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Comparison of two text entry methods on interactive TV 交互式电视上两种文本输入方法的比较
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325627
Adam J. Sporka, Ondrej Polácek, P. Slavík
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.
本文描述了一项研究,18名参与者对两种文本输入法的使用与互动电视,Numpad Typer (TNT)和TwiceTap。这两种方法都被设计为使用一个共同的红外遥控器。每个字符使用两次按键输入。经过1小时40分钟的练习,分成5个阶段,参与者每分钟的打字速度超过9个单词。虽然这两种方法的性能相似,但TwiceTap每个字符需要的按键次数更少,更不容易出错,而且参与者发现使用起来更舒服。随着时间的推移,TwiceTap中频繁n-gram的使用得到加强,而不频繁n-gram的使用受到抑制。
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引用次数: 9
The double platform structure of the audiovisual media industry in flanders 佛兰德斯视听媒体产业的双平台结构
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325630
Valérie-Anne Bleyen, P. Ballon
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
本文运用多边平台理论和价值网络分析的原理,对佛兰德斯地区音像媒体产业的融资模式和收益分享模式进行了详细的分析。通过专家访谈,我们验证了平台生态系统的反逻辑和双平台的双重边缘化效应是否存在
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引用次数: 0
Digital TV adopters and non-adopters in the context of the analogue terrestrial TV switchover in Portugal 数字电视采用者和非采用者在葡萄牙模拟地面电视切换的背景下
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325658
C. Quico, M. Damásio, Sara Henriques
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.
在本文中,我们将展示研究项目ADOPT-DTV的主要成果选择“从模拟电视到数字电视过渡中采用数字电视的障碍”,其主要目标是了解葡萄牙人口采用和拒绝数字电视的最重要因素。这个研究项目的重点是那些没有打算采用数字电视或对其持怀疑态度的人。更准确地说,我们的主要目标是理解和确定解释这些意图的主要因素,以及他们的人口和社会经济状况。第二个目标是提出葡萄牙主要利益相关者可以应用的建议,旨在为更具包容性的数字电视做出有效贡献。根据用户使用数字电视的意向,本文将进一步详细介绍四种用户概况。本文还详细介绍了基于技术接受和使用统一理论(UTAUT)模型的项目主要假设和次要假设的检验。综上所述,主要和次要假设得到了证实:在葡萄牙从模拟地面电视向数字电视过渡的背景下,数字电视的采用在很大程度上受到业绩预期、努力预期和社会影响等因素的制约,并且很有可能遭到教育水平较低和有特殊需求的老年人群的严重拒绝。
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引用次数: 5
A gesture recognition algorithm for vision-based unicursal gesture interfaces 一种基于视觉的通用手势界面手势识别算法
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325628
Ryosuke Aoki, Bessie Chan, Masayuki Ihara, Toru Kobayashi, Minoru Kobayashi, S. Kagami
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.
网络通信服务,如Skype或使用带有摄像头和红外传感器的交互式电视的游戏应用程序已经开始出现。利用手势控制电视菜单等应用程序的视觉识别系统在市场上越来越受欢迎。至关重要的是,VGI简单,易于使用,并允许用户舒适地控制电视。为了实现简单易用的通用手势界面,我们重点研究了基于视觉的通用手势界面(VUGI),该界面既能识别用户绘制的通用图形的形状,又能识别通用图形的起始位置所指示的方向。在本文中,我们提出了使用距离边界(DtB)特征的支持向量机(SVM)来增加识别通用手势的数量。实验结果表明,该算法对8个通用数字的平均识别率为94.6%,最大识别处理时间为9.56ms。
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引用次数: 5
User-defined gestures for free-hand TV control 用户自定义手势的自由手电视控制
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325626
Radu-Daniel Vatavu
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.
随着研究人员和业界都提出在设计中使用手势的电视界面,了解用户对手势命令的偏好成为一个重要问题。然而,目前还没有任何规则或指导方针来帮助这些界面的设计者和实践者。这篇论文展示了第一项研究的结果,该研究调查了用户在控制电视机时对自由手势的偏好。通过对用户手势的一致性分析,提出了一套用于基本电视控制任务的手势命令。此外,从观察到的用户行为中发出的指导方针和建议提供了帮助实践者对交互式电视的徒手手势设计原型感兴趣。
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引用次数: 223
Maps-TV: a software architecture to support development of collaborative maps in DTVi maps - tv:支持dtv中协作地图开发的软件架构
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325650
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.
