678 research outputs found
LinkedTV News: designing a second screen companion for web-enriched news broadcasts
LinkedTV (linkedtv.eu) is a European research project that explores how to integrate television content with Web content in meaningful ways through the use of semantic relations for automatically generating links.
This report describes the process of design and evaluation of LinkedTV News, a second screen companion for interacting with hyperlinked television in the domain of newscasts.
Our primary goal was to obtain knowledge about potential users of LinkedTV’s technology regarding their information needs and an indication of the reception that this technology could have among them.
We performed two initial studies: a focus group and a series of interviews with 19 participants. These allowed us to identify our target group, context of use and requirements with which we created the concept of the application.
The design of the application was refined through a series of design iterations and a hi-fi prototype was produced.
After creating the LinkedTV News prototype, we evaluated it with a task-based study performed with 8 participants of the initial studies who matched the target profile closely.
The main characteristics of LinkedTV News are:
• It runs on a tablet PC.
• It targets users between 25 and 45 years of age; highly-educated; who like to be up to date about the international news; watch news broadcasts regularly; and own a tablet computer or share it with someone in their household.
• It proposes the integration of two activities that are related by subject, but currently often take place through different devices and at different times namely, watching TV newscasts and consulting online newspapers and videos.
• It allows synchronous as well as asynchronous interaction with the television (interacting with the application while watching TV as well as bookmarking news and postponing their in depth exploration).
• It offers two interaction modes represented by two main screens: lean back and lean forward.
• The lean back mode presents condensed information related to the objects, places, persons, and events in the news continuously in the form of slides (a paragraph of text illustrated by an image). This mode is automatic and requires no user interaction, although interaction is possible if desired.
• The lean forward mode enables in-depth exploration of each news headline in the categories: different sources; opinions of different authors; in-depth articles; timeline; and from the point of view of geo-localized tweets.
We showed that LinkedTV News succeeds in fulfilling many of the user needs and requirements identified in the preliminary studies.
Overall, there seems to be interest from users in a hypermedia solution for the news that integrates online newspapers and video with television broadcasts.
The hi-fi prototype served as a tool for illustrating and sharing a future vision of hyperlinked broadcast news within and outside the LinkedTV project group.
We recommend testing the application with a different and larger group of users. If the study proves successful, we recommend considering the production of a service represented by LinkedTV News as a commercial application of the LinkedTV technology
Portrayal and Perception: Two Audits of News Media Reporting on African American Men and Boys
The Heinz Endowments' African American Men and Boys Task Force conducted an audit of media reporting on black men and boys in Pittsburgh. Based on content analysis of newspapers and evening newscasts, in addition to a survey and video interviews, the findings highlight a media scene that underrepresents African-Americans males, especially in terms of their positive achievements
The Future of Television: An Analysis on the Impact of the Internet on Both National and Local Television
Television has served as the most influential medium in the 20th century. Its popularity soared as programming developed on broadcast TV in the 1950s. Like television, the Internet was developed slowly in stages, over a number of years. Today, both mediums are widely used. However, more people are starting to read, view and download television news and entertainment content on the Internet. In order tor the major networks and local TV stations to transition in the media broadcasting industry, station websites have become a requirement, so viewers may have the alternative to watch television on the Internet. This transition has resulted in many changes for the network\u27s and local TV station\u27s news, entertainment and advertising practices. In this thesis, the author will research, analyze, identify, compare and discuss the changes networks and local TV stations have undergone due to the influences from the Internet. A short history of television and the Internet will be provided, to include the adoption of interactive television websites on the Internet. The researchers\u27 areas of primary concentration will consist of news and entertainment content and video streaming, along with advertising. The purpose of the research is to explore the current TV and Internet convergence on a national and local level
Student experiences of technology integration in school subjects: A comparison across four middle schools
This research examined student perspectives on their in-school, subject specific, technology use in four U.S. public schools. Considering students’ perspectives may provide a significant reframing of adult-created rhetoric of the utopian power of digital technologies for changing teaching and learning. A survey and focus group interviews were administered to 6th and 7th students (n=1,544) in four public middle schools, with varying demographics, that rely on local funding. These four schools revealed moderate use of many well-established digital technologies, such as word processing, presentation software, and quiz games. Students voiced outright hatred for teacher-directed PowerPoint-supported lectures, the most prominent technology activity students experienced, yet reported enjoying creation activities. The students in the rural school with a Hispanic-majority and high economically disadvantaged population reported much lower technology use. Discussion frame the digital inequities in the four schools and emphasizes the need for awareness and inclusion of students’ digital experiences to form any trajectory toward establishing digital equity and learning in schools
