Handheld devices are now used to view media content on the move as well as serving as a second screen augmenting content on a large screen. This use of handheld devices provides an opportunity to explore creation and consumption of novel multi-sensory content. The Bristol Interaction and Graphics group has been exploring various approaches to creating devices that support high-fidelity haptic feedback and shape-shifting capabilities. In this talk I will present our approach to creating such systems as well as to provide initial insights into how these systems might be used to enhance the users viewing experience. I will start with our haptic feedback systems before presenting our the actuated, and shape-shifting devices.
{"title":"Haptic feedback and shape-shifting handhelds for iTV","authors":"S. Subramanian","doi":"10.1145/2465958.2465980","DOIUrl":"https://doi.org/10.1145/2465958.2465980","url":null,"abstract":"Handheld devices are now used to view media content on the move as well as serving as a second screen augmenting content on a large screen. This use of handheld devices provides an opportunity to explore creation and consumption of novel multi-sensory content. The Bristol Interaction and Graphics group has been exploring various approaches to creating devices that support high-fidelity haptic feedback and shape-shifting capabilities. In this talk I will present our approach to creating such systems as well as to provide initial insights into how these systems might be used to enhance the users viewing experience. I will start with our haptic feedback systems before presenting our the actuated, and shape-shifting devices.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123272773","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Users increasingly expect more interactive experiences with TV. Combined with the recent development of freehand gestural interaction enabled by inexpensive sensors, interactive television has the potential to offer a highly usable and engaging experience. However, common interaction tasks such as text input are still challenging with such systems. In this paper, we investigate text entry using freehand gestures captured with a low-cost sensor system. Two virtual keyboard layouts and three selection techniques were designed and evaluated. Results show that a text entry method with dual circle layout and an expanding target selection technique offers ease of use and error tolerance, key features if we are to increase the use and enhance the experience of interactive TV in the living room.
{"title":"Freehand gestural text entry for interactive TV","authors":"Gang Ren, E. O'Neill","doi":"10.1145/2465958.2465966","DOIUrl":"https://doi.org/10.1145/2465958.2465966","url":null,"abstract":"Users increasingly expect more interactive experiences with TV. Combined with the recent development of freehand gestural interaction enabled by inexpensive sensors, interactive television has the potential to offer a highly usable and engaging experience. However, common interaction tasks such as text input are still challenging with such systems. In this paper, we investigate text entry using freehand gestures captured with a low-cost sensor system. Two virtual keyboard layouts and three selection techniques were designed and evaluated. Results show that a text entry method with dual circle layout and an expanding target selection technique offers ease of use and error tolerance, key features if we are to increase the use and enhance the experience of interactive TV in the living room.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"490 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133868971","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Immersion in video has a strong impact on the viewers' emotions, their sense of presence and engagement. In this paper, we present the design and user evaluation of Windy Sight Surfers, an interactive mobile application, to be used on its own or as a TV second screen, providing an approach to an immersive environment, for the capture, visualization and navigation of georeferenced 360° and high definition videos. In this approach, wind is used as a means to enhance immersion, by giving a more realistic feel of wind, speed and orientation to the user. Usability results revealed increased immersion and appreciation for both experience sensing and context awareness features, which are the two main categories of the designed features.
{"title":"Windy sight surfers: sensing and awareness of 360° immersive videos on the move","authors":"João Ramalho, T. Chambel","doi":"10.1145/2465958.2465969","DOIUrl":"https://doi.org/10.1145/2465958.2465969","url":null,"abstract":"Immersion in video has a strong impact on the viewers' emotions, their sense of presence and engagement. In this paper, we present the design and user evaluation of Windy Sight Surfers, an interactive mobile application, to be used on its own or as a TV second screen, providing an approach to an immersive environment, for the capture, visualization and navigation of georeferenced 360° and high definition videos. In this approach, wind is used as a means to enhance immersion, by giving a more realistic feel of wind, speed and orientation to the user. Usability results revealed increased immersion and appreciation for both experience sensing and context awareness features, which are the two main categories of the designed features.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124289110","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
G. Zoric, L. Barkhuus, Arvid Engström, E. Önnevall
In this paper we explore viewing and interaction in an emerging type of interactive TV, where viewers are presented with panoramic ultrahigh-definition video combined with extensive interactive control over view selection. Instead of delivering only what will be consumed, emerging TV services offer high-resolution panoramic video to the viewers, enabling them to more freely explore the broadcast content by selecting regions of interest and navigating within the larger panoramic image. However, as we open up the television space both in field of view and in terms of the freedom given to viewers, new interactional challenges emerge. We have done user studies on two systems for interacting with panoramic high-resolution video, one based on the tablet interaction and other on the gesture interaction. Our findings revealed a number of design challenges concerning properties specific to panoramic video. Based on findings from the user studies and the identified design challenges, we have compiled a set of the design recommendations on how to support interactive viewing of panoramic content.
