Jean-Claude Dufourd, S. Steglich, L. Nixon, Raphael Troncy, V. Mezaris
This paper describes a full day workshop taking place at the 11th European Interactive TV conference (EuroITV 2013), Como, Italy, on June 24th, 2013, in conjunction with the workshop on Multi-User Services for Social TV, MUSST.
{"title":"4th International workshop on future television: focus on multi screen applications multiscreen 2013 / futureTV 2013","authors":"Jean-Claude Dufourd, S. Steglich, L. Nixon, Raphael Troncy, V. Mezaris","doi":"10.1145/2465958.2466578","DOIUrl":"https://doi.org/10.1145/2465958.2466578","url":null,"abstract":"This paper describes a full day workshop taking place at the 11th European Interactive TV conference (EuroITV 2013), Como, Italy, on June 24th, 2013, in conjunction with the workshop on Multi-User Services for Social TV, MUSST.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"64 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":"132977109","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}
Movies and games are amongst the biggest sources of entertainment, in individual and social contexts. Increasingly, movies and videos are becoming accessible as enormous collections over the Internet, in social media and interactive TV, demanding for new and more powerful ways to search, browse and view them, that benefit from video content-based analysis and classification techniques. Game elements, in turn, can help in this often challenging process, e.g. in the audio, to obtain user feedback to improve the efficacy of classification, while maintaining or improving the entertaining quality of the user experience. In this paper, we present and discuss SoundsLike, a gamification approach to engage users in movies soundtrack labeling, based on relevance feedback and integrated in MovieClouds, an interactive web application designed to access, explore and visualize movies based on the information conveyed in the different tracks or perspectives of its content, especially audio and subtitles where most of the semantics is conveyed, and with a special focus on the emotional dimensions expressed in the movies or felt by the viewers.
{"title":"SoundsLike: movies soundtrack browsing and labeling based on relevance feedback and gamification","authors":"Jorge M. A. Gomes, T. Chambel, T. Langlois","doi":"10.1145/2465958.2465979","DOIUrl":"https://doi.org/10.1145/2465958.2465979","url":null,"abstract":"Movies and games are amongst the biggest sources of entertainment, in individual and social contexts. Increasingly, movies and videos are becoming accessible as enormous collections over the Internet, in social media and interactive TV, demanding for new and more powerful ways to search, browse and view them, that benefit from video content-based analysis and classification techniques. Game elements, in turn, can help in this often challenging process, e.g. in the audio, to obtain user feedback to improve the efficacy of classification, while maintaining or improving the entertaining quality of the user experience. In this paper, we present and discuss SoundsLike, a gamification approach to engage users in movies soundtrack labeling, based on relevance feedback and integrated in MovieClouds, an interactive web application designed to access, explore and visualize movies based on the information conveyed in the different tracks or perspectives of its content, especially audio and subtitles where most of the semantics is conveyed, and with a special focus on the emotional dimensions expressed in the movies or felt by the viewers.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"33 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":"115159734","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}
INTRODUCTION This workshop follows from the successful 1 and 2 Workshops on Future Television held at EuroITV 2010 and 2011 and organized by the EU project NoTube, and last year’s 3 Workshop sponsored by the EU project LinkedTV (http://www.linkedtv.eu). Previously, we have focused on how Web-TV integration could make much more possible than simply pasting Web content over the TV program, or giving the TV viewer a hard-to-use Web browser on their screen. Rather:
{"title":"TV's future is linked: web and television across screens 4th international workshop on future television at EuroITV 2013","authors":"L. Nixon, Raphael Troncy, V. Mezaris","doi":"10.1145/2465958.2465987","DOIUrl":"https://doi.org/10.1145/2465958.2465987","url":null,"abstract":"INTRODUCTION This workshop follows from the successful 1 and 2 Workshops on Future Television held at EuroITV 2010 and 2011 and organized by the EU project NoTube, and last year’s 3 Workshop sponsored by the EU project LinkedTV (http://www.linkedtv.eu). Previously, we have focused on how Web-TV integration could make much more possible than simply pasting Web content over the TV program, or giving the TV viewer a hard-to-use Web browser on their screen. Rather:","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"256 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":"121818642","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}
Link-enriched video can support users in informative processes of environmental opinion-forming and decision-making. To enable this, we need to specify the information that should be captured in an annotation schema for describing the video. We conducted expert interviews to elicit users' potential information needs. We carried out a user survey to assess the relevance of the identified information types. Finally, we observed users' behaviour and needs when presented with a selection of video segments. Our results indicate that certain types of information about the environmental problem, the opinions expressed, the people expressing them and the sources are more relevant for users.
