5 research outputs found

    Hybrid Broadcast/Broadband TV Services and Media Synchronization. Demands, Preferences and Expectations of Spanish Consumers

    Full text link
    漏 2018 IEEE. Personal use of this material is permitted. Permiss铆on from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertis铆ng or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.[EN] The combination of broadcast and broadband ( hybrid) technologies for delivering TV related media contents is already a reality. It has been motivated by the large amount and diversity of media contents, together with the ubiquity and multiple connectivity capabilities of modern consumption devices. The use of connected TVs and companion devices (e.g., tablets, smartphones etc.) is gaining momentum. It enables personalized and enriched TV media experiences, by also exploiting social communication opportunities. Likewise, the media consumption paradigm is worldwide evolving from passive and isolated consumer experiences toward interactive and group shared experiences between remote consumers. Nevertheless, despite the specification of standards, such as hybrid broadcast broadband TV, and the efforts from operators and content providers in the last years, the adoption of hybrid TV media services in Europe is still not as high as expected. This paper presents the concept and some examples of hybrid TV media services, emphasizing the importance of including a combination of media synchronization solutions, known as hybrid sync, to guarantee a satisfactory level of quality of experience. Additionally, it includes the summary and discussion of the results of a research study focused on more than 1000 Spanish users' habits, preferences, and expectations regarding four representative hybrid TV media services. Many valuable insights and conclusions have been derived. For instance, the current low market adoption of hybrid TV media services, despite their advantages and the high interest of consumers, and that key technological challenges still need to be overcome. The obtained results and impressions foresee the impact (or potential) of such services in the upcoming TV related media consumption landscape. Therefore, devising proper standard-compliant technological solutions (paying special attention to hybrid sync) and equipment should be continued producing appropriate contents, deploying proper hybrid TV media services and applications. As well, it should be convenient to undertake marketing and commercial efforts to boost their deployment. The contributions of this paper can be very valuable to the interested agents to be aware of the remaining challenges, envisage the opportunities, and drive their efforts to maximize the market adoption of such services.This work was supported in part by the Fondo Europeo de Desarrollo Regional, in part by the Spanish Ministry of Economy and Competitiveness under Its R&D&I Support Program under Project TEC2013-45492-R.Boronat, F.; Montagud, M.; Marfil-Reguero, D.; Luz贸n, C. (2018). Hybrid Broadcast/Broadband TV Services and Media Synchronization. Demands, Preferences and Expectations of Spanish Consumers. IEEE Transactions on Broadcasting. 64(1):52-69. https://doi.org/10.1109/TBC.2017.2737819S526964

    Coping with the inheritance of COVID-19: the role of new interactive technologies to enhance user experience in different contexts of use

