This paper describes a study with 18 participants on two text input methods for use with interactive television, The Numpad Typer (TNT) and TwiceTap. Both methods were designed for use with a common infra-red remote control. Each character is entered using two keystrokes. After one hour and forty minutes of practice, split into 5 sessions, the participants were able to type faster than 9 words per minute. While the performance of both methods was similar, the TwiceTap required a smaller number of keystrokes per character, was less prone to errors, and was found to be more comfortable by the participants. Over time, the use of frequent n-grams in TwiceTap was reinforced while the use of infrequent n-grams was suppressed.
{"title":"Comparison of two text entry methods on interactive TV","authors":"Adam J. Sporka, Ondrej Polácek, P. Slavík","doi":"10.1145/2325616.2325627","DOIUrl":"https://doi.org/10.1145/2325616.2325627","url":null,"abstract":"This paper describes a study with 18 participants on two text input methods for use with interactive television, The Numpad Typer (TNT) and TwiceTap. Both methods were designed for use with a common infra-red remote control. Each character is entered using two keystrokes. After one hour and forty minutes of practice, split into 5 sessions, the participants were able to type faster than 9 words per minute. While the performance of both methods was similar, the TwiceTap required a smaller number of keystrokes per character, was less prone to errors, and was found to be more comfortable by the participants. Over time, the use of frequent n-grams in TwiceTap was reinforced while the use of infrequent n-grams was suppressed.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"190 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121241133","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}
In this article, the principles of multi-sided platform theory and value network analysis are used in order to give a detailed picture of the financing and revenue sharing models present in the audiovisual media industry in Flanders. By means of expert interviews, we verify whether the counter-logics of platform ecosystems and the double marginalisation effect of double platform
{"title":"The double platform structure of the audiovisual media industry in flanders","authors":"Valérie-Anne Bleyen, P. Ballon","doi":"10.1145/2325616.2325630","DOIUrl":"https://doi.org/10.1145/2325616.2325630","url":null,"abstract":"In this article, the principles of multi-sided platform theory and value network analysis are used in order to give a detailed picture of the financing and revenue sharing models present in the audiovisual media industry in Flanders. By means of expert interviews, we verify whether the counter-logics of platform ecosystems and the double marginalisation effect of double platform","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129240926","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}
In this paper, we will present a selection of the main results of the research project ADOPT-DTV"Barriers to the adoption of digital television in the transition from analogue to digital television", which had as main goal to understand the most significant factors for adopting and rejecting digital TV by the Portuguese population. The focus of this research project was on the people who do not have the intention to adopt digital TV or who are doubtful about it. More precisely, our major goal was to understand and identify the main factors that explain these intentions, as well as their demographic and socioeconomic profile. The secondary goal was to propose recommendations that could be applied by the key stakeholders in Portugal, aiming to contribute effectively towards a more inclusive digital TV. The determination of four profiles of adopters in accordance to their intention of using digital TV will be further detailed in this paper. Also here presented in detail are the tests of project's main hypothesis and secondary hypotheses, based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model. In summary, the main and secondary hypothesis are confirmed: in the context of the transition from analogue terrestrial TV to digital TV in Portugal, the adoption of digital TV is considerably conditioned by factors such as performance expectation, effort expectation and social influence, with strong probability of significant rejection by older segments of the population, with lower education levels and special needs.