{"title":"Panoramic video: design challenges and implications for content interaction","authors":"G. Zoric, L. Barkhuus, Arvid Engström, E. Önnevall","doi":"10.1145/2465958.2465959","DOIUrl":"https://doi.org/10.1145/2465958.2465959","url":null,"abstract":"In this paper we explore viewing and interaction in an emerging type of interactive TV, where viewers are presented with panoramic ultrahigh-definition video combined with extensive interactive control over view selection. Instead of delivering only what will be consumed, emerging TV services offer high-resolution panoramic video to the viewers, enabling them to more freely explore the broadcast content by selecting regions of interest and navigating within the larger panoramic image. However, as we open up the television space both in field of view and in terms of the freedom given to viewers, new interactional challenges emerge. We have done user studies on two systems for interacting with panoramic high-resolution video, one based on the tablet interaction and other on the gesture interaction. Our findings revealed a number of design challenges concerning properties specific to panoramic video. Based on findings from the user studies and the identified design challenges, we have compiled a set of the design recommendations on how to support interactive viewing of panoramic content.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123203871","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper presents the main results of a study conducted in Portugal with the aim of identifying the current trends of the television ecosystem, with special relevance to understand the cognitive processes of viewers when selecting what to watch on TV. To this end, an online survey targeted mainly to young adults with mid to high academic degrees was designed. The survey gathered more than 600 responses, of which 550 were validated and taken into account in the data analysis. The results provide a detailed insight about the habits, dynamics and behaviors of spectators regarding the actual scenario of television. It also allowed the identification of the most relevant criteria considered by viewers when deciding what to watch on TV. The most important ones include the program genre followed by the state of mind (mood), the people who share the couch with and the time available to watch TV. The results also provide a structuring framework for the design of interactive television applications, targeted to this audience in the areas of personalization, recommendation and search and discovery of TV content.
{"title":"Viewer behaviors and practices in the (new) television environment","authors":"J. Abreu, Pedro Almeida, Bruno Teles, Márcio Reis","doi":"10.1145/2465958.2465970","DOIUrl":"https://doi.org/10.1145/2465958.2465970","url":null,"abstract":"This paper presents the main results of a study conducted in Portugal with the aim of identifying the current trends of the television ecosystem, with special relevance to understand the cognitive processes of viewers when selecting what to watch on TV. To this end, an online survey targeted mainly to young adults with mid to high academic degrees was designed. The survey gathered more than 600 responses, of which 550 were validated and taken into account in the data analysis. The results provide a detailed insight about the habits, dynamics and behaviors of spectators regarding the actual scenario of television. It also allowed the identification of the most relevant criteria considered by viewers when deciding what to watch on TV. The most important ones include the program genre followed by the state of mind (mood), the people who share the couch with and the time available to watch TV. The results also provide a structuring framework for the design of interactive television applications, targeted to this audience in the areas of personalization, recommendation and search and discovery of TV content.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125448181","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Home entertainment and interactive TV have known fundamental technological advances in the last years by incorporating developments from sensing, processing, and communications technologies. As such systems become more complex and present more options to their users, careful interaction design is needed in order to deliver the expected level of user experience. This tutorial explores novel interfaces for home entertainment scenarios, presents gesture acquisition and recognition techniques, and sets the focus on designing gestural interfaces for today's interactive smart TVs. Case studies will be discussed and a practical design session reusing the Wii Remote controller for designing interactive TV scenarios will be included.
{"title":"Designing gestural interfaces for the interactive TV","authors":"Radu-Daniel Vatavu","doi":"10.1145/2465958.2465981","DOIUrl":"https://doi.org/10.1145/2465958.2465981","url":null,"abstract":"Home entertainment and interactive TV have known fundamental technological advances in the last years by incorporating developments from sensing, processing, and communications technologies. As such systems become more complex and present more options to their users, careful interaction design is needed in order to deliver the expected level of user experience. This tutorial explores novel interfaces for home entertainment scenarios, presents gesture acquisition and recognition techniques, and sets the focus on designing gestural interfaces for today's interactive smart TVs. Case studies will be discussed and a practical design session reusing the Wii Remote controller for designing interactive TV scenarios will be included.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130469456","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Television viewing has fragmented to several platforms and the use of web elicits new uses of TV & audience behaviors. Audiences are combining different mediums and content in order to gather a coherent media experience. In this paper the role of the online websites as a platform for TV-related content is analyzed trough a case study. The Finnish TV channel MTV3's website for British TV program Emmerdale is analyzed trough the linkage and purpose of the webplatform to the audience. It is done trough the webplatform data that covers the Emmerdale's site from the year 2002, 2006, 2010 and the current situation in 2013. By this the development of TV-related content online and the use of webplatform in order to engage the audiences outside the TV broadcast is presented. Also the role of the social media acting as a webplatform is acknowledged in order to tackle the current situation as well as the future position.