    Get PDF
    The COVID-19 pandemic has upset the habits of people and various sectors of society, including training, entertainment, and retail. These sectors have been forced to adapt to abnormal situations such as social distancing, remote work, and online entertainment. The pandemic has significantly transformed the training field, leading to the closure of many in-person instruction centers and a shift toward online education courses, which can be less effective. In addition, the entertainment industry has been heavily transformed by social distancing, resulting in the cancellation of many live events and the closure of several cinemas. This has increased demand for online entertainment options, such as streaming services and virtual events. Finally, the restrictions imposed by the COVID-19 pandemic substantially impacted physical stores and fairs, suspending exhibitions for more than two years. This has further driven consumers to rely on e-commerce to fulfill their purchasing and companies to increasingly take advantage of new technologies such as augmented reality. In this suddenly disrupted scenario, new technologies have the potential to fill the gap generated by the pandemic, functioning as an interactive bridge to connect people. This Ph.D. thesis explored the potential of interactive technologies in mitigating the challenges posed by the COVID-19 pandemic in various contexts of use in the above-mentioned areas. Specifically, three lines of research were investigated by conducting different studies using a mixed approach in the Human-Computer Interaction field. The first research line focused on the study of immersive virtual reality training, with a particular interest in flood emergencies, a growing phenomenon. The goal was to implement engaging and efficient training for citizens that live near rivers through a human-centric design approach. The second line of research explored innovative ways to improve social interaction and collaboration in the entertainment sector, highlighting guidelines for the design of shared streaming experiences. In particular, three different communication modalities were studied during group viewing of an interactive film on a streaming platform. Finally, the third research line focused on the retail sector. On the one hand, the focus consisted of understanding which aspects of the 3D web and AR technology are helpful for supporting small businesses and trade fairs. On the other hand, the focus was to investigate how to support consumers during an AR shopping experience when interacting with 3D virtual products of different sizes. Overall, this project provides suggestions and guidelines for designing systems that can both increasingly connect people at a distance and offer new hybrid worlds. In addition, this project expands state-of-the-art related to interactive technologies and offers generalizable results outside the crisis created by COVID-19. These technologies, now increasingly integrated into everyday life, can be a tool for empowerment and resilience, improving people's lives.The COVID-19 pandemic has upset the habits of people and various sectors of society, including training, entertainment, and retail. These sectors have been forced to adapt to abnormal situations such as social distancing, remote work, and online entertainment. The pandemic has significantly transformed the training field, leading to the closure of many in-person instruction centers and a shift toward online education courses, which can be less effective. In addition, the entertainment industry has been heavily transformed by social distancing, resulting in the cancellation of many live events and the closure of several cinemas. This has increased demand for online entertainment options, such as streaming services and virtual events. Finally, the restrictions imposed by the COVID-19 pandemic substantially impacted physical stores and fairs, suspending exhibitions for more than two years. This has further driven consumers to rely on e-commerce to fulfill their purchasing and companies to increasingly take advantage of new technologies such as augmented reality. In this suddenly disrupted scenario, new technologies have the potential to fill the gap generated by the pandemic, functioning as an interactive bridge to connect people. This Ph.D. thesis explored the potential of interactive technologies in mitigating the challenges posed by the COVID-19 pandemic in various contexts of use in the above-mentioned areas. Specifically, three lines of research were investigated by conducting different studies using a mixed approach in the Human-Computer Interaction field. The first research line focused on the study of immersive virtual reality training, with a particular interest in flood emergencies, a growing phenomenon. The goal was to implement engaging and efficient training for citizens that live near rivers through a human-centric design approach. The second line of research explored innovative ways to improve social interaction and collaboration in the entertainment sector, highlighting guidelines for the design of shared streaming experiences. In particular, three different communication modalities were studied during group viewing of an interactive film on a streaming platform. Finally, the third research line focused on the retail sector. On the one hand, the focus consisted of understanding which aspects of the 3D web and AR technology are helpful for supporting small businesses and trade fairs. On the other hand, the focus was to investigate how to support consumers during an AR shopping experience when interacting with 3D virtual products of different sizes. Overall, this project provides suggestions and guidelines for designing systems that can both increasingly connect people at a distance and offer new hybrid worlds. In addition, this project expands state-of-the-art related to interactive technologies and offers generalizable results outside the crisis created by COVID-19. These technologies, now increasingly integrated into everyday life, can be a tool for empowerment and resilience, improving people's lives

    Especificaci贸n, implementaci贸n y evaluaci贸n de soluciones de sincronizaci贸n multimedia h铆brida (broadcast/broadband) e inter-destinatario para posibilitar nuevas experiencias televisivas enriquecidas, personalizadas, inmersivas y compartidas.

