7 research outputs found

    Interactive Experiences for Television and Online Video

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    The last few years have seen a substantial change on the way media is produced, distributed, and consumed. Within this theme issue on ‘interactive experiences for television and online video’ we revisit some of the most pressing topics in this fascinating research area, which is increasingly interesting to an international community of academics and industrial practitioners. This area engages a wide range of disciplines, from human–computer interaction, multimedia engineering and design to media studies, to media psychology and sociology. The multi-disciplinary community comes together at the annual ACM International Conference on Interactive Experiences for Television and Online Video (ACM TVX) to discuss the most relevant topics, such as novel interaction techniques, multi-device systems, media environments, and insights into viewers’ experiences based on the analysis of large-scale datasets containing user feedback and behaviour. Within this special issue you will not only be inspired by novel insights into the proliferation of multiple devices for enabling multi-user and multi-screen experiences, but you will be taken on a journey far beyond devices, platforms, and content. Beyond the traditional remote control and voice interaction, researchers are deepening our under- standing about gesture languages for interacting with TV media or viewers’ behaviour towards browsing and searching for content. At the same time, content producers’ accessibility needs are also being investigated with equal enthusiasm

    Persuasive technology based on bodily comfort experiences: the effect of color temperature of room lighting on user motivation to change room temperature

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    In this paper we propose a new perspective on persuasive technology: Comfort-Experience-Based Persuasive Technology. We argue that comfort experiences have a dominant influence on people’s (energy consumption) behavior. In the current research, we argue that room lighting can influence heating-related comfort experiences (by emitting a ‘warm’ versus ‘cold’ lighting color temperature). Two studies were conducted to investigate the effect of lighting color temperature on participants’ perceptions of room lighting temperature and their estimations of room temperature, their experiences of the comfort related to room lighting temperature and related to room temperature, and also their motivation to change room temperature settings and participants’ temperaturesetting behavior. Results indicated that lighting color temperature can influence a user’s perception of the temperature in the room, and can also motivate the user to change room temperature. This research revealed that using persuasive strategies that targets user comfort experiences could help users decrease their energy consumption

    Conforming to an artificial majority: Persuasive effects of a group of artificial agents

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    In this paper we propose a new perspective on persuasive technology: Persuasive effects of a group of artificial agents. We argue that while effects of single social agents have been corroborated, understanding of persuasion by multiple agents in a group setting is very limited. In the current research, we argue that conformity effects could occur not only with human majorities, but also with artificial majorities consisting of smart agents or computers. Two studies were conducted to investigate the conformity effect of group pressure on participants’ comparative judgments of lengths of lines, based on the classic Asch paradigm. Group pressure by human majorities was compared with pressure by majorities of boxed PC’s and of artificial virtual agents. Results indicated that normative pressure is limited to human majorities, while informational pressure can also be exerted by artificial majorities. This research revealed that applying majorities of artificial agents opens up a new domain of persuasive technology

    Proceedings of the 2014 ACM international conference on Interactive experiences for TV and online video

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    It is our great pleasure to introduce the 2014 ACM International Conference on Interactive Experiences for Television and Online Video -- ACM TVX 2014. ACM TVX is a leading annual conference that brings together international researchers and practitioners from a wide range of disciplines. We provide a common discussion space about the future of online video and TV experiences. Particular topics of interest include technology and systems; interaction design; media studies; data science; business models human-centric and experience-focused research. We are very pleased with the final program, since it provides a broad overview of the current challenges for online video and television research. The program covers a diversity of topics ranging from content production to consumption and in particular, papers discuss relevant research about how to support interactive experiences and evaluate them in real environments. They explore as well novel interaction mechanisms and multi-screen solutions, and provide insights on large-scale analysis of user feedback. This year the conference attracted 80 paper submissions. A total of 29 Associated Chairs (AC) and 205 reviewers served on the technical program committee representing internationally renowned scientists from academia and industry. Each paper received at least three peer reviews of high quality, as well as an additional meta-review by the assigned AC. All ACs joined the discussions at the program committee meeting. This provided the opportunity for the papers and reviews to be discussed in detail and all final decisions to be agreed. The outcome of this process was that 20 of the 80 submissions were accepted (25%) for inclusion in the final program. All the accepted papers were presented in Newcastle upon Tyne in June 2014. In our commitment to continuously improve the quality of program, 4 papers have been given special recognition for their excellence and have been nominated for consideration as a Best Paper. The winner of Best Paper Award will be revealed at the conference in June. This year we have put serious effort into inclusion at the event, spearheading two primary initiatives. Firstly, we have introduced an open appli

    Does trigger location matter? The influence of localization and motivation on the persuasiveness of mobile purchase recommendations

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    Thanks to the ubiquity of wireless network, location has become an easily available resource to exploit when sending purchase recommendations. We rely on Fogg’s Behavior model (FBM; Fogg, 2009) and on previous research to study whether the appearance of such recommendations when the user spatially approaches a target item improves the recommendation persuasiveness. We created a virtual supermarket, where products images are displayed on posters and customers can scan products’ QR codes with a tablet to buy them. The persuasiveness of triggers co-located or not with the target product was examined, in conditions of high vs. poor motivation to purchase that product. Confirming our hypotheses, triggers co-located with the target product lead to higher sales of that product. Furthermore, participants who received a colocated trigger that also contained a motivating message purchased more items than participants in other conditions. Therefore, setting triggers to appear at a specific location proximal to the target item can change behavior, especially for motivated subjects
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