2 research outputs found
Interaction design for situated media production teams
PhD ThesisMedia production teams are the backbone of many media industries including television, sport gatherings and live music events. These domains are characterised by a key set of situational factors which significantly impact on the collaborative production workflow, such as temporality, professional concerns and mission criticality. The availability of new interaction technologies presents an opportunity to design systems to support these teams in these complex environments, leveraging the affordances of interaction technologies in response to the situated factors that impact specifically on these types of domains. StoryCrate and ProductionCrate, two large-scale real-world prototype systems for supporting situated media production teams were designed and deployed to explore the interaction design considerations that could support these teams in specific scenarios. Through an extensive analysis of these deployments, key design considerations, interaction techniques and modalities are presented that can be developed in response to the situational factors found in collaborative media production environments
Live Broadcasting – The Feeling of Presence and Social Interaction
This paper describes user-related aspects in the
deployment of a live broadcasting service. Four user studies
were conducted, addressing different user groups and different
research questions. Participating user groups were the
production team that generated content for live broadcasts and
the viewers of the broadcasts. The aim of the studies was to
investigate to which extent quality affects the experience and
which functionality is needed to convey a feeling of presence.
Technology and functionality needs were studied regarding the
production team. The results showed the importance of a
production environment that is easy to use, and providing the
opportunity for producers to use the technology in their own
creative way. The results related to the viewers supported the
assumption that it was important to create a feeling of presence
for those watching the matches via the service. Finally, the user
groups also had several suggestions for functionalities that
could increase the social interaction and feeling of presence