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4th International workshop on future television: focus on multi screen applications multiscreen 2013 / futureTV 2013 第四届未来电视国际研讨会:关注多屏应用multiscreen 2013 / futureTV 2013
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2466578
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.
本文描述了2013年6月24日,在意大利科莫市举行的第11届欧洲互动电视会议(EuroITV 2013)上,与社交电视多用户服务(MUSST)研讨会同时举行的全天研讨会。
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引用次数: 0
SoundsLike: movies soundtrack browsing and labeling based on relevance feedback and gamification sound like:基于相关反馈和游戏化的电影原声浏览和标签
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465979
Jorge M. A. Gomes, T. Chambel, T. Langlois
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.
电影和游戏是个人和社交环境中最大的娱乐来源。越来越多的电影和视频在互联网、社交媒体和互动电视上作为巨大的集合被访问,这需要新的、更强大的方式来搜索、浏览和观看它们,这些方式受益于基于视频内容的分析和分类技术。反过来,游戏元素也可以帮助我们完成这一具有挑战性的过程,例如在音频中,获取用户反馈以提高分类效果,同时保持或提高用户体验的娱乐质量。在本文中,我们提出并讨论了SoundsLike,这是一种基于相关反馈并集成在moviecloud中的游戏化方法,用于吸引用户参与电影原声标签,moviecloud是一种交互式web应用程序,旨在访问、探索和可视化基于不同音轨或内容视角所传达的信息的电影,特别是音频和字幕,其中大部分语义都是传达的。并特别关注电影中表达的情感维度或观众的感受。
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引用次数: 11
TV's future is linked: web and television across screens 4th international workshop on future television at EuroITV 2013 电视的未来是联系在一起的:网络和屏幕上的电视在2013年欧洲独立电视台第四届未来电视国际研讨会
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465987
L. Nixon, Raphael Troncy, V. Mezaris
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:
本次研讨会是继2010年和2011年在欧洲独立电视台成功举办的由欧盟项目NoTube组织的第1和第2次未来电视研讨会,以及去年由欧盟项目LinkedTV (http://www.linkedtv.eu)赞助的第3次研讨会之后举办的。以前,我们关注的是Web-TV集成如何实现比简单地在电视节目上粘贴Web内容或在电视观众的屏幕上提供难以使用的Web浏览器更多的可能性。而:
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引用次数: 2
User information needs for environmental opinion-forming and decision-making in link-enriched video 富链接视频环境意见形成和决策的用户信息需求
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465973
A. C. Palumbo, L. Hardman
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.
链接丰富的视频可以在环境意见形成和决策的信息过程中支持用户。要启用这一点,我们需要指定应该在描述视频的注释模式中捕获的信息。我们进行了专家访谈,以引出用户潜在的信息需求。我们进行了一项用户调查,以评估所识别的信息类型的相关性。最后,我们观察了用户在选择视频片段时的行为和需求。我们的研究结果表明,某些类型的关于环境问题的信息,所表达的意见,表达意见的人以及来源对用户来说更具相关性。
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引用次数: 1
A hybrid architecture for delivery of panoramic video 用于传送全景视频的混合架构
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465975
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.
媒体行业正被拉向现实主义(高分辨率、立体、大屏幕)和个性化(内容的选择和控制,在许多设备上的可用性)这两个经常相反的方向。在欧盟FP7项目FascinatE中,一种捕获、生产和交付系统正在开发中,该系统能够让最终用户交互式地查看和导航超高分辨率视频全景,显示现场事件。在本文中,我们报告了FascinatE交付网络的最新发展。我们在这个交付网络体系结构及其组成功能组件的初始版本上构建,并提出一个混合元素来组合前面报道过的两个底层交付机制。这种混合方面使交付网络能够在端到端实时交付场景中发挥作用。
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引用次数: 3
MPEG-DASH enabling adaptive streaming with personalized commercial breaks and second screen scenarios MPEG-DASH支持自适应流媒体,具有个性化的商业广告和第二屏幕场景
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465968
Stefan Kaiser, S. Pham, S. Arbanowski
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.
