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The composition and role of convergent technology repertoires in audiovisual media consumption 融合技术曲目在视听媒体消费中的构成与作用
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325637
Cédric Courtois
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: 2
Seeing the bigger picture: a user perspective on 360° TV 看到更大的画面:360°电视的用户视角
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325640
Lizzy Bleumers, W. V. D. Broeck, B. Lievens, J. Pierson
Omnidirectional video (ODV) is a type of video in which viewers can look around in 360° as if turning the camera themselves. This type of video presents opportunities for new interactive television formats. The development of such new formats, however, is accompanied by challenges in terms of user experience and technical and creative development. In this paper, we discuss which issues and opportunities users anticipate. These findings are the result of a human-centered design study in which we first introduced potential users to ODV, gathering their feedback, and then encouraged them to envision suitable ODV-based enhancements of television genres.
全方位视频(Omnidirectional video, ODV)是一种可以像自己转动摄像机一样360°全方位观看的视频。这种类型的视频为新的互动电视格式提供了机会。然而,这种新格式的发展伴随着用户体验、技术和创意发展方面的挑战。在本文中,我们讨论了用户预期的问题和机会。这些发现是一项以人为中心的设计研究的结果,在这项研究中,我们首先向潜在用户介绍ODV,收集他们的反馈,然后鼓励他们设想合适的基于ODV的电视类型增强。
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引用次数: 32
Supporting an ecosystem: from the biting baby to the old spice man 支持一个生态系统:从咬人的婴儿到老香料人
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325619
Tom Broxton, Olga Khroustaleva
As YouTube evolves we look at how content creators thrive within the ecosystem, what motivates them, and how they get the best results. We also investigate how patterns of media consumption change in an engagement-driven environment, built upon a mix of existing and web-original content, available across platforms and devices. These changes in creator and viewer expectations prompt video advertisers to rethink what effectiveness means in this new space, where a biting baby can get more attention than a high-cost video. How do lessons learned through years of TV and display advertising and research translate to the paradigm of active social engagement?
随着YouTube的发展,我们关注内容创作者如何在生态系统中茁壮成长,他们的动机是什么,以及他们如何获得最好的结果。我们还研究了媒体消费模式在用户参与驱动的环境中是如何变化的,这种环境建立在现有内容和网络原创内容的混合基础上,可以跨平台和设备使用。创作者和观众期望的这些变化促使视频广告商重新思考在这个新领域中,效果意味着什么,在这个新领域,一个咬人的婴儿比一个高成本的视频更能吸引眼球。从多年的电视和展示广告和研究中吸取的经验教训如何转化为积极的社会参与模式?
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引用次数: 1
Exploring children's 3DTV experience 探索儿童3DTV体验
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325641
Marianna Obrist, D. Wurhofer, Magdalena Gärtner, Florian Förster, M. Tscheligi
3D is expected to transition from cinema to personal consumer electronics. Given that children are heavy users of consumer electronics and represent a driving force when it comes to the adoption of new technologies, it is important to investigate and understand children's experiences with new technologies. Within this paper, we explore children's 3DTV experience with respect to attributed viewing qualities, willingness to view 3DTV at home and influences by age and gender. The study was conducted as part of a three-day science event organized within a shopping mall. Within these three days, feedback from more than 600 children was collected using a combination of quantitative and qualitative methods. Next to a one-page, pre-structured questionnaire, which was developed in particular to explore the quality of children's 3DTV viewing experience, we used open feedback cards on which the children could note their positive and negative experiences of watching 3DTV. The questionnaire results indicated that older children found watching 3DTV requires higher attention and is more exhausting, although -- at the same time -- they experienced it as more realistic than the younger children. Furthermore, three-fourths of the children indicated that they would like to watch 3DTV at home. The study results provide a first step towards a richer understanding of children's experience with 3DTV.
3D技术有望从电影转向个人消费电子产品。鉴于儿童是消费电子产品的重度使用者,并且是采用新技术的推动力,调查和了解儿童使用新技术的体验非常重要。在本文中,我们探讨了儿童的3DTV体验,包括归因观看质量、在家观看3DTV的意愿以及年龄和性别的影响。这项研究是在一家购物中心组织的为期三天的科学活动的一部分。在这三天内,采用定量和定性相结合的方法收集了600多名儿童的反馈。在一份专门为探讨儿童观看3d电视体验质量而设计的一页预结构化问卷的旁边,我们使用了开放式反馈卡,孩子们可以在上面记录他们观看3d电视的积极和消极体验。问卷调查结果显示,年龄较大的孩子认为看3d电视需要更多的注意力,也更累,尽管与此同时,他们比年幼的孩子感觉更真实。此外,四分之三的孩子表示他们愿意在家看3d电视。研究结果为更深入地了解儿童观看3d电视的体验迈出了第一步。
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引用次数: 3
Second screen applications and tablet users: constellation, awareness, experience, and interest 第二屏应用与平板用户:星座、认知、体验、兴趣
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325646
Cédric Courtois, Evelien D'heer
This study investigates how tablet users incorporate multiple media in their television viewing experience. Three patterns are found: (a) only focusing on television, (b) confounding television viewing with other screen media (e.g. laptop, tablet) and (c) confounding television viewing with various media, including print and screen media. Furthermore, we question how the incorporation of screen media in this experience affects the practice of engaging in digital commentary on television content. Also, we inquire the uptake and interest in so-called 'second screen applications'. These applications allow extensions of the primary screen experience on secondary screens (e.g. tablet). The results, based on a sample of 260 tablet users, indicate that there is only a modest uptake and interest in using secondary screens to digitally share opinions. However, the use of second screen interaction with television content is not discarded: although there is still little awareness and experience, we notice a moderate interest in these apps.