Knight News Challenge: Casting the Net Wide for Innovation
Reviews the evolution of the Knight News Challenge contest for experimental projects in digital delivery of news and information to local communities, profiles winning projects and explores the grants' impact, and considers issues of sustainability
Deliverable D3.5 Requirements Document LinkedTV User Interfaces (Version 2)
This report describes the process of design and evaluation of LinkedTV News, a second screen companion for interacting with hyperlinked television in the domain of newscasts. Our primary goal was to obtain knowledge about potential users of LinkedTV’s technology regarding their information needs and an indication of how they perceive the technology. We performed two initial studies: a focus group and a series of interviews. These allowed us to identify our target group, the context of use, and the requirements with which we created the concept of the application. The design of the application was refined through a series of design iterations and a high fidelity prototype was produced. After creating the LinkedTV News prototype, we evaluated it with a task-based study performed with a selection of participants of the initial studies that closely matched the target profile
When Technology Makes Headlines: The Media's Double Vision About the Digital Age
Analyzes technology-related news items appearing in lead sections of mainstream media for trends in popular topics, companies, and messages about technology's influence and its risks. Compares findings with trends in new media such as blogs and Twitter
Engaging immersive video consumers: Challenges regarding 360-degree gamified video applications
360-degree videos is a new medium that has gained the attention of the research community imposing challenges for creating more interactive and engaging immersive experiences. The purpose of this study is to introduce a set of technical and design challenges for interactive, gamified 360-degree mixed reality applications that immerse and engage users. The development of gamified applications refers to the merely incorporation of game elements in the interaction design process to attract and engage the user through playful interaction with the virtual world. The study presents experiments with the incorporation of series of game elements such as time pressure challenges, badges and user levels, storytelling narrative and immediate visual feedback to the interaction design logic of a mixed reality mobile gaming application that runs in an environment composed of 360-degree video and 3D computer generated objects. In the present study, the architecture and overall process for creating such an application is being presented along with a list of design implications and constraints. The paper concludes with future directions and conclusions on improving the level of immersion and engagement of 360-degree video consumers
Interaction Design and User Needs for TV Broadcasts Enriched with Linked Open Data
Increasingly, people are consuming television content on devices connected to the Internet that allow them to look up related information. In parallel, Europe is publishing growing amounts of Linked Open Data, including rich metadata about its cultural heritage. The goal of the LinkedTV project is to seamlessly interlink TV and Web content to enrich the user’s experience of both. Linked Data and semantic technologies enable broadcasters to achieve added value for their content at low cost through the re-use of existing metadata. We present two user studies related to different user scenarios: Interactive News and Hyperlinked Documentary). These studies reveal the different user requirements and infor
Disciplining news practices in the age of metric power: a networked ethnographic study of everyday newswork in a Spanish media group
This thesis investigates the encounter of journalists with metrics in the quantified newsroom. Drawing on scholarship on news production, the critical political economy of media, the sociology of quantification and the Foucauldian approach to power and resistance, the thesis asks who decides which metrics matter in news production and what is the role of metrics in the newsroom. Drawing on a networked ethnography, the study examines the production and circulation of metrics within the Spanish media group Atresmedia and in particular in the news department of the television station La Sexta. In so doing, the thesis follows the flow of metrics into the newsroom and identifies the nodes that determine the repackaging of metrics. Finally, the thesis interrogates the journalists' consumption, interpretation and use of metrics. Empirically, the thesis is based on a 17-week networked ethnography, including 44 semi-structured interviews with journalists, data analysts and executives. The empirical data are presented in four levels: (1) The data ecosystem, (2) the institutional stage of metrics production, (3) the news team practices in the lights of metrics, and (4) the individual professional consumption of metrics. Drawing on the empirical analysis, the thesis argues that the metrics that arrive at the newsroom are crafted, re-packaged and re-signified to subtly convey disciplinary techniques that permeate the process of news production whilst also engendering resistance, with consequences for news products, news programming, audiences, and journalistic autonomy. Ultimately, the research contributes to understanding of the relationship between journalism and metrics. It also provides insights into the debates about the future of journalism in a challenging economic, social and political climate
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