25 research outputs found

    Deliverable D7.5 LinkedTV Dissemination and Standardisation Report v2

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    This deliverable presents the LinkedTV dissemination and standardisation report for the project period of months 19 to 30 (April 2013 to March 2014)

    Deliverable D9.3 Final Project Report

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    This document comprises the final report of LinkedTV. It includes a publishable summary, a plan for use and dissemination of foreground and a report covering the wider societal implications of the project in the form of a questionnaire

    Freehand Gestural Text Entry for Interactive TV

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    Inviting the Audience – Interactive, Participatory, and Social Television in Finland

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    The television and the ways it has invited the audience to take part have been changing during the last decade. Today’s interaction, or rather participation, comes from multiplatform formats, such as TV spectacles that combine TV and web platforms in order to create a wider TV experience. Multiplatform phenomena have spread television consumption and traditional coffee table discussions to several different devices and environments. Television has become a part of the bigger puzzle of interconnected devices that operates on several platforms instead of just one. This thesis examines the Finnish television (2004–2014) through the notion of audience participation and introduces the technical, thematic, and social linkages as three different phases, interactive, participatory, social, and their most characteristic features in terms of audience participation. The aim of the study is also to focus on the idea of a possible change by addressing the possible and subtler variations that have taken place through the concept of digital television. Firstly, Finnish television history has gone through numerous trials, exploring the interactive potential of television formats. Finnish SMS-based iTV had its golden era around 2005, when nearly 50% of the television formats were to some extent interactive. Nowadays, interactive television formats have vanished due to their negative reputation and this important part of recent history is mainly been neglected in the academic scope. The dissertation focuses also on the present situation and the ways television content invites the audience to take part. “TV meets the Internet” is a global expression that characterises digital TV, and the use of the Web combined with television content is also examined. Also the linkages between television and social media are identified. Since television can nowadays be described multifaceted, the research approaches are also versatile. The research is based on qualitative content analysis, media observation, and Internet inquiry. The research material also varies. It consists of primary data: taped iTV formats, website material, and social media traces both from Twitter and Facebook and secondary data: discussion forums, observations from the media and Internet inquiry data. To sum up the results, the iTV phase represented, through its content, a new possibility for audiences to take part in a TV show (through gameful and textual features) in real-time. In participatory phase, the most characteristic features from TV-related content view, is the fact that online platform(s) were used to immerse the audience with additional material and, due to this, to extend the TV watching enjoyment beyond the actual broadcast. During the Social (media) phase, both of these features, real-timeness, and extended enjoyment through additional material, are combined and Facebook & Twitter, for example, are used to immerse people in live events (in real-time) via broadcast-related tweets and extra-material offered on a Facebook page. This thesis fills in the gap in Finnish television research by examining