In this paper we introduce a system for tracking persons walking or standing on a large planar surface and for using the acquired data to easily configure position based interactions for virtual studio productions. The tracking component of the system, radarTRACK, is based on a laser scanner device capable of delivering interaction points on a large configurable plane. By using the device on the floor it is possible to use the delivered data to detect feet positions and derive the position and orientation of one or more users in real time. The second component of the system, named OscCalibrator, allows for the easy creation of multidimensional linear mappings between input and output parameters and the routing of OSC messages within a single modular design environment. We demonstrate the use of our system to flexibly create position-based interactions in a virtual studio environment.
{"title":"Large-area moderator tracking and demonstrational configuration of position based interactions for virtual studios","authors":"D. Marinos, C. Geiger, J. Herder","doi":"10.1145/2325616.2325639","DOIUrl":"https://doi.org/10.1145/2325616.2325639","url":null,"abstract":"In this paper we introduce a system for tracking persons walking or standing on a large planar surface and for using the acquired data to easily configure position based interactions for virtual studio productions. The tracking component of the system, radarTRACK, is based on a laser scanner device capable of delivering interaction points on a large configurable plane. By using the device on the floor it is possible to use the delivered data to detect feet positions and derive the position and orientation of one or more users in real time. The second component of the system, named OscCalibrator, allows for the easy creation of multidimensional linear mappings between input and output parameters and the routing of OSC messages within a single modular design environment. We demonstrate the use of our system to flexibly create position-based interactions in a virtual studio environment.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"111 2 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":"121628859","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}
R. Bernhaupt, M. Boutonnet, B. Gatellier, Y. Gimenez, Christian Pouchepanadin, Latifa Souiba
This paper describes recommendations for the design of a smart phone application enabling users to control IPTV-systems including all connected devices. Recommendations are based on findings from a media study focusing on how people currently use their IPTV systems and associated devices in their homes. The media study applied an ethnographic oriented method called playful probing. From the user's perspective the ideal smart phone application provides them on a general level with a simplified set of (touch-enabled) buttons to control and navigate. The application should support them in their most frequent tasks (e.g. watching TV, listening to music) and overall shall enhance the experience by providing additional information to the TV channel currently selected, by supporting their need for privacy and by allowing them to achieve a certain level of security. In terms of interaction techniques, users prefer flexible touch interaction and (a limited set of) speech commands over gesture, with the exception of being able to directly point at a device to identify it for direct control.
{"title":"A set of recommendations for the control of IPTV-systems via smart phones based on the understanding of users practices and needs","authors":"R. Bernhaupt, M. Boutonnet, B. Gatellier, Y. Gimenez, Christian Pouchepanadin, Latifa Souiba","doi":"10.1145/2325616.2325645","DOIUrl":"https://doi.org/10.1145/2325616.2325645","url":null,"abstract":"This paper describes recommendations for the design of a smart phone application enabling users to control IPTV-systems including all connected devices. Recommendations are based on findings from a media study focusing on how people currently use their IPTV systems and associated devices in their homes. The media study applied an ethnographic oriented method called playful probing. From the user's perspective the ideal smart phone application provides them on a general level with a simplified set of (touch-enabled) buttons to control and navigate. The application should support them in their most frequent tasks (e.g. watching TV, listening to music) and overall shall enhance the experience by providing additional information to the TV channel currently selected, by supporting their need for privacy and by allowing them to achieve a certain level of security. In terms of interaction techniques, users prefer flexible touch interaction and (a limited set of) speech commands over gesture, with the exception of being able to directly point at a device to identify it for direct control.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"99 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":"114346387","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}
Jean-Claude Dufourd, J. L. Feuvre, Jean-Claude Moissinac
HbbTV, an emerging standard for interactive television, is being deployed in various European countries, creating bandwidth demand for interactive services in existing saturated broadcast networks. The problem of managing often-reused resources, such as script libraries, in broadcast interactive applications, becomes acute when trying to find a good compromise between bandwidth and waiting time. This paper explores the issues that TV channels have with on-air interactive applications and their optimized delivery. More specifically, this paper addresses the issue of data caching between broadcast carousel sessions as a way to optimize the bandwidth consumption of interactive applications. Proposed extensions to the current HbbTV specification to help solve the problem are given, and typical results include significant reduced waiting time, up to a factor of 3. The implementation complexity and other potential applications of the proposal are also discussed.
