48,065 research outputs found

    Will mobile video become the killer application for 3G? - an empirical model for media convergence

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    Mobile carriers have continually rolled out 3G mobile video applications to increase their revenue and profits. The presumption is that video is superior to the already successful SMS, ringtones, and pictures, and can create greater value to users. However, recent market surveys revealed contradicting results. Motivated by this discrepancy, we propose in this paper a parsimonious model for user acceptance of mobile entertainment as digital convergence. Integrating research on Information Systems, Flow, and Media Psychology, we take a unique approach to user acceptance of digital convergence - platform migration. Our key proposition is that the interaction between media types and the platform-specific constraints is the key determinant of user evaluation. Particularly, users' involvement in the media is determined by both the entertaining time span on the original platform and the attentional constraint of the new platform. The mismatch between the two spans can result in lower level involvement, which in turn cause no or even negative user emotional responses. The model was tested with empirical data. We discuss the theoretical contributions, strategic and design implications, and future research directions derived from this theoretical framewor

    The information retrieval challenge of human digital memories

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    Today people are storing increasing amounts of personal information in digital format. While storage of such information is becoming straight forward, retrieval from the vast personal archives that this is creating poses significant challenges. Existing retrieval techniques are good at retrieving from non-personal spaces, such as the World Wide Web. However they are not sufficient for retrieval of items from these new unstructured spaces which contain items that are personal to the individual, and of which the user has personal memories and with which has had previous interaction. We believe that there are new and exciting possibilities for retrieval from personal archives. Memory cues act as triggers for individuals in the remembering process, a better understanding of memory cues will enable us to design new and effective retrieval algorithms and systems for personal archives. Context data, such as time and location, is already proving to play a key part in this special retrieval domain, for example for searching personal photo archives, we believe there are many other rich sources of context that can be exploited for retrieval from personal archives

    Físchlár on a PDA: handheld user interface design to a video indexing, browsing and playback system

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    The Físchlár digital video system is a web-based system for recording, analysis, browsing and playback of TV programmes which currently has about 350 users. Although the user interface to the system is designed for desktop PCs with a large screen and a mouse, we are developing versions to allow the use of mobile devices to access the system to record and browse the video content. In this paper, the design of a PDA user interface to video content browsing is considered. We use a design framework we have developed previously to be able to specify various video browsing interface styles thus making it possible to design for all potential users and their various environments. We can then apply this to the particulars of the PDA's small, touch-sensitive screen and the mobile environment where it will be used. The resultant video browsing interfaces have highly interactive interfaces yet are simple, which requires relatively less visual attention and focusing, and can be comfortably used in a mobile situation to browse the available video contents. To date we have developed and tested such interfaces on a Revo PDA, and are in the process of developing others

    Renewable power for lean desktops in media applications

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    An integration of solar microgeneration to supply a low-power IT desktop, using the Power over Ethernet standards IEEE 802.3af/at as a low power distribution network avoiding transformer losses from DC generation to mains power AC and back to low-voltage DC and hence maximising efficiency. The resulting design points to applications in media technology where reducing grid power consumption is critical for improving sustainability, or where there are supply constraints, and indicates new directions in how we manage and consume power for IT devices

    Semantic multimedia remote display for mobile thin clients

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    Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE

    Integrating memory context into personal information re-finding

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    Personal information archives are emerging as a new challenge for information retrieval (IR) techniques. The user’s memory plays a greater role in retrieval from person archives than from other more traditional types of information collection (e.g. the Web), due to the large overlap of its content and individual human memory of the captured material. This paper presents a new analysis on IR of personal archives from a cognitive perspective. Some existing work on personal information management (PIM) has begun to employ human memory features into their IR systems. In our work we seek to go further, we assume that for IR in PIM system terms can be weighted not only by traditional IR methods, but also taking the user’s recall reliability into account. We aim to develop algorithms that combine factors from both the system side and the user side to achieve more effective searching. In this paper, we discuss possible applications of human memory theories for this algorithm, and present results from a pilot study and a proposed model of data structure for the HDMs achieves

    Designing novel applications inspired by emerging media technologies

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    The field of Human-Computer Interaction provides a number of useful tools and methods for obtaining information on end-users and their usage context to inform the design of computer systems, yet relatively little is known on how to go about designing for a completely novel application where there is no user base, no existing practice of use available at the start. The success of the currently available HCI methodology that focuses on understanding users’ needs and establishing requirements is well-deserved in making computing applications usable in terms of fitting them to end-users’ usage contexts. However, too much emphasis on identifying user needs tends to stifle other more exploratory design activities where new types of applications are invented in order to discover or create new activities currently not practiced. In this paper, we argue that a great starting point of novel application design is not the problem space (trying to rigorously define the user requirements) but the solution space (trying to leverage emerging computational technologies and growing design knowledge for various interaction platforms), and we build a foundation for a pragmatic design methodology supported by the authors’ extensive experience in designing novel applications inspired by emerging media technologies

    Technological convergence in audiovisual media technologies

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    This paper presents the results of a large-scale survey on viewing practices. Data from over 10,000 cases are used to explore the adoption-use diffusion gap and the correlation structures in the frequencies of the use of multiple channels (e.g. linear television, download, Vod) on multiple devices. The results show that although a lot of devices capable of audiovisual playback are adopted, few (only computers) of them are used to consume television content. Furthermore, in terms of viewing frequencies, the data suggest spill over effects of using multiple devices, rather than a displacement. Finally, it shows there is a stable tendency to use multiple delivery channels within devices, rather than forming a pattern between devices. That is, channels usage frequencies are correlated within devices, rather than scattered among devices

    White Mirror: Leaking Sensitive Information from Interactive Netflix Movies using Encrypted Traffic Analysis

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    Privacy leaks from Netflix videos/movies is well researched. Current state-of-the-art works have been able to obtain coarse-grained information such as the genre and the title of videos by passive observation of encrypted traffic. However, leakage of fine-grained information from encrypted traffic has not been studied so far. Such information can be used to build behavioural profiles of viewers. On 28th December 2018, Netflix released the first mainstream interactive movie called 'Black Mirror: Bandersnatch'. In this work, we use this movie as a case-study to show for the first time that fine-grained information (i.e., choices made by users) can be revealed from encrypted traffic. We use the state information exchanged between the viewer's browser and Netflix as the side-channel. To evaluate our proposed technique, we built the first interactive video traffic dataset of 100 viewers; which we will be releasing. Preliminary results indicate that the choices made by a user can be revealed 96% of the time in the worst case.Comment: 2 pages, 2 figures, 1 tabl
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