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MUSST: workshop on multi-user services for social TV 必须:关于社会电视多用户服务的讲习班
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465984
D. Geerts, M. O. Deventer, C. Köbel, Bettina Heidkamp-Tchegloff
Social TV has been an active area of research for more than a decade now, but most research has focused on interaction between remote participants, either through direct communication or more indirect e.g. in the form of social recommendations. However, an issue that has been mostly neglected in social TV research is how to deal with multiple co-located users in the home. This workshop addresses that gap by investigating possible social TV services for multiple users in the home. The objective is to bring together researchers and practitioners working on different aspects of multi-user services for social television including multiple devices: user research, prototype design, technical implementation, system scalability, business models, etc.
十多年来,社交电视一直是一个活跃的研究领域,但大多数研究都集中在远程参与者之间的互动上,要么是通过直接交流,要么是通过更间接的方式,比如以社交推荐的形式。然而,在社交电视的研究中,一个经常被忽视的问题是如何处理家庭中多个共同位置的用户。本次研讨会通过调查为家庭多用户提供社交电视服务的可能性来解决这一差距。目的是将研究人员和从业人员聚集在一起,研究包括多种设备在内的社会电视多用户服务的不同方面:用户研究、原型设计、技术实现、系统可扩展性、商业模型等。
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引用次数: 0
Supporting interaction and audience analysis in interactive TV systems 支持互动电视系统中的互动和观众分析
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465977
Samuel C. A. Basílio, M. Moreno, E. Barrére
Despite of the establishment of digital television services, audience measurement and other media analysis still rely on obsolete and usually expensive techniques that date back to the analog era. Moreover, the introduction of interactive services into TV terminal devices is not adequately considered in such market researches. The analysis of both viewer's audience and interactive behavior can thrive this market, which still didn't come up with killer interactive applications. This paper proposes and compares two approaches for the capture of viewer's audience and interactivity behavior in Interactive TV systems (iTV). The first approach for data capturing relies on new extensions to existing iTV middleware standards, whereas the second one just makes use of software features commonly supported by those standards. Captured data should be sent to aggregation servers that allow multiple reports to be generated and made available online for real time tracking. Aggregation servers and software tools are components of the Interaction and Audience Analysis Service Provider (IAASP), which is also described and implemented in this work.
尽管建立了数字电视服务,但观众测量和其他媒体分析仍然依赖于可以追溯到模拟时代的过时且通常昂贵的技术。此外,在此类市场研究中,没有充分考虑到电视终端设备中引入交互式服务的问题。对观众和互动行为的分析可以促进这个市场的繁荣,因为这个市场还没有出现杀手级的互动应用程序。本文提出并比较了交互式电视系统(iTV)中捕捉观众和交互行为的两种方法。第一种数据捕获方法依赖于对现有iTV中间件标准的新扩展,而第二种方法仅利用这些标准通常支持的软件特性。捕获的数据应该发送到聚合服务器,聚合服务器允许生成多个报告,并在线提供实时跟踪。聚合服务器和软件工具是交互和受众分析服务提供者(IAASP)的组件,在本文中也对其进行了描述和实现。
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引用次数: 4
EuroITV'13 keynote: make it so EuroITV’13主题:让它成为现实
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2466577
Chris Noessel
Make It So (Rosenfeld Media, 2012) explores the speculative interfaces seen in science fiction movies and television shows. The authors have developed a model that traces lines of influence between these sci-fi examples and design in the real world, and use this model as a scaffold to investigate how the depiction of technologies evolve over time, how fictional interfaces influence those in the real world, and what lessons interface designers can learn through this process. Only described briefly in the book, this keynote walks the audience through this model in detail, highlighting video clip examples throughout.