{"title":"User information needs for environmental opinion-forming and decision-making in link-enriched video","authors":"A. C. Palumbo, L. Hardman","doi":"10.1145/2465958.2465973","DOIUrl":"https://doi.org/10.1145/2465958.2465973","url":null,"abstract":"Link-enriched video can support users in informative processes of environmental opinion-forming and decision-making. To enable this, we need to specify the information that should be captured in an annotation schema for describing the video. We conducted expert interviews to elicit users' potential information needs. We carried out a user survey to assess the relevance of the identified information types. Finally, we observed users' behaviour and needs when presented with a selection of video segments. Our results indicate that certain types of information about the environmental problem, the opinions expressed, the people expressing them and the sources are more relevant for users.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"58 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":"125492987","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}
Martin Prins, O. Niamut, R. V. Brandenburg, J. Macq, Patrice Rondao-Alface, Nico Verzijp
The media industry is being pulled in the often-opposing directions of increased realism (high resolution, stereoscopic, large screen) and personalisation (selection and control of content, availability on many devices). Within the EU FP7 project FascinatE, a capture, production and delivery system capable of allowing end-users to interactively view and navigate around an ultra-high resolution video panorama showing a live event is being developed. In this paper we report on the latest developments of the FascinatE delivery network. We build upon an initial version of this delivery network architecture and its constituent functional components and propose a hybrid element to combine the two underlying delivery mechanisms that have previously been reported on. This hybrid aspect enables the delivery network to function in an end-to-end live delivery scenario.
{"title":"A hybrid architecture for delivery of panoramic video","authors":"Martin Prins, O. Niamut, R. V. Brandenburg, J. Macq, Patrice Rondao-Alface, Nico Verzijp","doi":"10.1145/2465958.2465975","DOIUrl":"https://doi.org/10.1145/2465958.2465975","url":null,"abstract":"The media industry is being pulled in the often-opposing directions of increased realism (high resolution, stereoscopic, large screen) and personalisation (selection and control of content, availability on many devices). Within the EU FP7 project FascinatE, a capture, production and delivery system capable of allowing end-users to interactively view and navigate around an ultra-high resolution video panorama showing a live event is being developed. In this paper we report on the latest developments of the FascinatE delivery network. We build upon an initial version of this delivery network architecture and its constituent functional components and propose a hybrid element to combine the two underlying delivery mechanisms that have previously been reported on. This hybrid aspect enables the delivery network to function in an end-to-end live delivery scenario.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"46 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":"130263348","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}
The growing demand for video streaming over the Web has increased the importance of the recently published MPEG standard Dynamic Adaptive Streaming over HTTP (MPEG-DASH). With MPEG-DASH, video delivery will be harmonized across the Internet by enabling consumption and transport of adaptive bitrate content. Future opportunities that come with this technology are discussed in this paper as well as the challenges that have to be mastered. The discussion is done on the basis of proof of concept implementations. The topics deal with various aspects of MPEG-DASH deployment ranging from the fundamental content creation over applied adaptation to smart use cases like personalized commercial breaks or session mobility-enabled adaptive video streaming.