{"title":"Digital TV adopters and non-adopters in the context of the analogue terrestrial TV switchover in Portugal","authors":"C. Quico, M. Damásio, Sara Henriques","doi":"10.1145/2325616.2325658","DOIUrl":"https://doi.org/10.1145/2325616.2325658","url":null,"abstract":"In this paper, we will present a selection of the main results of the research project ADOPT-DTV\"Barriers to the adoption of digital television in the transition from analogue to digital television\", which had as main goal to understand the most significant factors for adopting and rejecting digital TV by the Portuguese population. The focus of this research project was on the people who do not have the intention to adopt digital TV or who are doubtful about it. More precisely, our major goal was to understand and identify the main factors that explain these intentions, as well as their demographic and socioeconomic profile. The secondary goal was to propose recommendations that could be applied by the key stakeholders in Portugal, aiming to contribute effectively towards a more inclusive digital TV. The determination of four profiles of adopters in accordance to their intention of using digital TV will be further detailed in this paper. Also here presented in detail are the tests of project's main hypothesis and secondary hypotheses, based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model. In summary, the main and secondary hypothesis are confirmed: in the context of the transition from analogue terrestrial TV to digital TV in Portugal, the adoption of digital TV is considerably conditioned by factors such as performance expectation, effort expectation and social influence, with strong probability of significant rejection by older segments of the population, with lower education levels and special needs.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134604311","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}
Network communication services such as Skype or gaming applications using interactive TVs with cameras and IR-sensors have begun to appear. Vision-based recognition systems using hand gestures to control applications such as TV menus are gaining popularity in the market. It is crucial that the VGI is simple, easily used and allows users to comfortably command TVs. For simple and easy to use VGIs, we focus on vision-based unicursal gesture interfaces (VUGI) which recognizes both the shape of a unicursal figure drawn by a user and orientation indicated by the start position of the unicursal figure. In this paper, we propose Support Vector Machines (SVM) using Distance to Border (DtB) features to increase the number of recognized unicursal gestures. We evaluated the performance of the proposed algorithm in an experiment and the mean recognition rate of eight unicursal figures was 94.6% and the maximum recognition processing time was 9.56ms.
{"title":"A gesture recognition algorithm for vision-based unicursal gesture interfaces","authors":"Ryosuke Aoki, Bessie Chan, Masayuki Ihara, Toru Kobayashi, Minoru Kobayashi, S. Kagami","doi":"10.1145/2325616.2325628","DOIUrl":"https://doi.org/10.1145/2325616.2325628","url":null,"abstract":"Network communication services such as Skype or gaming applications using interactive TVs with cameras and IR-sensors have begun to appear. Vision-based recognition systems using hand gestures to control applications such as TV menus are gaining popularity in the market. It is crucial that the VGI is simple, easily used and allows users to comfortably command TVs. For simple and easy to use VGIs, we focus on vision-based unicursal gesture interfaces (VUGI) which recognizes both the shape of a unicursal figure drawn by a user and orientation indicated by the start position of the unicursal figure. In this paper, we propose Support Vector Machines (SVM) using Distance to Border (DtB) features to increase the number of recognized unicursal gestures. We evaluated the performance of the proposed algorithm in an experiment and the mean recognition rate of eight unicursal figures was 94.6% and the maximum recognition processing time was 9.56ms.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122002600","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}
As researchers and industry alike are proposing TV interfaces that use gestures in their designs, understanding users' preferences for gesture commands becomes an important problem. However, no rules or guidelines currently exist to assist designers and practitioners of such interfaces. The paper presents the results of the first study investigating users' preferences for free-hand gestures when controlling the TV set. By conducting an agreement analysis on user-elicited gestures, a set of gesture commands is proposed for basic TV control tasks. Also, guidelines and recommendations issued from observed user behavior are provided to assist practitioners interested in prototyping free-hand gestural designs for the interactive TV.
{"title":"User-defined gestures for free-hand TV control","authors":"Radu-Daniel Vatavu","doi":"10.1145/2325616.2325626","DOIUrl":"https://doi.org/10.1145/2325616.2325626","url":null,"abstract":"As researchers and industry alike are proposing TV interfaces that use gestures in their designs, understanding users' preferences for gesture commands becomes an important problem. However, no rules or guidelines currently exist to assist designers and practitioners of such interfaces. The paper presents the results of the first study investigating users' preferences for free-hand gestures when controlling the TV set. By conducting an agreement analysis on user-elicited gestures, a set of gesture commands is proposed for basic TV control tasks. Also, guidelines and recommendations issued from observed user behavior are provided to assist practitioners interested in prototyping free-hand gestural designs for the interactive TV.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129386543","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}
Izequiel Pereira de Norões, Vasco Furtado, E. Furtado
This paper proposes a software architecture for the development of collaborative maps applied to the model of the Brazilian Digital Television System (SBTVD), called MAPS-TV. We describe the modules of MAPS-TV, how they interact, and how we extend the content representation model used by TV-Anytime to allow this interaction. For the purpose of validating our proposal, we also demonstrate how MAPS-TV facilitated the creation of collaborative maps -- related to urban problems -- to be used in the SBTVD, with no need for participation of software developers in the process.