这项研究调查了平板电脑用户如何将多种媒体融入到他们的电视观看体验中。研究发现了三种模式:(a)只关注电视;(b)将电视观看与其他屏幕媒体(如笔记本电脑、平板电脑)混淆;(c)将电视观看与各种媒体(包括印刷媒体和屏幕媒体)混淆。此外,我们质疑屏幕媒体在这种体验中的结合如何影响对电视内容进行数字评论的实践。此外,我们还询问了对所谓的“第二屏幕应用程序”的吸收和兴趣。这些应用程序允许在辅助屏幕(如平板电脑)上扩展主屏幕体验。基于260名平板电脑用户样本的调查结果显示,只有少数人对使用第二屏幕进行数字分享的兴趣不大。然而,与电视内容进行第二屏幕交互的使用并没有被抛弃:尽管人们的意识和经验仍然很少,但我们注意到人们对这些应用程序的兴趣不大。
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引用次数: 100
In-situ everywhere: a qualitative feedback infrastructure for cross platform home-IT 原位无处不在:跨平台家庭it的定性反馈基础设施
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325633
Jan Hess, Lin Wan, B. Ley, V. Wulf
The domestic appliance landscape is becoming increasingly interconnected with different options to consume rich media, e.g. on TV, PC or Mobile with manifold options for additional services. From a participatory design oriented perspective, involving users into the design of new applications related to video and TV is a topic with growing importance. However, current options to provide feedback at use-time are limited to a standardized form, e.g. in traditional usability tests. In order to open the design space for long-term and more creative in-situ feedback, we will address this topic by a concept of a cross platform infrastructure that enables users to provide feedback on different devices in the context of the usage. This concept enables users to co-develop and improve a system over time in a continuous manner. Crossing the boundaries of various platforms, feedback can be enriched in a very comfortable way, e.g. by annotating a screenshot of the television screen with the smartphone.
家用电器领域正日益与消费富媒体的不同选择相互关联,例如,在电视、PC或移动设备上,有多种附加服务选择。从参与式设计的角度来看,让用户参与到与视频和电视相关的新应用程序的设计中是一个越来越重要的话题。然而,目前在使用时提供反馈的选择仅限于标准化形式,例如在传统的可用性测试中。为了为长期和更具创造性的现场反馈打开设计空间,我们将通过跨平台基础设施的概念来解决这个问题,使用户能够在使用的背景下对不同的设备提供反馈。这个概念使用户能够在一段时间内以持续的方式共同开发和改进系统。跨越各种平台的界限,反馈可以以一种非常舒适的方式丰富,例如,通过用智能手机注释电视屏幕的截图。
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引用次数: 13
Incremental validation of digital TV applications in nested context language 嵌套上下文语言中数字电视应用程序的增量验证
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325657
R. C. M. Santos, José Rios Cerqueira Neto, Carlos de Salles Soares Neto, M. Teixeira
This paper presents an incremental validation process for multimedia documents describing interactive digital TV (iTV) applications. This work delves more specifically into documents defined in Nested Context Language (NCL), a declarative language standard adopted by ISDB-Tb and ITU-T for IPTV. The focus of incremental validation, the approach proposed in this work, relies on checking only the pieces of code that have been modified since the latest validation as well as those parts that have suffered any side effects, thus eliminating the need for a thorough checking of the document. The implications of performing this type of validation in a declarative language such as NCL are discussed and implementation details are given. Performance tests comparing the standard and incremental validation approaches have been carried out revealing a significant improvement concerning the latter.
