis, Rynson W.H. Lau, Benjamin Wah

Guest Editors’ Introduction: Advances in Interactive Digital Entertainment Technologies
Frederick Li, Ioannis Ivrissimtzis, Rynson W.H. Lau, and Benjamin Wah
Page(s): 47-48
Full Text:
PDF (271 KB)


Abstract
With the significant development of digital technologies in recent years, we are seeing an increasing number of applications
of these technologies, in particular in the entertainment domain. They may include computer games, e-learning, high-
definition and interactive TVs, and virtual environments. The development of these applications typically involves the
integration of existing technologies as well as the development of new technologies.

The first International Workshop on Digital Entertainment Technologies 2008 (IDET’08) was held at Lanzhou University,
China, in July 2008, in conjunction with the first IEEE International Conference on Ubi-media Computing (U-Media’08). This
workshop was an initial effort to review various technological issues and challenges in digital entertainments. A special
emphasis was on issues that are relevant to or supporting the dynamic interactions between users and applications. This
special issue collects the extended version of some of the best papers presented in IDET’08 and relevant keynote papers
presented in U-Media’08.

This special issue includes six papers covering some of the recent technological advances in digital entertainments. These
papers can be roughly divided into three groups. The first group of two papers addresses networking issues of digital
entertainments. The article by Wah and Sat (of University of Illinois, Urbana-Champaign, U.S.A.) describes the authors’ work
on real-time VoIP (voice over-IP) systems that can achieve high perceptual conversational quality. It focuses on the
fundamental understanding of conversational quality and its trade-offs among the design of speech codecs and strategies
for network control, playout scheduling, and loss concealments. The article by Ye, Li, and Chen (of City University of Hong
Kong, Hong Kong) presents an adaptive algorithm called “SPF-A*” for searching multimedia files in heterogeneous mobile
P2P network environments in order for these multimedia resources to be transmitted more effectively.

The second group of two papers addresses content analysis issues of digital entertainments. The article by Xu, Cheng,
Zhang, Zhang, and Lu (of Chinese Academy of Sciences, China) presents a generic multi-layer and multi-modal framework
for sports video analysis. It first introduces mid-level audio/visual features that are able to bridge the semantic gap between
low-level features and high-level understanding and then discusses emerging applications on editorial content creation and
content enhancement/adaptation in sports video analysis, including event detection, sports MTV generation, automatic
broadcast video generation, tactic analysis, player action recognition, virtual content insertion, and mobile sports video
adaptation. The article by Don and Ivrissimtzis (of University of Durham, United Kingdom) describes the use of multiple pens
to resolve ambiguity and improve usability in a sketch recognition environment. User experiments in representing drawing
modes using separate colored pens demonstrate greater user understanding and less recognition errors than in a system
using textual descriptions with a single pen.

The last group of two papers addresses issues that are related to computer gaming in digital entertainments. The article by
Cao, Glukhova, Klamma, and Renzel (of RWTH Aachen University, Germany) presents a community success model (CSM)
based on the DeLone & McLean IS Success Model to measure community satisfaction. CSM combines quantitative data
collected through automatic monitoring of service usage with qualitative data extracted from automatically generated
questionnaires, and CSM is applied to measure the results of a regular lab course as a proof of concept. The article by Li,
Zhao, Lam, and Lau (of University of Durham, United Kingdom, and City University of Hong Kong, Hong Kong) presents an
interactive method for simulating flexible connectors by combining dynamic constraints and impulse-based simulation. This
method can be used to support interactive gaming or animation.

We would like to thank a lot of people who worked behind the scene to make this special issue possible. First, we would like
to thank George Sun, the Chief Executive Editor of the Journal of Multimedia, for his kind support of this special issue.
Second, we would like to thank all the reviewers, including the workshop program committee members and those who
helped select the papers for this special issue, for their professional reviews. Finally, we would like to thank all the authors
who contributed their work to IDET 2008 and to this special issue.


Index Terms
Special Issue, Interactive Digital Entertainment