{"title":"MPEG-DASH enabling adaptive streaming with personalized commercial breaks and second screen scenarios","authors":"Stefan Kaiser, S. Pham, S. Arbanowski","doi":"10.1145/2465958.2465968","DOIUrl":"https://doi.org/10.1145/2465958.2465968","url":null,"abstract":"The growing demand for video streaming over the Web has increased the importance of the recently published MPEG standard Dynamic Adaptive Streaming over HTTP (MPEG-DASH). With MPEG-DASH, video delivery will be harmonized across the Internet by enabling consumption and transport of adaptive bitrate content.\u0000 Future opportunities that come with this technology are discussed in this paper as well as the challenges that have to be mastered. The discussion is done on the basis of proof of concept implementations. The topics deal with various aspects of MPEG-DASH deployment ranging from the fundamental content creation over applied adaptation to smart use cases like personalized commercial breaks or session mobility-enabled adaptive video streaming.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"15 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":"128145020","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}
Video games are inherently an active medium, without interaction a video game is benign. Yet there is a growing community of video game spectating that exists on the Internet, at events across the world and, in part, as traditional television broadcasts. In this paper we look at the different communities that have grown around video game spectating, the incentives of all stakeholders and the technologies involved. An interesting part of this phenomenon is its relation to the malleability of activity and passivity; video games are traditionally active but spectatorship brings an element of passivity, whereas television is traditionally passive but interactive television brings an element of activity. We explore this phenomenon based on selected examples and stimulate a discussion around how such understanding from the video game field could be interesting for interactive television.
{"title":"Live-streaming changes the (video) game","authors":"Thomas Smith, Marianna Obrist, Peter C. Wright","doi":"10.1145/2465958.2465971","DOIUrl":"https://doi.org/10.1145/2465958.2465971","url":null,"abstract":"Video games are inherently an active medium, without interaction a video game is benign. Yet there is a growing community of video game spectating that exists on the Internet, at events across the world and, in part, as traditional television broadcasts. In this paper we look at the different communities that have grown around video game spectating, the incentives of all stakeholders and the technologies involved. An interesting part of this phenomenon is its relation to the malleability of activity and passivity; video games are traditionally active but spectatorship brings an element of passivity, whereas television is traditionally passive but interactive television brings an element of activity. We explore this phenomenon based on selected examples and stimulate a discussion around how such understanding from the video game field could be interesting for interactive television.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"96 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":"115692157","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}
We explore interactions in the space surrounding the TV set, and use this space as a canvas to display additional TV content in the form of projected screens and customized controls and widgets. We present implementation details for a prototype that creates a hybrid, physical-projected, augmented TV space with off-the-shelf, low-cost technical equipment. The results of a participatory design study are reported to inform development of interaction techniques for multimedia content that spans the physical-projected TV space. We report a set of commands for twelve frequently-used TV tasks and compile guidelines for designing interactions for augmented TV spaces. With this work, we plan to make TV interface designers aware of the many opportunities offered by the space around the physical TV screen once turned interactive. It is our hope that this very first investigation of the interactive potential of the area surrounding the TV set will encourage new explorations of augmented TV spaces, and will foster the design of new applications and new entertainment experiences for our interactive, smart TV spaces of the future.
{"title":"There's a world outside your TV: exploring interactions beyond the physical TV screen","authors":"Radu-Daniel Vatavu","doi":"10.1145/2465958.2465972","DOIUrl":"https://doi.org/10.1145/2465958.2465972","url":null,"abstract":"We explore interactions in the space surrounding the TV set, and use this space as a canvas to display additional TV content in the form of projected screens and customized controls and widgets. We present implementation details for a prototype that creates a hybrid, physical-projected, augmented TV space with off-the-shelf, low-cost technical equipment. The results of a participatory design study are reported to inform development of interaction techniques for multimedia content that spans the physical-projected TV space. We report a set of commands for twelve frequently-used TV tasks and compile guidelines for designing interactions for augmented TV spaces. With this work, we plan to make TV interface designers aware of the many opportunities offered by the space around the physical TV screen once turned interactive. It is our hope that this very first investigation of the interactive potential of the area surrounding the TV set will encourage new explorations of augmented TV spaces, and will foster the design of new applications and new entertainment experiences for our interactive, smart TV spaces of the future.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"12 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":"134464225","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}
A. Antonini, R. Pensa, M. Sapino, C. Schifanella, R. T. Prioletti, L. Vignaroli
People on the Web talk about television. TV users' social activities implicitly connect the concepts referred to by videos, news, comments, and posts. The strength of such connections may change as the perception of users on the Web changes over time. With the goal of leveraging users' social activities to better understand how TV programs are perceived by the TV public and how the users' interests evolve in time, we introduce a knowledge graph to model the integration of the heterogeneous and dynamic data coming from different information sources, including broadcasters' archives, online newspapers, blogs, web encyclopedias, social media platforms, and social networks, which play a role in what we call the "extended life" of TV content. We show how our graph model captures multiple aspects of the television domain, from the semantic characterization of the TV content, to the temporal evolution of its social characterization and of its social perception. Through a real use-case analysis, based on the instance of our knowledge graph extracted from (the analysis of) a set of episodes of an Italian TV talk show, we discuss the involvement of the public of the considered program.