the rapid changes taken place on the field within the last ten years. The main results is that the development of Finnish digital television has been much more diverse and subtle than has been anticipated by following only the news, media, and contemporary discourses on the subject of television. The results will benefit both practitioners and academics by identifying the recent history of Finnish television.Yleisö mukaan – interaktiivinen, osallistava ja sosiaalinen televisio Suomessa 2004–2014 Television sanotaan läpikäyneen useita muutoksia 2000-luvulle tultaessa, erityisesti digitaalisuuden näkökulmasta.Tutkimus esittelee, miten televisio on aktivoinut ja kutsunut ihmisiä ottamaan osaa TV-tarjontaan – niin teknologian, temaattisen sisällön kuin sosiaalisuudenkin kautta. Suomalaisen TV:n lähihistoriaan kuuluu olennaisena osana interaktiivisen TV-viihteen aikakausi. iTV-viihteellä oli kulta-aikansa v. 2005, jolloin peruskanavien tarjonnasta lähes 50% oli jollakin tasolla interaktiivista. Se piti sisällään SMS-pohjaiset TV-chatit, TV-mobiilipelit sekä interaktiiviset soittovisat. Nykyään lähes kaikki ITV-viihteen muodot ovat hävinneet ruudusta. Kattavaa akateemista tutkimusta ei TV:n viimeisten 10 vuoden ajalta kuitenkaan ole - väitöstyö vastaa tähän tarpeeseen. Tutkimus keskittyy kuitenkin myös TV:n nykytilaan. Nykypäivän interaktio/vuorovaikutus tai pikemminkin osallistuminen näyttäytyy erilaisten multiplatform-formaattien (elävät eri alustoilla samanaikaisesti) myötä. TV-spektaakkelit kutsuvat yleisön ottamaan osaa TV-sisältöön, esim. äänestämällä Idolsissa ja Euroviisuissa tai osallistumalla sisältöihin Internetissä/sosiaalisessa mediassa maksutta. Tutkimusaineisto on monipuolista ja se koostuu muun muassa iTV-formaattien nauhoituksista, Internetsivumateriaalista sekä sosiaalisen median, Facebook ja Twitter, taltioinneista. Lisämateriaalina käytetään keskustelupalstamateriaalia, Internetkysely-dataa ja mediassa esillä olleita artikkeleita. Tutkimusote on laadullinen ja työssä on pääosin toteutettu sisällön analyysia sekä havainnoivaa tutkimusta. Työn päätuloksena esitetään, että suomalaisen digitaalisen television aikakausi on huomattavasti monisyisempi ja monipuolisempi kun on aiemmin ajateltu. Tutkimuksessa käsitelty 10 vuoden ajanjakso voidaan jakaa kolmeen: 1) interaktiivisuuden, 2) osallistavuuden ja 3) sosiaalisen median vaiheisiin. On selvää, että aikakaudet limittyvät keskenään, mutta kukin vaihe pitää kuitenkin sisällään piirteitä, jotka ovat erityisiä juuri sille aikakaudelle. Interaktiivisuuden aikakautta määrittävät tekstiviestipohjainen iTV-viihde eli chatit, mobiilipeleineen ja hyperventiloivine juontajineen. Osallistavuuden aikakaudella Internet alkoi toimia yhä enemmän TV-lähetysten vastinparina tarjoamalla extra-materiaalia ja lisäinformaatiota. Sosiaalisen median myötä mm. Internetin ohjelmakohtaisten keskustelupalstojen luoma sosiaalisuus on siirtynyt live-lähetysten ympärille Twitter-tweettien myötä. Ajankohtaisen materiaalin jako taas on siirtynyt Facebookin piiriin jättäen ohjelmakohtaiset nettisivut lähinnä online-arkistoiksi. Väitöskirja suhtautuu kuitenkin televisioon projisoituihin diskursseihin sekä muutoksen käsitteeseen kriittisesti. Nykypäivän television on usein katsottu, osittain utopistisestikin, kehittyvän yhä vuorovaikutteisempaan ja sosiaalistavampaan suuntaan. Interaktiivisen TV:n kokeiluja on kuitenkin nähty jo television alkuajoista asti ja sosiaalisen median mukaan tulo ei automaattisesti tee TV:n kuluttamisesta sosiaalisempaa. Suomalaisen TV:n lähihistoria ja digitaalisen television aikakausi sisältää huomattavasti monisyisempiä kehitysvaiheita, mitä diskurssien pohjalta esittäytyy. Tämä väitöstyö tarjoaa tärkeän, aiemmin puuttuneen, palasen suomalaisen TV-tutkimuksen nykykentälle ja saatuja tuloksia voidaan hyödyntää niin akateemisessa kuin käytännön konteksteissakin.Siirretty Doriast

    Enhancing fan experience during live sports broadcasts through second screen applications