    Full text link
    [ES] Actualmente, existe una gran variedad de tecnolog铆as de distribuci贸n de contenidos multimedia, de dispositivos de consumo, as铆 como de tipos de contenidos. En cuanto a tecnolog铆as de distribuci贸n, dichos contenidos se pueden enviar bien a trav茅s de redes broadcast, como las redes DVB, o bien a trav茅s de redes broadband, como las redes IP (por ejemplo, a trav茅s de Internet). La coordinaci贸n y convergencia entre los dos tipos de tecnolog铆as para distribuir contenidos relacionados ofrece un gran potencial a los proveedores de contenidos, as铆 como grandes beneficios a los consumidores (una prueba de ello es el est谩ndar Hybrid Broadcast Broadband TV o HbbTV). Sin embargo, la recepci贸n de contenidos relacionados procedentes de diferentes redes h铆bridas (broadcast/broadband) conlleva una variabilidad de retardos significativa, por lo que se deben superar una serie de retos importantes, como, por ejemplo, la necesidad de mecanismos que garanticen un consumo sincronizado de dichos contenidos, bien en un mismo dispositivo o bien en distintos dispositivos (locales o remotos). Se han especificado, implementado y evaluado soluciones de sincronizaci贸n de los procesos de reproducci贸n de contenidos h铆bridos (prevenientes de redes broadcast y/o broadband) tanto en entornos multidispositivo, entre dispositivos locales (Inter-Device Synchronization o IDES), como en entornos multiusuario, entre destinatarios distribuidos en red (Inter-Destination Media Synchronization o IDMS), incluyendo la sincronizaci贸n de efectos multisensoriales. Se ha dise帽ado e implementado una plataforma extremo-a-extremo para la generaci贸n, distribuci贸n (adaptativa) y consumo de contenidos h铆bridos relacionados, tanto en un mismo dispositivo como en m煤ltiples dispositivos locales (por ejemplo, escenario multipantalla) o remotos (por ejemplo, TV Social). Se han generado y preparado contenidos multimedia tradicionales (2D) y omnidireccionales (360), enriquecidos con efectos multisensoriales que mejoran el grado de realismo y la inmersividad de los usuarios. La plataforma es compatible con el est谩ndar HbbTV y, adem谩s, incluye soluciones eficientes para aspectos clave que no est谩n especificados en dicho est谩ndar, pero que son necesarios para la implementaci贸n satisfactoria de servicios de TV h铆bridos y multidispositivo en la misma, como, por ejemplo: la necesidad de un buffer para el contenido broadcast (existente y opcional hasta la especificaci贸n HbbTV 2.0.2); mecanismos de se帽alizaci贸n, asociaci贸n y descripci贸n de contenido disponible y relacionado con el contenido principal; mecanismos de coordinaci贸n e interacci贸n entre los dispositivos de consumo; o soluciones de sincronizaci贸n para alinear en el tiempo el consumo de contenidos de forma satisfactoria. Los resultados obtenidos en la evaluaci贸n realizada muestran que el nivel de sincronizaci贸n adquirido entre los procesos de reproducci贸n de los diversos tipos de contenido disponibles a trav茅s de distintas tecnolog铆as de transmisi贸n alcanza unos valores suficientes para proporcionar al usuario un consumo con un nivel de asincron铆as imperceptible. Dicha precisi贸n alcanzada ha resultado en una QoE para el consumidor muy satisfactoria, ofreci茅ndole al mismo un completo ecosistema de consumo de contenidos que incluye tanto contenido multimedia tradicional, como contenido omnidireccional y mulsemedia.[CA] Actualment, hi ha una gran varietat de tecnologies de distribuci贸 de contingut multim猫dia, dispositius de consum, aix铆 com tipus de contingut. Pel que fa a les tecnologies de distribuci贸, aquest contingut es pot lliurar a trav茅s de xarxes de difusi贸, com ara xarxes DVB, o a trav茅s de xarxes de banda ampla, com les xarxes IP (per exemple, a trav茅s d'Internet). La coordinaci贸 i converg猫ncia entre els dos tipus de tecnologies per distribuir continguts relacionats ofereix un gran potencial als prove茂dors de continguts, aix铆 com grans beneficis per als consumidors (una prova d'aix貌 茅s l'est脿ndard Hybrid Broadcast Broadband TV o HbbTV). Tanmateix, la recepci贸 de continguts relacionats des de diferents xarxes h铆brides (emissi贸/banda ampla) comporta una important variabilitat de retard, per la qual cosa s'han de superar una s猫rie de reptes importants, com la necessitat de mecanismes que garanteixin el consum sincronitzat d'aquests continguts, ja siga en el mateix dispositiu. o en diferents dispositius (locals o remots). S'han especificat, implementat i evaluat solucions de sincronitzaci贸 per a processos de reproducci贸 de continguts h铆brids (xarxes de broadcast i/o de banda ampla) tant en entorns multidispositiu, entre dispositius locals (Inter-Device Synchronization o IDES), com en entorns IDMS (Inter-Destination Media Synchronization o IDMS), incloent la sincronitzaci贸 d'efectes multisensorials. S'ha dissenyat i implementat una plataforma d'extrem a extrem per a la generaci贸, distribuci贸 (adaptativa) i consum de contingut h铆brid relacionat, tant en un sol dispositiu com en m煤ltiples locals (p. ex., escenari multipantalla) o remots (p. ex., Social TV). dispositius. S'han generat i preparat contingut multim猫dia tradicional (2D) i omnidireccional (360), enriquit amb efectes multisensorials que milloren el grau de realisme i immersivitat dels usuaris. La plataforma 茅s compatible amb l'est脿ndard HbbTV i, a m茅s, inclou solucions eficients per a aspectes clau que no s'especifiquen en aquest est脿ndard, per貌 que s贸n necessaris per a la implantaci贸 amb 猫xit de serveis de televisi贸 h铆brids i multidispositiu en el mateix, com ara: la necessitat per a un buffer per a continguts de difusi贸 (existent i opcional fins a HbbTV 2. 0.2); mecanismes de senyalitzaci贸, associaci贸 i descripci贸 dels continguts disponibles i relacionats amb el contingut principal; mecanismes de coordinaci贸 i interacci贸 entre dispositius de consum; o solucions de sincronitzaci贸 per alinear en el temps el consum de continguts de manera satisfact貌ria. Els resultats obtinguts en l'avaluaci贸 realitzada mostren que el nivell de sincronitzaci贸 adquirit entre els processos de reproducci贸 dels diferents tipus de continguts disponibles a trav茅s de diferents tecnologies de transmissi贸 assoleix valors suficients per proporcionar a l'usuari un consum amb un nivell d'asincronies imperceptibles. La precisi贸 aconseguida ha donat com a resultat una QoE molt satisfact貌ria per al consumidor, oferint-li un ecosistema complet de consum de continguts que inclou tant contingut multim猫dia tradicional com contingut omnidireccional i mulsemedia.[EN] Currently, there is a wide variety of multimedia content distribution technologies, consumer devices, as well as types of content. In terms of distribution technologies, such content can be delivered either over broadcast networks, such as DVB networks, or over broadband networks, such as IP networks (e.g. over the Internet). The coordination and convergence between the two types of technologies to distribute related content offers great potential to content providers, as well as great benefits to consumers (a proof of this is the Hybrid Broadcast Broadband TV or HbbTV standard). However, the reception of related content from different hybrid networks (broadcast/broadband) entails significant delay variability, so a number of important challenges must be overcome, such as the need for mechanisms to ensure synchronized consumption of such content, either on the same device or on different devices (local or remote). We have specified, implemented and evaluated synchronization solutions for hybrid content playback processes (broadcast and/or broadband networks) both in multi-device environments, between local devices (Inter-Device Synchronization or IDES), and in multi-user environments, between distributed network recipients (Inter-Destination Media Synchronization or IDMS), including the synchronization of multi-sensory effects. An end-to-end platform has been designed and implemented for the generation, distribution (adaptive) and consumption of related hybrid content, both on a single device and on multiple local (e.g., multiscreen scenario) or remote (e.g., Social TV) devices. Traditional (2D) and omnidirectional (360) multimedia content has been generated and prepared, enriched with multisensory effects that enhance the degree of realism and immersiveness for users. The platform is compatible with the HbbTV standard and, in addition, includes efficient solutions for key aspects that are not specified in that standard, but are necessary for the successful implementation of hybrid and multi-device TV services on it, such as: the need for a buffer for broadcast content (existing and optional up to the HbbTV 2. 0.2); mechanisms for signaling, association and description of content available and related to the main content; coordination and interaction mechanisms between consumption devices; or synchronization solutions to align in time the consumption of content in a satisfactory way. The results obtained in the evaluation carried out show that the level of synchronization acquired between the reproduction processes of the different types of content available through different transmission technologies reaches sufficient values to provide the user with a consumption with an imperceptible level of asynchronies. The accuracy achieved has resulted in a very satisfactory QoE for the consumer, offering him a complete content consumption ecosystem that includes traditional multimedia content as well as omnidirectional and mulsemedia content.Marfil Reguero, D. (2022). Especificaci贸n, implementaci贸n y evaluaci贸n de soluciones de sincronizaci贸n multimedia h铆brida (broadcast/broadband) e inter-destinatario para posibilitar nuevas experiencias televisivas enriquecidas, personalizadas, inmersivas y compartidas [Tesis doctoral]. Universitat Polit猫cnica de Val猫ncia. https://doi.org/10.4995/Thesis/10251/18574