本文提出了描述交互式数字电视(iTV)应用的多媒体文档的增量验证过程。这项工作更具体地研究了用嵌套上下文语言(NCL)定义的文档,NCL是ISDB-Tb和ITU-T为IPTV采用的声明性语言标准。增量验证的重点,本工作中提出的方法,依赖于仅检查自最近一次验证以来修改过的代码片段,以及那些遭受任何副作用的部分,从而消除了对文档进行彻底检查的需要。讨论了在声明性语言(如NCL)中执行这种类型的验证的含义,并给出了实现细节。进行了性能测试,比较了标准验证方法和增量验证方法,揭示了后者的显著改进。
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引用次数: 2
Everyday life in (front of) the screen: the consumption of multiple screen technologies in the living room context 屏幕前的日常生活:客厅环境中多种屏幕技术的消费
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325654
Evelien D'heer, Cédric Courtois, Steve Paulussen
Today's (home) media environment is becoming increasingly saturated. Smartphones, tablets and laptops enter our living room and possibly alter our television viewing experience. In this paper, we want to grasp how 'screen technologies' are interrelated on a textual (content) and a material level (technological object), from a user perspective. By means of domestic in-depth interviews with owners of multiple screen technologies, we interpret the integration of multiple secondary screens in the everyday television viewing behavior. In most cases, the use of second screens is not related to television content. Nonetheless, we also found evidence of changing dynamics concerning public and private spaces, as people extend television text on their second screens into online social spaces or more generally, the Internet. These interactive structures provide individuals with opportunities as well as threats. In conclusion, we identify directions for future research on the consumption and reception of television.
今天的(家庭)媒体环境正变得越来越饱和。智能手机、平板电脑和笔记本电脑进入我们的客厅,可能会改变我们的电视观看体验。在本文中,我们想从用户的角度把握“屏幕技术”是如何在文本(内容)和材料层面(技术对象)上相互关联的。通过对国内多屏技术拥有者的深度访谈,我们解读了多副屏在日常电视观看行为中的融合。在大多数情况下,第二屏幕的使用与电视内容无关。尽管如此,我们也发现了有关公共和私人空间的动态变化的证据,因为人们将第二屏幕上的电视文本扩展到在线社交空间或更普遍的互联网上。这些互动结构为个人提供了机会和威胁。最后,我们确定了未来电视消费和接收研究的方向。
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引用次数: 46
Evaluating performance and acceptance of older adults using freehand gestures for TV menu control 评估老年人使用徒手手势控制电视菜单的表现和接受度
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325625
Jan Bobeth, Susanne Schmehl, E. Kruijff, Stephanie Deutsch, M. Tscheligi
In this paper, we explore alternative TV menu control methods, focusing specifically on older users. We investigated performance and acceptance of freehand gestures by implementing several techniques and conducting a user study with 24 older adults. We expected that older adults would like gesture techniques as they are generally fun to use and easy to conduct. As a possible alternative to physical remote control, gesture techniques may also introduce some physical activity for older adults (positive health effects). In the user study, we compared four different kinds of freehand gesture interaction to control a corresponding TV menu, investigating specifically on abilities of older adults. Each of the interaction types was analyzed regarding task completion time, error rate, usability and acceptance. Results showed that directly transferring tracked hand movements to control a cursor on a TV achieved the best performance and was preferred by the users. In general, the participating older adults showed a very positive attitude towards gesture-based interactions.
在本文中,我们探索替代电视菜单控制方法,特别关注老年用户。我们对24名老年人进行了一项用户研究,通过实施几种技术来调查徒手手势的表现和接受程度。我们预计老年人会喜欢手势技术,因为它们通常使用起来很有趣,也很容易操作。作为一种可能的替代物理遥控,手势技术还可以为老年人引入一些身体活动(积极的健康影响)。在用户研究中,我们比较了四种不同的徒手手势交互来控制相应的电视菜单,特别调查了老年人的能力。分析了每种交互类型的任务完成时间、错误率、可用性和可接受性。结果表明,直接将手部运动轨迹转移到电视上的光标控制可以达到最佳效果,并且是用户的首选。总的来说,参与的老年人对基于手势的互动表现出非常积极的态度。
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引用次数: 55
Transcending transmedia: emerging story telling structures for the emerging convergence platforms 超越跨媒体:新兴融合平台的新兴故事讲述结构
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325618
J. Murray
Although the current paradigm for expanded participatory storytellling is the "transmedia" exploitation of the same storyworld on multiple platforms, it can be more productive to think of the digital medium as a single platform, combining all the functionalities we now associate with networked computers, game consoles, and conventionally delivered episodic television to enhance the traditional strengths and cultural functions of television. By looking at the how the four affordances of the digital medium the procedural, participatory, encyclopedic, and spatial apply to three core characteristics of television moving images, sustained storytelling, and individual viewing in the presence of a mass audience -- we can identify areas of emerging conventions and widening opportunity for design innovation
虽然目前扩展参与式故事讲述的范例是在多个平台上对同一个故事世界的“跨媒体”利用,但将数字媒体视为一个单一平台可能会更有成效,它结合了我们现在与网络计算机、游戏机和传统的情节电视相关的所有功能,以增强电视的传统优势和文化功能。通过研究程序性、参与性、百科全书性和空间性这四种数字媒体的特征如何应用于电视动态图像、持续的故事讲述和大众观众面前的个人观看这三个核心特征,我们可以确定新兴惯例的领域和设计创新的扩大机会
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引用次数: 19
期刊
European Conference on Interactive TV
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