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    When sports fans attend live sports events, they usually engage in social experiences with friends, family members and other fans at the venue sharing the same affiliation. However, fans watching the same event through a live television broadcast end up not feeling so emotionally connected with the athletes and other fans as they would if they were watching it live, together with thousands of other fans. With this in mind, we seek to create mobile applications that deliver engaging social experiences involving remote fans watching live broadcasted sports events. Taking into account the growing use of mobile devices when watching TV broadcasts, these mobile applications explore the second screen concept, which allows users to interact with content that complements the TV broadcast. Within this context, we present a set of second screen application prototypes developed to test our concepts, the corresponding user studies and results, as well as suggestions on how to apply the prototypes’ concepts not only in different sports, but also during TV shows and electronic sports. Finally, we also present the challenges we faced and the guidelines we followed during the development and evaluation phases, which may give a considerable contribution to the development of future second screen applications for live broadcasted events

    Designing personalized video-based crossmedia informal learning environments beyond iTV

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    Tese de doutoramento, Informática (Engenharia Informática), Universidade de Lisboa, Faculdade de Ciências, 2014Video is a very rich medium, in cognitive and affective terms, to convey information and support learning and entertainment like no other medium, and TV is a privileged way to watch it. However, by being traditionally watched in a more experiential and passive cognitive mode, TV and video are limited in their capacity to fully support learning so important in the lifelong learning era where learning is taking place in a wide variety of contexts and locations that calls for flexible environments. TV and video are limited in their capacity to fully support learning but may induce viewers to engage in more reflective modes, that can be supported to some extent by their adequate design, in interactive contexts and augmented by other media and devices, in diverse situations. The inclusion of iTV that has been gaining increasing attention from researchers, and practitioners, in the last few years, as part of rich and flexible crossmedia environments brings new opportunities in this respect. This situation justifies our research main goal to efficiently and flexibly support users learning informal opportunities created in video-based crossmedia environments, taking into account the different cognitive modes, contexts of use and taking advantage of the diverse devices being used in order to have each device contributing with what it does best. In order to illustrate, explore and validate our research, the eiTV application was conceptualized, prototyped and evaluated. It is capable to create videobased crossmedia informal learning environments, created as additional information to the video being watched, initially via iTV. These environments are accessed from iTV, PC and mobile devices (the most commonly used in crossmedia scenarios), depending on the preferred or most adequate device in each context of use.Fundação para a Ciência e a Tecnologia (FCT, SFRH/PROTEC/67727/2010, projeto UTA-Est/MAI/0010/2009

    Understanding and Designing Attention for Dual-Screen Media

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    Recently there has been a transformative shift towards engaging with mobile devices while watching television. Content creators, therefore, wish to create applications to support these behaviours to provide more engaging multi-device TV. Currently, their designs do not reflect the subtle variations in viewer attention, our physiological capabilities, or the additional mental effort such scenarios imply. We investigate this in two primary ways: by further understanding the current issues faced by users when dual-screening, and by designing a series of technological interventions for managing cross-device attention. First, we conduct two studies to better understand the user experience of second screening. Through a large-scale online questionnaire and a series of interviews we document the problems faced by users when second screening and how they compensate and mitigate for missing content when engaging with mobile devices. We then conduct an investigation to explore the effect of dual-screen visual complexity in terms of objective and subjective experience of participants when exposed to content of varying complexity across two screens.For our technological interventions, we first investigate how visual complexity on a mobile device may be varied to account for the perceived complexity of TV material by loading textual material at varying levels of complexity. We explore the tradeoff of user autonomy and content creator control by contrasting the effects of users adjusting the complexity themselves, and automatic adjustment around heuristics. Then, we consider how different audio-visual stimuli may be used to direct a user’s attention between screens at key moments. Finally, we explore how we can support users to reduce the switching costs and cognitive effort associated with engaging with cross-device media mirroring unattended visual information in the experience on an attended screen. Throughout the thesis we show that many of our interventions are a beneficial state of the art and form a series of guidelines for each. The thesis concludes by offering an outline of our contributions and a framework for others to extend our work

    Designing for Effective Freehand Gestural Interaction

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