27 research outputs found

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    INDUSTRY_MARCONI Interactive, Smart & Lively Environment for Radio

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    <div>1. Radio is more 360° than ever</div><div>2. A lot of prototyping and proof-of-concepts with editorial teams lead to a simple (at first sight), but effective toolkit</div><div>3. Chatbots: key is finding the right use case</div><div>4. Less relevant for questions like ‘What song is currently playing?’ ➜ Easily (and more quickly) retrievable by hand; Very relevant for complex queries: ‘I’m looking for a song which you guys played in the evening sometime last week’</div><div>5. Big help as a digital assistant for editorial team to handle interaction</div><div>6. We intend to integrate with even more services during open piloting activities during the second half of the project</div

    INDUSTRY_Understanding niche-content fans: Ideating and launching a new SVOD service VRV

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    <div>1. Niche-content fans are multi-faceted</div><div>2. Early research shows behavioral and attitudinal difference between VRV and Crunchyroll </div><div>3. VRV fans are not as loyal to the content-provider (i.e. Crunchyroll) but to genres (i.e. anime, cartoons, DIY shows, etc.)</div><div>4. Lots of opportunities in SVOD space and much to still understand</div><div>5. Further research needed to continue to build out the product, especially more advanced video and social features around content </div

    INDUSTRY_Introducing IP Technology into Broadcasting

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    <div>1. 8K services have already been launched by IP-based systems.</div><div>2. Immersive media like 360◦ video requires higher resolution than 2D video.</div><div>3. 30K x 15K for 360◦ images is required for viewers not to perceive a pixel structure.</div><div>4. IP-based systems would easily deliver immersive media including VR/360◦.</div><div><br></div

    WS_Towards Applying the Virtual Director Concept to 360 Degree Video Content

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    <div> <div> <div> <p>This paper aims to contribute to the discussion on 360◦ video storytelling. It describes the ’Virtual Director’ concept, an enabling technology that was developed to personalize video presentation in applications where multiple live streams are available at the same time. Users are supported in dynamically changing viewpoints, as the Virtual Director essentially auto- mates the tasks of a human director. As research prototypes on a proof-of-concept maturity level, this approach has been evaluated for personalized live event broadcast, group video communication and distributed theatre performances. While on the capture side a 180◦ high-resolution panoramic video feed has been used in one of these application scenarios, so far, only traditional 2D video screen were investigated for playout. The research question this paper aims to contribute to is how technology in general, and an adaptation of the Virtual Direc- tor concept in particular, could assist users in their needs when consuming 360◦ content, both live and recorded. In contexts when users do not want to enjoy the freedom to look into any direction, or when content creators want them to look in a cer- tain direction, how could the interaction with and intervention of a Virtual Director be applied from a storytelling point of view? </p> </div> </div> </div

    WS_Artistic Strategies Towards a Possible Performative Approach to Embodiment in VR

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    <div> <div> <div> <p>Creating and experiencing immersive virtual environments with a performative nature designed for Virtual Reality (VR), demand for an artist to face complex and peculiar strategies of embodiment, it needs answering questions related to the relationship between the body in the physical world and the virtual environment and finally it needs addressing the ethical aspect of subjecting participant to a forced disembodiment, that could be quite traumatic for some. The present paper provides a brief introduction to some key questions arisen during the initial steps of my artistic research in the field of audiovisual immersive environments. My attempt is to approach the subject from the experiential, rather than the technological point of view, putting VR in continuity with a tradition of performance and sonic arts, presenting an overview of some of the premises, directions, as well as challenges for a possible approach towards the relationship between human body and machine generated virtual environments in VR. </p> </div> </div> </div

    DC_Building Trust in Personal Data Driven Media Experiences

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    <div> <div> <div> <p>The turn towards personal data to drive modern media experiences is increasing at a remarkable rate. Along with all the technological innovations this shift promises, it also entails certain caveats like loss of user trust, which demand immediate attention and response in order to ensure sustainable growth in this domain. A user study of personalised Electronic Programme Guides powered by user personal data uncovered loss of user trust as one of the overarching challenges faced by such novel experiences. Further studies involving service providers unpack loss of user trust as a major risk of using personal data, where the need for design practices and solutions that help alleviate this concern is highlighted. This research, having uncovered such a need, intends to further explore this space through the design, development and evaluation of a data driven media experience that prioritises user trust throughout its various stages of realisation. </p> </div> </div> </div

    DC_Educational Online Video: Opportunities and Barriers to Integrate it in the Entertainment Consumption Routines

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    <div> <div> <div> <p>General population and particularly teenagers are increasingly using mobile devices for video consumption instead of the regular TV set. Considering that the top motivation for video consumption is to seek for entertainment, there is an opportunity to try to capture some of those moments for educational content enriched with some entertainment characteristics. This PhD study aims to identify narrative and technical characteristics to incorporate in educational videos, designed to be consumed in informal contexts in new media platforms. These characteristics will be identified by analysing the preferences of teenagers aged from 12 to 16 years old that attend the Portuguese public school system. Furthermore, the research team expects to understand if educational videos enriched with the referred characteristics are able to be included in entertainment consumption routines of these viewers. The results already achieved allowed to identify that some of the most valued characteristics are the comic approach, the integration of animations, the relaxed yet clear presenter style and the low level of scientific detail in explanations in the video. There is an on going validation of the willingness for the inclusion of this type of contents in informal video consumption routines of teenagers. </p> </div> </div> </div

    Demo_A Web-Based Multi-Screen 360-Degree Video Player For Pre-Service Teacher Training

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    <div> <div> <div> <p>This demonstration will showcase a new and innovative eLearning platform for pre-service teacher training. The core element of this platform is a multi-screen 360-degree video player with additional features for 360-degree video analysis. By using the videos in combination with a head-mounted display (HMD) we create a video-based virtual classroom, where the pre-service teachers “become part of the situation”. This offers students an immersive experience to get a first impression of realistic school praxis. </p> </div> </div> </div

    INDUSTRY_Understanding Mass-Market Mobile TV Behaviors in the Streaming Era

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    <div>1. At the conference we can share additional details about what we built using the data and behavioural clusters from this study.</div><div>2. The findings are shaping multiple video initiatives throughout our company.</div><div><br></div
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