{"title":"Tracking and analyzing TV content on the web through social and ontological knowledge","authors":"A. Antonini, R. Pensa, M. Sapino, C. Schifanella, R. T. Prioletti, L. Vignaroli","doi":"10.1145/2465958.2465978","DOIUrl":"https://doi.org/10.1145/2465958.2465978","url":null,"abstract":"People on the Web talk about television. TV users' social activities implicitly connect the concepts referred to by videos, news, comments, and posts. The strength of such connections may change as the perception of users on the Web changes over time. With the goal of leveraging users' social activities to better understand how TV programs are perceived by the TV public and how the users' interests evolve in time, we introduce a knowledge graph to model the integration of the heterogeneous and dynamic data coming from different information sources, including broadcasters' archives, online newspapers, blogs, web encyclopedias, social media platforms, and social networks, which play a role in what we call the \"extended life\" of TV content. We show how our graph model captures multiple aspects of the television domain, from the semantic characterization of the TV content, to the temporal evolution of its social characterization and of its social perception. Through a real use-case analysis, based on the instance of our knowledge graph extracted from (the analysis of) a set of episodes of an Italian TV talk show, we discuss the involvement of the public of the considered program.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"12 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":"127903743","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}
T. Kupka, C. Griwodz, P. Halvorsen, Dag Johansen, Torgeir Hovden
Today, adaptive HTTP segment streaming is a popular way to deliver video content to users. The benefits of HTTP segment streaming include its scalability, high performance and easy deployment, especially the possibility to reuse the already deployed HTTP infrastructure. However, current research focuses merely on client side statistics like for example achieved video qualities and adaption algorithms. To quantify the properties of such streaming systems from a service provider point of view, we have analyzed both sender and receiver side logging data provided by a popular Norwegian streaming provider. For example, we observe that more than 90% of live streaming clients send their requests for the same video segment with an inter-arrival time of only 10 seconds. Moreover, the logs indicate that the server sends substantially less data than is actually reported to be received by the clients, and the origin server streams data to less clients than there really are. Based on these facts, we conclude that HTTP segment streaming really makes use of the HTTP cache infrastructure without the need to change anything in the parts of Internet that are not controlled by the streaming provider.
{"title":"Analysis of a real-world HTTP segment streaming case","authors":"T. Kupka, C. Griwodz, P. Halvorsen, Dag Johansen, Torgeir Hovden","doi":"10.1145/2465958.2465967","DOIUrl":"https://doi.org/10.1145/2465958.2465967","url":null,"abstract":"Today, adaptive HTTP segment streaming is a popular way to deliver video content to users. The benefits of HTTP segment streaming include its scalability, high performance and easy deployment, especially the possibility to reuse the already deployed HTTP infrastructure. However, current research focuses merely on client side statistics like for example achieved video qualities and adaption algorithms. To quantify the properties of such streaming systems from a service provider point of view, we have analyzed both sender and receiver side logging data provided by a popular Norwegian streaming provider. For example, we observe that more than 90% of live streaming clients send their requests for the same video segment with an inter-arrival time of only 10 seconds. Moreover, the logs indicate that the server sends substantially less data than is actually reported to be received by the clients, and the origin server streams data to less clients than there really are. Based on these facts, we conclude that HTTP segment streaming really makes use of the HTTP cache infrastructure without the need to change anything in the parts of Internet that are not controlled by the streaming provider.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"12 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":"121209214","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}