{"title":"TV-related content online: a brief history of the use of webplatforms","authors":"Pauliina Tuomi","doi":"10.1145/2465958.2465974","DOIUrl":"https://doi.org/10.1145/2465958.2465974","url":null,"abstract":"Television viewing has fragmented to several platforms and the use of web elicits new uses of TV & audience behaviors. Audiences are combining different mediums and content in order to gather a coherent media experience. In this paper the role of the online websites as a platform for TV-related content is analyzed trough a case study. The Finnish TV channel MTV3's website for British TV program Emmerdale is analyzed trough the linkage and purpose of the webplatform to the audience. It is done trough the webplatform data that covers the Emmerdale's site from the year 2002, 2006, 2010 and the current situation in 2013. By this the development of TV-related content online and the use of webplatform in order to engage the audiences outside the TV broadcast is presented. Also the role of the social media acting as a webplatform is acknowledged in order to tackle the current situation as well as the future position.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133855883","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Interactive television provides useful services for older people. These include social networking tools, video on demand, and broadcast TV. Many of the Internet-mediated services require text entry. The usual multi-tap text entry supplied with TV remote control is not suitable to many older people. In this paper, we evaluate WeSlide, a gestural text entry technique that uses the Wiimote as the input device. We conducted a study to compare WeSlide with the multi-tap technique. WeSlide was faster and less error prone and users strongly preferred it over multi-tap.
{"title":"WeSlide: gestural text entry for elderly users of interactive television","authors":"Nathan Godard, Isabelle Pecci, Poika Isokoski","doi":"10.1145/2465958.2465963","DOIUrl":"https://doi.org/10.1145/2465958.2465963","url":null,"abstract":"Interactive television provides useful services for older people. These include social networking tools, video on demand, and broadcast TV. Many of the Internet-mediated services require text entry. The usual multi-tap text entry supplied with TV remote control is not suitable to many older people. In this paper, we evaluate WeSlide, a gestural text entry technique that uses the Wiimote as the input device. We conducted a study to compare WeSlide with the multi-tap technique. WeSlide was faster and less error prone and users strongly preferred it over multi-tap.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"101 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124202593","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This workshop focuses on novel forms of interactive content consumption. It will explore the shifting balance between lean-back passive TV consumption and lean-forward interactivity; this shift is especially relevant considering the explosion of companion screen interaction, multi-modal gesture/voice control and advanced audiovisual content interaction such as free viewpoint video and user-controlled shot selection. New media formats and consumption paradigms have emerged that allow for new types of interactivity. The workshop’s objective is to provide a highly interactive discussion forum that will allow to capture a comprehensive view on this research area. During the workshop, an overview on new content interaction concepts, research activities and future challenges in this area will be concluded and documented. An interdisciplinary view on the topic shall be compiled by contributions from technical research, user-centric studies, and industry developments. Part of the discussions is fueled by technical demonstrations of interactive content consumption forms. The workshop aims to examine and evaluate new forms of content interaction by discussing the field along three axes:
{"title":"1st International workshop on interactive content consumption at euroITV 2013","authors":"Rene Kaiser, O. Niamut, G. Zoric, Graham Thomas","doi":"10.1145/2465958.2465986","DOIUrl":"https://doi.org/10.1145/2465958.2465986","url":null,"abstract":"This workshop focuses on novel forms of interactive content consumption. It will explore the shifting balance between lean-back passive TV consumption and lean-forward interactivity; this shift is especially relevant considering the explosion of companion screen interaction, multi-modal gesture/voice control and advanced audiovisual content interaction such as free viewpoint video and user-controlled shot selection. New media formats and consumption paradigms have emerged that allow for new types of interactivity. The workshop’s objective is to provide a highly interactive discussion forum that will allow to capture a comprehensive view on this research area. During the workshop, an overview on new content interaction concepts, research activities and future challenges in this area will be concluded and documented. An interdisciplinary view on the topic shall be compiled by contributions from technical research, user-centric studies, and industry developments. Part of the discussions is fueled by technical demonstrations of interactive content consumption forms. The workshop aims to examine and evaluate new forms of content interaction by discussing the field along three axes:","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"172 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116190840","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Junya Kashiwakuma, I. Kitahara, Y. Kameda, Y. Ohta
This paper introduces a 3D free-viewpoint video-browsing interface that applies multi-touch manipulation to virtual camera control. It is difficult for general users to browse 3D free-viewpoint video because they are not accustomed to controlling a virtual camera from a free-viewpoint perspective. We focus on the multi-touch interface installed in tablet PCs as an input device, which has become a popular interface thanks to its easy and intuitive manipulation. We conduct subjective evaluations to define suitable gestures for virtual camera control. The results reveal which multi-touch gestures users tend to prefer for controlling a virtual camera.
{"title":"A virtual camera controlling method using multi-touch gestures for capturing free-viewpoint video","authors":"Junya Kashiwakuma, I. Kitahara, Y. Kameda, Y. Ohta","doi":"10.1145/2465958.2465961","DOIUrl":"https://doi.org/10.1145/2465958.2465961","url":null,"abstract":"This paper introduces a 3D free-viewpoint video-browsing interface that applies multi-touch manipulation to virtual camera control. It is difficult for general users to browse 3D free-viewpoint video because they are not accustomed to controlling a virtual camera from a free-viewpoint perspective. We focus on the multi-touch interface installed in tablet PCs as an input device, which has become a popular interface thanks to its easy and intuitive manipulation. We conduct subjective evaluations to define suitable gestures for virtual camera control. The results reveal which multi-touch gestures users tend to prefer for controlling a virtual camera.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114656034","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}