《Make It So》(Rosenfeld Media, 2012)探讨了科幻电影和电视节目中出现的投机界面。作者已经开发了一个模型,追踪这些科幻例子和现实世界中的设计之间的影响线,并使用这个模型作为框架来研究技术的描述如何随着时间的推移而演变,虚构的界面如何影响现实世界中的界面,以及界面设计师可以从这个过程中学到什么。在书中只简要地描述了这个主题,详细地向观众介绍了这个模型,并突出了整个视频剪辑示例。
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引用次数: 0
Time shifting patterns in browsing and search behavior for catch-up TV on the web 网络上追赶电视的浏览和搜索行为的时移模式
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465965
Mika Rautiainen, A. Heikkinen, Jouni Sarvanko, K. Chorianopoulos, V. Kostakos, M. Ylianttila
Catch-up TV services on the Web have facilitated time-shifted TV viewing. However, there is limited information about user search behavior with regard to recently time-shifted versus archival TV content. We deployed two distinct content-based web services to explore information retrieval of time-shifted TV content. The first web service is based on a browsing metaphor, while the second is based on free text content search metaphor. We analyzed more than 5000 user sessions from 12 months of logs and found that the programs accessed via browsing categorized program content summaries were typically less than one week old. In contrast, the programs accessed via free text search on subtitle content were typically more than a week old. Our findings provide a first assessment of user behavior in accessing time-shifted and archival TV content. Further research should develop the user experience for content-based TV access and explore the sharing patterns of archival TV content on social networks.
网络上的追赶电视服务促进了时移电视观看。然而,关于最近时移与存档电视内容的用户搜索行为的信息有限。我们部署了两个不同的基于内容的web服务来探索时移电视内容的信息检索。第一个web服务基于浏览隐喻,而第二个web服务基于免费文本内容搜索隐喻。我们从12个月的日志中分析了5000多个用户会话,发现通过浏览分类节目内容摘要访问的节目通常不到一周。相比之下,通过字幕内容的免费文本搜索访问的节目通常超过一周。我们的发现提供了访问时移和存档电视内容的用户行为的第一个评估。进一步的研究应该发展基于内容的电视访问的用户体验,探索档案电视内容在社交网络上的共享模式。
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引用次数: 2
4th EuroITV 2013 workshop on interactive digital TV in emergent economies -- thinking outside the TV box 第四届EuroITV 2013研讨会:新兴经济体中的互动数字电视——跳出电视盒子思考
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465985
V. Lucena, A. Lugmayr, Zhiwen Yu, A. Pal
The popularity of TV worldwide and particularly in emergent markets opened a window of opportunities for many people working with Interactive Digital TV and related topics. New solutions and new business approaches are supposed to rise from this scenario, creating many new job opportunities. The main goal of this workshop is to bring together researchers, educators, and industry related people working in the deployment of solutions for DTV Systems and associated Applications in emergent countries. Along this workshop, discussion about the adopted policies, technologies, state-of-the-art, middleware solutions, content models, interactivity systems, and future applications in the researchers' countries are going to be the main action. Indeed, it is going to be a global forum where the participants will be able to identify common issues and exchange experiences, sharing the adopted solutions for common known problems. The organizers hope to keep building and maintaining a research network that will help people working in developing countries to increase their technical contributions in Interactive Digital TV related issues.
电视在世界范围内的普及,特别是在新兴市场的普及,为许多从事互动数字电视和相关主题工作的人打开了一扇机会之窗。新的解决方案和新的业务方法应该会从这种情况中产生,创造许多新的就业机会。本次研讨会的主要目标是将在新兴国家部署数字电视系统和相关应用解决方案的研究人员、教育工作者和行业相关人员聚集在一起。在本次研讨会上,将主要讨论研究人员所在国家采用的政策、技术、最新技术、中间件解决方案、内容模型、交互系统和未来的应用。事实上,这将是一个全球论坛,与会者将能够确定共同的问题,交流经验,分享针对共同已知问题的已采用的解决方案。组织者希望继续建立和维护一个研究网络,以帮助在发展中国家工作的人们增加他们在交互式数字电视相关问题上的技术贡献。
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引用次数: 0
TV program detection in tweets 推文中的电视节目检测
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465960
P. Cremonesi, Roberto Pagano, S. Pasquali, R. Turrin
Posting comments on social networks using second screen devices (e.g., tablets) while watching TV is becoming very common. The simplicity of microblogs makes Twitter among the preferred social services used by the TV audience to share messages about TV shows and movies. Thus, users' comments about TV shows are considered a valuable indicator of the TV audience preferences. However, eliciting preferences from a tweet requires to understand if the tweet refers to a specific TV program, a task particularly challenging due to the nature of tweets - e.g., the limited length and the massive use of slangs and abbreviations. In this paper, we present a solution to identify whether a tweet posted by a user refers to one among a set of known TV programs. In such process, referred to as item detection, we assume the system is given a set of items (e.g., the TV shows or movies) together with some features (e.g., the title of the TV show). We tested the solution on a dataset composed by approximately 32000 tweets, where the optimal configuration reached a precision of about 92% with a recall equals to about 65%.