{"title":"Maps-TV: a software architecture to support development of collaborative maps in DTVi","authors":"Izequiel Pereira de Norões, Vasco Furtado, E. Furtado","doi":"10.1145/2325616.2325650","DOIUrl":"https://doi.org/10.1145/2325616.2325650","url":null,"abstract":"This paper proposes a software architecture for the development of collaborative maps applied to the model of the Brazilian Digital Television System (SBTVD), called MAPS-TV. We describe the modules of MAPS-TV, how they interact, and how we extend the content representation model used by TV-Anytime to allow this interaction. For the purpose of validating our proposal, we also demonstrate how MAPS-TV facilitated the creation of collaborative maps -- related to urban problems -- to be used in the SBTVD, with no need for participation of software developers in the process.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"2016 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127353512","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}
IPTV platforms have revealed a great potential for the viewers' involvement by allowing the development of services and applications related with the TV content. Taking advantage of both the potentialities of these platforms and game related dynamics new ways to promote interaction between viewers may be achieved. This research focuses on searching and validating innovative forms of entertainment through television. In this context we designed, developed and evaluated the Wize application that combines some social games characteristics with interactive television features. This paper presents the functional specification of this application, implemented in an IPTV platform and describes a Field Trial carried out with 22 users. To accomplish this evaluation those persons were provided at their homes with a sub-set of the Wize features integrated in an iTV application of a popular TV show. The results provide a better understanding of the expectations towards social TV related games and reveal that users have strong motivation to continue to use such an application and a strong interest in doing it with their friends. The results also showed the potential of this type of applications to engage in a deeper manner the viewers with the TV content.
{"title":"Engaging viewers through social TV games","authors":"Pedro Almeida, J. Abreu, A. Pinho, Diogo Costa","doi":"10.1145/2325616.2325651","DOIUrl":"https://doi.org/10.1145/2325616.2325651","url":null,"abstract":"IPTV platforms have revealed a great potential for the viewers' involvement by allowing the development of services and applications related with the TV content. Taking advantage of both the potentialities of these platforms and game related dynamics new ways to promote interaction between viewers may be achieved. This research focuses on searching and validating innovative forms of entertainment through television. In this context we designed, developed and evaluated the Wize application that combines some social games characteristics with interactive television features. This paper presents the functional specification of this application, implemented in an IPTV platform and describes a Field Trial carried out with 22 users. To accomplish this evaluation those persons were provided at their homes with a sub-set of the Wize features integrated in an iTV application of a popular TV show. The results provide a better understanding of the expectations towards social TV related games and reveal that users have strong motivation to continue to use such an application and a strong interest in doing it with their friends. The results also showed the potential of this type of applications to engage in a deeper manner the viewers with the TV content.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114397730","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}
While digital filmmaking has broadened the accessibility of documentary film and television creation, legacy production practices persist of first gathering information (shooting) and later structuring the audio-video narrative (editing). The open-source app Documatic combines shooting and editing processes via synchronized smartphone-camera annotation systems that automatically generate non-destructive video "rough-cuts" for Adobe Premiere. Harnessing the correct digital affordances can enable small documentary productions to enjoy some of the production efficiency traditionally belonging only to large scale filmmakers, while maintaining the artisanal quality control of a small team. The paper outlines the design, implementation, and example usage of this production and editing assistant, which is aimed at supporting small independent documentary filmmaking teams.