{"title":"Loading time optimization in broadcast TV applications","authors":"Jean-Claude Dufourd, J. L. Feuvre, Jean-Claude Moissinac","doi":"10.1145/2325616.2325631","DOIUrl":"https://doi.org/10.1145/2325616.2325631","url":null,"abstract":"HbbTV, an emerging standard for interactive television, is being deployed in various European countries, creating bandwidth demand for interactive services in existing saturated broadcast networks. The problem of managing often-reused resources, such as script libraries, in broadcast interactive applications, becomes acute when trying to find a good compromise between bandwidth and waiting time. This paper explores the issues that TV channels have with on-air interactive applications and their optimized delivery. More specifically, this paper addresses the issue of data caching between broadcast carousel sessions as a way to optimize the bandwidth consumption of interactive applications. Proposed extensions to the current HbbTV specification to help solve the problem are given, and typical results include significant reduced waiting time, up to a factor of 3. The implementation complexity and other potential applications of the proposal are also discussed.","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":"130175266","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}
J. Murray, Sergio Goldenberg, Kartik Agarwal, Tarun Chakravorty, J. Cutrell, Abraham Doris-Down, Harish Kothandaraman
Long form TV narratives present multiple continuing characters and story arcs that last over multiple episodes and even over multiple seasons. Writers increasingly take pride in creating coherent and persistent story worlds with recurring characters and references to backstory. Since viewers may join the story at different points and different levels of commitment, they need support to orient them to the fictional world, to remind them of plot threads, and to allow them to review important story sequences across episodes. Using the affordances of the digital medium we can create navigation patterns and auxiliary information streams to minimize confusion and maximize immersion in the story world. In our application, the iPad is used as a secondary screen to create a character map synchronized with the TV content, and to support navigation of story threads across episodes.
{"title":"Story-map: iPad companion for long form TV narratives","authors":"J. Murray, Sergio Goldenberg, Kartik Agarwal, Tarun Chakravorty, J. Cutrell, Abraham Doris-Down, Harish Kothandaraman","doi":"10.1145/2325616.2325659","DOIUrl":"https://doi.org/10.1145/2325616.2325659","url":null,"abstract":"Long form TV narratives present multiple continuing characters and story arcs that last over multiple episodes and even over multiple seasons. Writers increasingly take pride in creating coherent and persistent story worlds with recurring characters and references to backstory. Since viewers may join the story at different points and different levels of commitment, they need support to orient them to the fictional world, to remind them of plot threads, and to allow them to review important story sequences across episodes. Using the affordances of the digital medium we can create navigation patterns and auxiliary information streams to minimize confusion and maximize immersion in the story world. In our application, the iPad is used as a secondary screen to create a character map synchronized with the TV content, and to support navigation of story threads across episodes.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"9 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":"128400827","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}
Despite the ever expanding forms of digital entertainment and the emergence of consumer recording facilities, allowing viewers to time shift their TV viewing habits, there are still certain TV shows and events that create an audience desire to be part of a mass shared experience. In the past direct inter-audience interaction of such events has been restricted to either a shared location at the time of broadcast or later discussions amongst friends and colleagues often described as 'water cooler moments'. With the advent of online social networks that facilitate status updates these moments can be instantly shared in real-time using mobile phone creating a second screen for interaction with TV. In this paper we investigate the emerging role of mobile phones as the facilitator of second screen for TV. This is achieved through the analysis of tweets for a highly popular UK TV show the X Factor and comparing tweets from this show with other shows from a different format. The results highlight the rich source of information that can be extracted in real-time and how audiences are creating their own parallel narrative of the show through Twitter. This interaction has enormous potential for broadcasters and producers both in terms of reinvigorating live TV viewing and creating new forms of audience interaction.