对Web视频流的需求日益增长,这增加了最近发布的MPEG标准HTTP动态自适应流(MPEG- dash)的重要性。有了MPEG-DASH,视频传输将通过支持自适应比特率内容的消费和传输而在互联网上协调一致。本文讨论了该技术带来的未来机遇以及必须克服的挑战。讨论是在概念验证实现的基础上进行的。这些主题涉及MPEG-DASH部署的各个方面,从基础内容创建到应用适应,再到智能用例,如个性化商业中断或支持会话移动性的自适应视频流。
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引用次数: 8
Live-streaming changes the (video) game 直播改变了(视频)游戏
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465971
Thomas Smith, Marianna Obrist, Peter C. Wright
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.
电子游戏本质上是一种活跃的媒介,没有互动的电子游戏是良性的。然而,越来越多的视频游戏观众出现在互联网上、世界各地的赛事中,部分还出现在传统电视转播中。在本文中,我们将着眼于围绕电子游戏观众而发展起来的不同社区,所有利益相关者的动机以及所涉及的技术。这种现象的一个有趣的部分是它与主动性和被动性的延展性的关系;电子游戏传统上是主动的,但观赏性带来了一种被动元素,而电视传统上是被动的,但互动电视带来了一种活动元素。我们基于选定的例子来探索这一现象,并激发了关于电子游戏领域的这种理解如何对互动电视产生有趣影响的讨论。
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引用次数: 173
There's a world outside your TV: exploring interactions beyond the physical TV screen 电视之外还有一个世界:探索电视屏幕之外的互动
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465972
Radu-Daniel Vatavu
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.
我们探索电视周围空间的互动,并将这个空间作为画布,以投影屏幕和自定义控件和小部件的形式显示额外的电视内容。我们展示了一个原型的实现细节,该原型使用现成的低成本技术设备创建了一个混合的、物理投影的、增强的电视空间。报告了一项参与式设计研究的结果,为跨物理投影电视空间的多媒体内容的交互技术的开发提供了信息。我们报告了12个常用电视任务的一组命令,并编写了为增强电视空间设计交互的指南。通过这项工作,我们计划让电视界面设计师意识到,物理电视屏幕周围的空间一旦变成互动,就会提供许多机会。我们希望对电视机周围区域的互动潜力的首次调查将鼓励对增强电视空间的新探索,并将为我们未来的交互式智能电视空间培育新的应用和新的娱乐体验的设计。
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引用次数: 65
Tracking and analyzing TV content on the web through social and ontological knowledge 通过社会知识和本体论知识跟踪和分析网络上的电视内容
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465978
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.
人们在网上谈论电视。电视用户的社交活动隐含地将视频、新闻、评论和帖子所涉及的概念联系起来。这种连接的强度可能随着用户对Web的看法随时间的变化而变化。为了更好地利用用户的社会活动来了解电视节目是如何被电视公众感知的,以及用户的兴趣是如何随着时间的推移而演变的,我们引入了一个知识图来建模来自不同信息源的异构和动态数据的集成,包括广播公司的档案、在线报纸、博客、网络百科全书、社交媒体平台和社交网络,这些数据在我们所谓的电视内容的“延长寿命”中发挥作用。我们展示了我们的图模型如何捕捉电视领域的多个方面,从电视内容的语义特征,到其社会特征和社会感知的时间演变。通过一个真实的用例分析,基于我们从意大利电视脱口秀的一组剧集中提取的知识图的实例,我们讨论了所考虑的节目的公众参与。
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引用次数: 9
Analysis of a real-world HTTP segment streaming case 分析一个真实的HTTP段流案例
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465967
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.
如今,自适应HTTP分段流是向用户提供视频内容的一种流行方式。HTTP段流的好处包括它的可伸缩性、高性能和易于部署,特别是重用已经部署的HTTP基础设施的可能性。然而,目前的研究仅仅集中在客户端统计数据上,例如实现的视频质量和自适应算法。为了从服务提供商的角度量化这种流媒体系统的属性,我们分析了由一家流行的挪威流媒体提供商提供的发送方和接收方日志数据。例如,我们观察到,超过90%的直播客户端发送相同视频片段的请求时,到达间隔时间仅为10秒。此外,日志表明服务器发送的数据比客户端实际报告接收的数据少得多,并且源服务器将数据流传输给的客户端比实际的要少。基于这些事实,我们得出的结论是,HTTP段流确实利用了HTTP缓存基础设施,而不需要改变互联网中不受流提供商控制的部分。
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引用次数: 6
期刊
European Conference on Interactive TV
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