{"title":"Documatic: participatory, mobile shooting assistant, pre-editor, and groundwork for semi-automatic filmmaking","authors":"Andrew Quitmeyer, Michael Nitsche","doi":"10.1145/2325616.2325643","DOIUrl":"https://doi.org/10.1145/2325616.2325643","url":null,"abstract":"While digital filmmaking has broadened the accessibility of documentary film and television creation, legacy production practices persist of first gathering information (shooting) and later structuring the audio-video narrative (editing). The open-source app Documatic combines shooting and editing processes via synchronized smartphone-camera annotation systems that automatically generate non-destructive video \"rough-cuts\" for Adobe Premiere. Harnessing the correct digital affordances can enable small documentary productions to enjoy some of the production efficiency traditionally belonging only to large scale filmmakers, while maintaining the artisanal quality control of a small team. The paper outlines the design, implementation, and example usage of this production and editing assistant, which is aimed at supporting small independent documentary filmmaking teams.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116255698","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}
Jan Hess, B. Ley, Corinna Ogonowski, Tim Reichling, Lin Wan, V. Wulf
Studying domestic usage contexts has become an important field in research. Recent technological improvements have made media available on different devices, in different contexts and from different places. The adoption and appropriation of new devices and technologies has led to a more flexible usage behavior. However, even if we know about such a behavior, many questions, regarding how new technology changes the user's media usage and how these changes affect the social structure in a household, are still unanswered. We will address this topic in our work and want to provide an insight on how recent media consumption patterns have changed due to the appropriation of new technologies in the home. Based on a qualitative long-term Living Lab study we will present various patterns based on changes in media usage routines and their influences on households as social systems. The results provide a detailed understanding of how the new technology is embedded within domestic life by considering potentials and conflicts that also address further design oriented work.
{"title":"New technology@home: impacts on usage behavior and social structures","authors":"Jan Hess, B. Ley, Corinna Ogonowski, Tim Reichling, Lin Wan, V. Wulf","doi":"10.1145/2325616.2325653","DOIUrl":"https://doi.org/10.1145/2325616.2325653","url":null,"abstract":"Studying domestic usage contexts has become an important field in research. Recent technological improvements have made media available on different devices, in different contexts and from different places. The adoption and appropriation of new devices and technologies has led to a more flexible usage behavior. However, even if we know about such a behavior, many questions, regarding how new technology changes the user's media usage and how these changes affect the social structure in a household, are still unanswered. We will address this topic in our work and want to provide an insight on how recent media consumption patterns have changed due to the appropriation of new technologies in the home. Based on a qualitative long-term Living Lab study we will present various patterns based on changes in media usage routines and their influences on households as social systems. The results provide a detailed understanding of how the new technology is embedded within domestic life by considering potentials and conflicts that also address further design oriented work.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"197 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115666118","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 addresses the role of socio-spatial context on audiovisual media consumption by adopting a multi-paradigmatic approach that combines the Theory of Media Attendance, a socio-cognitive interpretation of Uses & Gratifications and Domestication Theory. We propose a framework that inquires (RQ 1) how goals and habits interface with each other as explanatory factors of consumption and (RQ 2) how the role of socio-spatial cues can be understood. Survey results show that different socio-spatial settings are associated with distinct explanations by goals and habits. Moreover, follow-up interviews indicate that these differences are best understood when framed in everyday life family dynamics.
{"title":"Socio-spatial context and the habit-goal interface in audiovisual media consumption: an inter-paradigmatic approach","authors":"Cédric Courtois, J. V. Lier","doi":"10.1145/2325616.2325621","DOIUrl":"https://doi.org/10.1145/2325616.2325621","url":null,"abstract":"This paper addresses the role of socio-spatial context on audiovisual media consumption by adopting a multi-paradigmatic approach that combines the Theory of Media Attendance, a socio-cognitive interpretation of Uses & Gratifications and Domestication Theory. We propose a framework that inquires (RQ 1) how goals and habits interface with each other as explanatory factors of consumption and (RQ 2) how the role of socio-spatial cues can be understood. Survey results show that different socio-spatial settings are associated with distinct explanations by goals and habits. Moreover, follow-up interviews indicate that these differences are best understood when framed in everyday life family dynamics.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125215030","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}