29 research outputs found

    People, context, and devices: Defining the new landscape of TV experiences

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    Modern technologies (e.g., tablet, smartphone, large public displays) remove many of the constraints that define the scope of what television is or can be, but we often define it based upon our prior TV experiences with broadcast and cable television. This one-day workshop at TVX 2015 will address design challenges and opportunities (e.g., of video streams, social TV apps, second screens) in order to consolidate existing knowledge to describe the changing landscape of TV experiences. It's time to redefine what we think of when we say "television," and this workshop will engage participants in that process

    Engaging Citizens with Televised Election Debates through Online Interactive Replays

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    In this paper we tackle the crisis of political trust and public engagement with politics by investigating new methods and tools to watch and take part in televised political debates. The paper presents relevant research at the intersection of citizenship, technologies and government/democracy, and describes the motivation, requirements and design of Democratic Replay, an online interactive video replay platform that offers a persistent, customisable digital space for: (a) members of the public to express their views as they watch online videos of political events; and (b) enabling for a richer collective understanding of what goes on in these complex media events

    Disruptive approaches for subtitling in immersive environments

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    The Immersive Accessibility Project (ImAc) explores how accessibility services can be integrated with 360o video as well as new methods for enabling universal access to immersive content. ImAc is focused on inclusivity and addresses the needs of all users, including those with sensory or learning disabilities, of all ages and considers language and user preferences. The project focuses on moving away from the constraints of existing technologies and explores new methods for creating a personal experience for each consumer. It is not good enough to simply retrofit subtitles into immersive content: this paper attempts to disrupt the industry with new and often controversial methods. This paper provides an overview of the ImAc project and proposes guiding methods for subtitling in immersive environments. We discuss the current state-of-the-art for subtitling in immersive environments and the rendering of subtitles in the user interface within the ImAc project. We then discuss new experimental rendering modes that have been implemented including a responsive subtitle approach, which dynamically re-blocks subtitles to fit the available space and explore alternative rendering techniques where the subtitles are attached to the scene

    Co-creation stage: A web-based tool for collaborative and participatory co-located art performances

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    In recent years, artists and communities have expressed the desire to work with tools that facilitate co-creation and allow distributed community performances. These performances can be spread over several physical stages, connecting them on real-time towards a single experience with the audience distributed along them. This enables a wider remote audience consuming the performance through their own devices, and even grants the participation of remote users in the show. In this paper we introduce the Co-creation Stage, a web-based tool that allows managing heterogeneous content sources, with a particular focus on live and on-demand media, across several distributed devices. The Co-creation Stage is part of the toolset developed in the Traction H2020 project which enables community performing art shows, where professional artists and non-professional participants perform together from different stages and locations. Here we present the design process, the architecture and the main functionaliti

    IDMS solution for hybrid broadcast broadband delivery within the context of HbbTV standard

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    "© 2019 IEEE. Personal use of this material is permitted. Permissíon from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertisíng 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] Inter-destination media synchronization (IDMS) is a key requirement to enable successful networked shared media experiences between remote users. This paper presents an adaptive, accurate and standard-compliant IDMS solution for hybrid broadcast and broadband delivery. Apart from providing multi- and cross-technology support, the presented IDMS solution is able to accomplish synchronization when different formats/versions of the same, or even related, contents are being played out in a shared session. It is also able to independently manage the playout processes of different groups of users. The IDMS solution has been integrated within an end-to-end platform, which is compatible with the hybrid broadcast broadband TV standard. It has been applied to digital video broadcasting-terrestrial technology and tested for a Social TV scenario, by also including an ad-hoc chat tool as an interaction channel. The results of the conducted (objective and subjective) evaluations prove the statisfactory behavior and performance of the IDMS solution and platform as well as in terms of the perceived quality of experience.This work was supported by Generalitat Valenciana, Investigacion competitiva proyectos, through the Research and Development Program "Grants for research groups to be consolidated, AICO/2017," under Grant AICO/2017/059.Marfil-Reguero, D.; Boronat, F.; Montagud, M.; Sapena Piera, A. (2019). IDMS solution for hybrid broadcast broadband delivery within the context of HbbTV standard. IEEE Transactions on Broadcasting. 65(4):645-663. https://doi.org/10.1109/TBC.2018.2878285S64566365

    Adaptive Subtitles: Preferences and Trade-Offs in Real-Time Media Adaption

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    Subtitles can help improve the understanding of media content. People enable subtitles based on individual characteristics (e.g., language or hearing ability), viewing environment, or media context (e.g., drama, quiz show). However, some people find that subtitles can be distracting and that they negatively impact their viewing experience. We explore the challenges and opportunities surrounding interaction with real-time personalisation of subtitled content. To understand how people currently interact with subtitles, we first conducted an online questionnaire with 102 participants. We used our findings to elicit requirements for a new approach called Adaptive Subtitles that allows the viewer to alter which speakers have subtitles displayed in real-time. We evaluated our approach with 19 participants to understand the interaction trade-offs and challenges within real-time adaptations of subtitled media. Our evaluation findings suggest that granular controls and structured onboarding allow viewers to make informed trade-offs when adapting media content, leading to improved viewing experiences

    Second Screen Applications: A Multi-Platform Software Development Kit and Optimization of Human-Computer Interaction in Distributed Systems

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    This dissertation addresses various aspects of the term second screen and the challenges involved in the development of this type of application. The term and its characteristics have been clearly delineate by the means of a structured review of literature of 65 publications and an analysis of 19 currently available commercial applications. Furthermore, a content and technical classification were created to facilitate communication and the positing of future research activity in this area. The development of second screen applications is currently associated with a high effort, caused by the redundant implementation of multiple software platforms on both first and second screen side. In order to counteract this double multi-platform problem, an SDK was developed that facilitates the connection and communication process between the different application parts. The functionality of this 2ndS SDK was evaluated as reliable and performant and proven in several functional prototypes, which also served the purpose to examine existing and new forms of second screen interaction. In addition to addressing the technical challenges involved in the development of second screen applications, this work presents several results regarding the optimization of human-computer interaction in this type of application. These include a collection of 55 application components raised and validated in a mixed-method approach and insights into the attention behavior in such scenarios with corresponding recommendations derived from two eye-tracking studies. Furthermore, were concrete design guidelines from existing sources abstracted and evaluated with the help of a user study, and heuristics derived for the domain second screen and extended to a checklist for the efficient identification of problems. The results presented in this work are intended to be used in a usercentered design process and aim to ease the development of second screen applications with optimized interaction, and thereby contribute to their awareness and further distribution
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