在看电视的同时使用第二屏幕设备(如平板电脑)在社交网络上发表评论已经变得非常普遍。微博的简便性使Twitter成为电视观众用来分享电视节目和电影信息的首选社交服务。因此,用户对电视节目的评论被认为是电视观众偏好的一个有价值的指标。然而,从推文中提取偏好需要了解推文是否与特定的电视节目有关,这是一项特别具有挑战性的任务,因为推文的性质-例如,有限的长度和大量使用俚语和缩写。在本文中,我们提出了一种解决方案来识别用户发布的tweet是否指的是一组已知的电视节目。在这个过程中,我们称之为项目检测,我们假设给系统一组项目(例如,电视节目或电影)以及一些特征(例如,电视节目的标题)。我们在一个由大约32000条推文组成的数据集上测试了该解决方案,其中最优配置达到了约92%的精度,召回率约为65%。
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引用次数: 8
Transmedia phenomena: new practices in participatory and experiential content production 跨媒体现象:参与式和体验式内容生产的新实践
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465962
M. Ciancia
Nowadays we live in a society rich of a growing number of messages spread by multichannel and multimodal devices [9, 27, 21, 18]. A scenario that outlines the need of a designer able to manage the coexistence of multiple factors using his tools to overcome the problems of understanding information and access them. Starting from the complex nature of communication flows, we can define a main objective: to encourage a dialogue among people. For this reason, it is important to study the evolution of the existing communication systems, in order to understand the new collaborating and participative processes, and how media and languages have broken their historical isolation and incompatibility. Thanks to a large amount of theoretical assumptions, and according with thoughts and projects developed during these years [10, 13, 26, 2, 28, 5, 6],, the aim of this work is to figure out a new form of literacy that allows us to develop content able to foster a rich user experience through the merge of different languages, media, technologies, and to rethink the participatory process. First of all, the work will highlight the developments in the communication field that are affecting society, exploring three main areas: audience, technology and user engagement. After this the paper will focus on The Spiral, a pan-European Transmedia co-production, as an example of potential activities in order to do reflections on what are challenges and opportunities of the Transmedia Phenomenon within the broadcast production.
如今,我们生活在一个通过多渠道和多模式设备传播越来越多的信息的社会中[9,27,21,18]。该场景概述了设计师的需求,即能够使用他的工具管理多个因素的共存,以克服理解和访问信息的问题。从沟通流程的复杂性出发,我们可以定义一个主要目标:鼓励人们之间的对话。因此,研究现有传播系统的演变,以理解新的合作和参与过程,以及媒体和语言如何打破历史上的隔离和不相容,是很重要的。由于大量的理论假设,并根据这些年来发展的思想和项目[10,13,26,2,28,5,6],这项工作的目的是找出一种新的识字形式,使我们能够通过不同语言,媒体,技术的融合来开发能够培养丰富用户体验的内容,并重新思考参与过程。首先,这项工作将突出影响社会的通信领域的发展,探索三个主要领域:受众、技术和用户参与。在此之后,本文将重点关注《the Spiral》,这是一部泛欧洲跨媒体合作制作,作为潜在活动的一个例子,以反思广播制作中跨媒体现象的挑战和机遇。
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引用次数: 6
Usability design for video lectures 视频讲座的可用性设计
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465982
K. Chorianopoulos, M. Giannakos
There is a growing number and variety of educational video lectures online, but there is limited understanding of their effectiveness in terms of learning and usability. Although there is significant research literature within the individual domains of usability and of video learning, there is limited understanding of their integrated design. In particular, there is limited research on guidelines for usable video lecture design, such as the presence of humans in the video and navigation support through the video. For example, it is established that learners benefit from highly structured learning material, but the manual editing of video is not feasible for most learning organizations and instructors. In order to accommodate this emerging instruction medium we are drawing design principles and models from the research literature on educational technology and video interaction. Moreover, we provide a comprehensive approach to the design of usable video lecture systems and content. Finally, we suggest that learning organizations and instructors should invest additional effort in video systems that support an integrated approach to editing, sharing, and controlling of video lectures.