    User-generated advertising: the effects of consumer-created brand videos and self-construal on brand attitudes

    Get PDF
    The impact of consumer-generated brand-communications on attitudes and behaviour have been studied by academic and marking practitioners; technology and social media allow consumers to conduct traditional marketing functions, especially user-generated-advertising (UGA). From the receiver鈥檚 perspective, psycho-social characteristics like self-construal are also considered to affect attitudinal-behavioural responses to advertising. However there is little research examining the impact of UGA and self-construal on attitudes and behaviour; this thesis fills this gap contributing to the literature by evaluating these constructs and expand existing knowledge UGA. Literature in consumer psychology, advertising and social media was reviewed to frame UGA in the context of existing communication knowledge. The study included three stages. First, a content analysis of 230 UGA was conducted to determine their characteristics. Second, 25 videos were submitted to a panel of judges to validate their valence as positive, negative or neutral before specific UGA were selected as stimuli. Finally, an Internet questionnaire was sent to the Business School students, and 208 usable questionnaires were obtained. A mixed within-between-subjects ANOVA was used to test the results; the findings suggest that UGA especially negative has more attitudinal-behavioural impact compared to firm-generated-advertising, and that interdependent self-construal affect UGA. This study鈥檚 theoretical and practical implications may serve academics and practitioners in understanding UGA, its attitudinal-behavioural effects, and potential impact on brand equity; sustaining the managerial necessity to develop strategies to monitor and respond to UGA
    corecore