本文提出了一种应用于巴西数字电视系统(SBTVD)模型的协作地图开发的软件架构,称为maps - tv。我们描述MAPS-TV的模块,它们如何交互,以及我们如何扩展TV-Anytime使用的内容表示模型以允许这种交互。为了验证我们的建议,我们还演示了maps - tv如何促进与城市问题相关的协作地图的创建,以便在SBTVD中使用,而不需要软件开发人员参与该过程。
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引用次数: 3
Engaging viewers through social TV games 通过社交电视游戏吸引观众
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325651
Pedro Almeida, J. Abreu, A. Pinho, Diogo Costa
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.
IPTV平台通过允许开发与电视内容相关的服务和应用程序,显示了观众参与的巨大潜力。利用这些平台和游戏相关动态的潜力,可以实现促进观众之间互动的新方法。本研究的重点是通过电视寻找和验证创新的娱乐形式。在这种背景下,我们设计、开发并评估了将社交游戏特征与互动电视功能结合在一起的Wize应用。本文介绍了该应用程序的功能规格,并在IPTV平台上实现,描述了22个用户进行的现场试验。为了完成这项评估,研究人员在这些人的家中为他们提供了一个集成在iTV热门电视节目应用程序中的Wize功能子集。调查结果让我们更好地理解了用户对社交电视相关游戏的期望,并揭示了用户有强烈的动机继续使用这类应用,并有强烈的兴趣与朋友一起玩这类应用。结果还表明,这类应用程序有潜力以更深入的方式吸引观众观看电视内容。
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引用次数: 10
Documatic: participatory, mobile shooting assistant, pre-editor, and groundwork for semi-automatic filmmaking 纪录片:参与式,移动拍摄助理,预编辑,半自动电影制作的基础
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325643
Andrew Quitmeyer, Michael Nitsche
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.
虽然数字电影制作扩大了纪录片和电视创作的可及性,但传统的制作实践仍然坚持首先收集信息(拍摄),然后构建音视频叙事(编辑)。开源应用docuatic通过同步的智能手机相机注释系统,将拍摄和编辑过程结合起来,自动为Adobe Premiere生成非破坏性的视频“粗略剪辑”。利用正确的数字支持可以使小型纪录片制作享受一些传统上只属于大型电影人的制作效率,同时保持小团队的手工质量控制。本文概述了该制作编辑助手的设计、实现和示例使用,旨在支持小型独立纪录片制作团队。
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引用次数: 7
New technology@home: impacts on usage behavior and social structures 新technology@home:对使用行为和社会结构的影响
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325653
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.
对家庭用语语境的研究已成为一个重要的研究领域。最近的技术进步使媒体可以在不同的设备、不同的环境和不同的地方使用。新设备和新技术的采用和挪用导致了更灵活的使用行为。然而,即使我们知道这种行为,关于新技术如何改变用户的媒体使用以及这些变化如何影响家庭社会结构的许多问题仍然没有答案。我们将在我们的工作中讨论这个话题,并希望提供一个关于最近的媒体消费模式如何由于家庭中新技术的挪用而发生变化的见解。基于一项定性的长期生活实验室研究,我们将展示基于媒体使用习惯变化的各种模式及其对家庭社会系统的影响。研究结果提供了新技术如何嵌入家庭生活的详细理解,通过考虑潜在和冲突,也解决了进一步以设计为导向的工作。
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引用次数: 13
Socio-spatial context and the habit-goal interface in audiovisual media consumption: an inter-paradigmatic approach 视听媒体消费中的社会空间背景和习惯-目标界面:一种跨范式的方法
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325621
Cédric Courtois, J. V. Lier
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.
本文采用多范式方法,结合媒体出席理论、使用与满足的社会认知解释和归化理论,探讨了社会空间背景在视听媒体消费中的作用。我们提出了一个框架,探讨(RQ 1)目标和习惯如何相互作用,作为消费的解释因素;(RQ 2)如何理解社会空间线索的作用。调查结果显示,不同的社会空间环境与不同的目标和习惯解释有关。此外,后续访谈表明,这些差异在日常生活中的家庭动态框架中得到了最好的理解。
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引用次数: 0
期刊
European Conference on Interactive TV
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