%0 Journal Article %T MovieRemix: Having Fun Playing with Videos %A Nicola Dusi %A Maria Federico %A Marco Furini %J International Journal of Computer Games Technology %D 2011 %I Hindawi Publishing Corporation %R 10.1155/2011/857371 %X The process of producing new creative videos by editing, combining, and organizing pre-existing material (e.g., video shots) is a popular phenomenon in the current web scenario. Known as remix or video remix, the produced video may have new and different meanings with respect to the source material. Unfortunately, when managing audiovisual objects, the technological aspect can be a burden for many creative users. Motivated by the large success of the gaming market, we propose a novel game and an architecture to make the remix process a pleasant and stimulating gaming experience. MovieRemix allows people to act like a movie director, but instead of dealing with cast and cameras, the player has to create a remixed video starting from a given screenplay and from video shots retrieved from the provided catalog. MovieRemix is not a simple video editing tool nor is a simple game: it is a challenging environment that stimulates creativity. To temp to play the game, players can access different levels of screenplay (original, outline, derived) and can also challenge other players. Computational and storage issues are kept at the server side, whereas the client device just needs to have the capability of playing streaming videos. 1. Introduction In the past few years the usage of video material has largely grown in popularity, fueled by an increasing number of websites designed to share video material. Watching, uploading, downloading, and sharing videos are nowadays common activities in the web scenario. The well-known YouTube, the third most visited website according to Alexa statistics [1], is coupled with several other video sharing sites like Vimeo, MetaTube, and Yahoo! Video, not to mention the high usage of videos in several social network sites like Facebook, MySpace, and Flickr. With no doubt, video applications generate the main source of traffic for the Internet backbone network: it accounts for 90% of the worldwide Internet data traffic [2], and several research studies predict that the popularity of all forms of video material (video on demand, Mobile, Internet, P2P, 3D, and HD) will continue to increase. The gaming market experiences a similar success. Despite the current economic environment, the video game market continues to report promising results and is expected to have a significant growth in the next few years. Mainly due to the introduction of new devices (e.g., XBox¡¯s Kinect, Nintendo 3DS) and to the turnover of software sales, a research analysis of IDATE [3] predicts that, worldwide, the gaming market will increase from 38 billion EUR %U http://www.hindawi.com/journals/ijcgt/2011/857371/