947 research outputs found

    Goal-based structuring in a recommender systems

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    Recommender systems help people to find information that is interesting to them. However, current recommendation techniques only address the user's short-term and long-term interests, not their immediate interests. This paper describes a method to structure information (with or without using recommendations) taking into account the users' immediate interests: a goal-based structuring method. Goal-based structuring is based on the fact that people experience certain gratifications from using information, which should match with their goals. An experiment using an electronic TV guide shows that structuring information using a goal-based structure makes it easier for users to find interesting information, especially if the goals are used explicitly; this is independent of whether recommendations are used or not. It also shows that goal-based structuring has more influence on how easy it is for users to find interesting information than recommendations

    Balancing the power of multimedia information retrieval and usability in designing interactive TV

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    Steady progress in the field of multimedia information retrieval (MMIR) promises a useful set of tools that could provide new usage scenarios and features to enhance the user experience in today s digital media applications. In the interactive TV domain, the simplicity of interaction is more crucial than in any other digital media domain and ultimately determines the success or otherwise of any new applications. Thus when integrating emerging tools like MMIR into interactive TV, the increase in interface complexity and sophistication resulting from these features can easily reduce its actual usability. In this paper we describe a design strategy we developed as a result of our e®ort in balancing the power of emerging multimedia information retrieval techniques and maintaining the simplicity of the interface in interactive TV. By providing multiple levels of interface sophistication in increasing order as a viewer repeatedly presses the same button on their remote control, we provide a layered interface that can accommodate viewers requiring varying degrees of power and simplicity. A series of screen shots from the system we have actually developed and built illustrates how this is achieved

    Tap or swipe? Effects of interaction gestures for retrieval of match statistics via second screen on watching soccer on TV

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    Accessing match statistics through second screen while watching soccer matches on TV has grown into a popular practice. Although early works have shown how gestures on touch screens performed under distracting environments, little is known regarding how specific gestures (swiping and tapping) to retrieve information on second screen affect the viewing experience of soccer games on TV. For this, a mixed-method user study, which included prototype tests of watching short clips of a soccer match, questionnaires and short interviews, was conducted with 28 participants. The results revealed that the number of people who preferred tapping was more than the number of people who favored swiping under two different second screen activity time scenarios i.e. On-Play or Off-Play. However, neither swiping nor tapping yield better performance of recalling verbatim match stats and exact comparisons in both On-Play and Off-Play. Participant evaluations in On-Play and interviews give us clues regarding such difference.</p

    User interface patterns in recommendation-empowered content intensive multimedia applications

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    Design Patterns (DPs) are acknowledged as powerful conceptual tools to improve design quality and to reduce time and cost of the development process by effect of the reuse of “good” design solutions. In many fields (e.g., software engineering, web engineering, interface design) patterns are widely used by practitioners and are also investigated from a research perspective. Still, they have been seldom explored in the arena of Recommender Systems (RSs). RSs provide suggestions (“recommendations”) for items that are likely to be appropriate for the user profile, and are increasingly adopted in content-intensive multimedia applications to complement traditional forms of search in large information spaces. This paper explores RSs through the lens of User Interface (UI) Design Patterns. We have performed a systematic analysis of 54 recommendation-empowered content-intensive multimedia applications, in order to: (i) discover the occurrences of existing domain independent UI patterns; (ii) identify frequently adopted UI solutions that are not modelled by existing patterns, and define a set of new UI patterns, some of which are specific of the interfaces for recommendation features while others can be useful also in a broader context. The results of our inspection have been discussed with and evaluated by a team of experts, leading to a consolidated set of 14 new patterns that are reported in the paper. Reusing pattern-based design solutions instead of building new solutions from scratch enables novice and expert designers to build good UIs for Recommendation-empowered content intensive multimedia applications more effectively, and ultimately can improve the UX experience in this class of systems. From a broader perspective, our work can stimulate future research bridging Recommender Systems, Web Engineering and Interface Design by means of Design Patterns, and highlights new research directions also discussed in the paper

    ImTV: Towards an Immersive TV experience

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    3rd International Workshop on Future Television: Making Television Integrated and Interactive, Adjunct Proceeding of EuroiTVThe media marketplace has witnessed an increase in the amount and types of viewing devices available to consumers. Moreover, a lot of these are portable, and offer tremendous personalization opportunities. Technology, distribution, reception and content developments all influence new 'television' viewing/using habits. In this paper, we report results and findings of a transnational three year research project on the Future of TV. Our main contributions are organized into three main dimensions: (1) a user survey concerning behaviors associated with media engagement; (2) technologies driving the social and personalized TV of the 21st century, e.g. crowdsourcing and recommendation systems; and (3) technologies enabling interactions and visualizations that are more natural, e.g. gestures and 360º video.info:eu-repo/semantics/publishedVersio

    A user centred approach to the modelling of contextualised experience adaptation in relation to video consumption

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    This research focused on the development of a user centric framework for the interpretation of contextualised TV and video viewing experiences (UX). Methods to address content overload and provide better contextualisation when consuming video have been an area of academic discussion for almost 20 years (Burke, Felfernig, & Goker, 2011). However over the same period technical system design for video has actually moved away from attempts to model the nature of real viewing contexts. With now near ubiquitous access to video from a range of disparate devices the addition of contextualisation within video applications and devices represents an opportunity in terms of improving viewer UX. Three user studies were carried out to inform development of the framework and employed mixed method approaches. The first focused on understanding where video is watched and the contextual factors that defined those places as viewing situations. This study derived eight Archetype viewing situations and associated contextual cues. The second study measured viewing UX in context. Significant differences in subjective ratings for measured UX were found when viewing was compared within subjects across Viewing Archetype situations. A third study characterised viewing UX, identifying behavioural, environmental and technological factors which through observed frequency and duration were identified as indicative enablers and detractors in the creation of viewing UX. Concepts generated within the studies that related to viewing context identification and viewing UX classification through experiential factors were integrated into the framework. The framework provides a way through which to identify, describe and improve viewing UX across contexts. Additionally the framework was referenced to develop an exemplar system model for contextual adaptation in order to show its relevance to the generation of technical system design. Finally information for designers was created in the form of scenarios and suggestions for use in order to bring the framework to life as a resource for development teams
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