27 research outputs found
INDUSTRY_MARCONI Interactive, Smart & Lively Environment for Radio
<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
<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
<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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<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?
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WS_Artistic Strategies Towards a Possible Performative Approach to Embodiment in VR
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<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.
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DC_Building Trust in Personal Data Driven Media Experiences
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<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.
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DC_Educational Online Video: Opportunities and Barriers to Integrate it in the Entertainment Consumption Routines
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<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.
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Demo_A Web-Based Multi-Screen 360-Degree Video Player For Pre-Service Teacher Training
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<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.
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INDUSTRY_Understanding Mass-Market Mobile TV Behaviors in the Streaming Era
<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