网上的教育视频讲座越来越多,种类也越来越多,但人们对它们在学习和可用性方面的有效性的了解有限。尽管在可用性和视频学习的各个领域都有重要的研究文献,但对它们的综合设计的理解有限。特别是,关于可用视频讲座设计指南的研究有限,例如视频中人类的存在以及通过视频的导航支持。例如,已经确定学习者受益于高度结构化的学习材料,但对大多数学习型组织和教师来说,手工编辑视频是不可行的。为了适应这种新兴的教学媒介,我们正在从教育技术和视频交互的研究文献中绘制设计原则和模型。此外,我们提供了一个全面的方法来设计可用的视频讲座系统和内容。最后,我们建议学习型组织和教师应该在视频系统上投入额外的精力,以支持集成的方法来编辑、共享和控制视频讲座。
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引用次数: 34
Out of the box selection and application of UX evaluation methods and practical cases 开箱即用的用户体验评价方法的选择与应用及实际案例
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465983
Marianna Obrist, H. Knoche, S. Basapur
The scope of user experience supersedes the concept of usability and other performance oriented measures by including for example users' emotions, motivations and a strong focus on the context of use. The purpose of this tutorial is to motivate researchers and practitioners to think about the challenging questions around how to select and apply UX evaluation methods for different usage contexts, in particular for the "home" and "mobile" context, relevant for TV-based services. Next to a general understanding of UX evaluation and available methods, we will provide concrete UX evaluation case examples and hands-on exercises. Participants will be engaged in a reflection on the practical use of methods, connected problems and challenges.
用户体验的范围取代了可用性的概念和其他以性能为导向的衡量标准,包括用户的情感、动机和对使用环境的强烈关注。本教程的目的是激励研究人员和实践者思考如何为不同的使用环境选择和应用用户体验评估方法的挑战性问题,特别是“家庭”和“移动”环境,与基于电视的服务相关。在对用户体验评估和可用方法的一般理解之后,我们将提供具体的用户体验评估案例和实践练习。参与者将对方法的实际应用、相关的问题和挑战进行反思。
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引用次数: 0
Vox populi: enabling community-based narratives through collaboration and content creation Vox populi:通过协作和内容创作实现基于社区的叙事
Pub Date : 2013-06-24 DOI: 10.1145/2465958.2465976
Janak Bhimani, T. Nakakura, Ali Almahr, Masaaki Sato, Kazunori Sugiura, N. Ohta
The traditional models of content delivery and creation as well as the roles of content producer and content consumer are being challenged in an environment of increasing user generated content. While the amount of user generated content is growing, there is an imbalance with respect to its quality and variety. In this paper, we discuss our research into two real collaborative documentary productions. We present two collaborative models of digital narrative content creation that demonstrate the way in which users have more control over their content and have a more immersive experience with the content. Curation of crowdsourced assets after a major natural disaster is explored in the production of "lenses + landscapes". We discuss crowdsourcing as a means to utilize existing media assets to deliver a narrative experience that consists of many small parts, but whose overall impact as a whole is greater than the sum. Co-located collaborative content creation is examined in the production of "places + perspectives". The implementation of large, remotely located touchscreens in collaborative sessions is illustrated and analyzed. By presenting the findings and details of our two experiments on collaborative storytelling, our goal is to demonstrate different methods for creating and curating collaborative content in and over remote locations to allow for a unique and enhanced user experience for content creators, collaborators and viewers.
在用户生成内容日益增多的环境中,传统的内容交付和创作模式,以及内容生产者和内容消费者的角色都受到了挑战。虽然用户生成内容的数量在不断增长,但在质量和多样性方面却存在不平衡。在本文中,我们讨论了我们对两个真实的合作纪录片制作的研究。我们提出了两种数字叙事内容创作的协作模式,展示了用户对其内容有更多控制的方式,并对内容有更身临其境的体验。在“镜头+景观”的创作中,探索重大自然灾害后的众包资产策展。我们将众包视为一种利用现有媒体资产来传达由许多小部分组成的叙事体验的方法,但其整体影响大于总和。在“地点+视角”的生产中考察了协同内容创作。在协作会话中实现大型、远程位置的触摸屏的说明和分析。通过展示我们关于协作讲故事的两个实验的发现和细节,我们的目标是展示在远程位置和远程位置创建和策划协作内容的不同方法,从而为内容创作者、合作者和观众提供独特和增强的用户体验。
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引用次数: 8
期刊
European Conference on Interactive TV
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