{"title":"Sharing the viewing experience through second screens","authors":"M. Lochrie, P. Coulton","doi":"10.1145/2325616.2325655","DOIUrl":"https://doi.org/10.1145/2325616.2325655","url":null,"abstract":"Despite the ever expanding forms of digital entertainment and the emergence of consumer recording facilities, allowing viewers to time shift their TV viewing habits, there are still certain TV shows and events that create an audience desire to be part of a mass shared experience. In the past direct inter-audience interaction of such events has been restricted to either a shared location at the time of broadcast or later discussions amongst friends and colleagues often described as 'water cooler moments'. With the advent of online social networks that facilitate status updates these moments can be instantly shared in real-time using mobile phone creating a second screen for interaction with TV. In this paper we investigate the emerging role of mobile phones as the facilitator of second screen for TV. This is achieved through the analysis of tweets for a highly popular UK TV show the X Factor and comparing tweets from this show with other shows from a different format. The results highlight the rich source of information that can be extracted in real-time and how audiences are creating their own parallel narrative of the show through Twitter. This interaction has enormous potential for broadcasters and producers both in terms of reinvigorating live TV viewing and creating new forms of audience interaction.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"129 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":"117294976","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 propose a novel Social-TV chat system integrating new methods of measuring TV viewers' feedback and new multi-screen interaction paradigms. Viewers' messages in chat services are a valuable asset for their peers in general, and for the cable TV operator in particular. The proposed system analyses chat-messages to detect the mood of viewers towards a given show (i.e., positive vs negative). This data is plotted on the screen to inform the viewer about the show popularity. Although the system provides a one-user / two-screens interaction approach, the chat privacy is assured by discriminating information sent to the shared screen or the personal screen. We evaluated the system on a first experiment with labeled data to assess the accuracy (78%) of the chat analysis algorithm and a second experiment with live chat data to validate the user interface.
{"title":"SentiTVchat: sensing the mood of social-TV viewers","authors":"Flávio Martins, Filipa Peleja, João Magalhães","doi":"10.1145/2325616.2325649","DOIUrl":"https://doi.org/10.1145/2325616.2325649","url":null,"abstract":"In this paper, we propose a novel Social-TV chat system integrating new methods of measuring TV viewers' feedback and new multi-screen interaction paradigms. Viewers' messages in chat services are a valuable asset for their peers in general, and for the cable TV operator in particular. The proposed system analyses chat-messages to detect the mood of viewers towards a given show (i.e., positive vs negative). This data is plotted on the screen to inform the viewer about the show popularity. Although the system provides a one-user / two-screens interaction approach, the chat privacy is assured by discriminating information sent to the shared screen or the personal screen. We evaluated the system on a first experiment with labeled data to assess the accuracy (78%) of the chat analysis algorithm and a second experiment with live chat data to validate the user interface.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"71 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":"127347519","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}
S. Basapur, H. Mandalia, Shirley Chaysinh, Y. Lee, N. Venkitaraman, Crysta J. Metcalf
In this paper, we describe the development and field trial of a second screen iTV experience called FanFeeds. FanFeeds is a second screen application that allows authoring and consumption of time synchronized secondary content around TV shows. FanFeeds are created by one's social circle as a companion experience to TV shows. For the purpose of concept evaluation, we ran a four-week field trial in 12 households consisting of 4 social groups of 3 friends. A total of 23 unique episodes of 12 different shows were watched while using our prototype. Overall feedback to our concept was mixed. Participants found some good motivations to use the system but they also found a number of concerns related to the nature of the shows they watched and the social dynamics with their friends. Participants revealed that our prototype allowed them to better connect with their TV shows and have an enriched social life around live as well as time-shifted TV content. Participants also described some concerns like distraction from TV show. We explore this contradiction in the paper, along with other valuable lessons we learned. We also report on the motivations that made participants create posts for one another and the different ways in which they used the information from the second screen.
{"title":"FANFEEDS: evaluation of socially generated information feed on second screen as a TV show companion","authors":"S. Basapur, H. Mandalia, Shirley Chaysinh, Y. Lee, N. Venkitaraman, Crysta J. Metcalf","doi":"10.1145/2325616.2325636","DOIUrl":"https://doi.org/10.1145/2325616.2325636","url":null,"abstract":"In this paper, we describe the development and field trial of a second screen iTV experience called FanFeeds. FanFeeds is a second screen application that allows authoring and consumption of time synchronized secondary content around TV shows. FanFeeds are created by one's social circle as a companion experience to TV shows. For the purpose of concept evaluation, we ran a four-week field trial in 12 households consisting of 4 social groups of 3 friends. A total of 23 unique episodes of 12 different shows were watched while using our prototype. Overall feedback to our concept was mixed. Participants found some good motivations to use the system but they also found a number of concerns related to the nature of the shows they watched and the social dynamics with their friends. Participants revealed that our prototype allowed them to better connect with their TV shows and have an enriched social life around live as well as time-shifted TV content. Participants also described some concerns like distraction from TV show. We explore this contradiction in the paper, along with other valuable lessons we learned. We also report on the motivations that made participants create posts for one another and the different ways in which they used the information from the second screen.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"5 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":"122389531","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}
Television viewing coupled with audience interaction through a second screen has gained popularity as second screen capable devices have become more pervasive and affordable. In this paper, we investigate the nature of television audiences which engage in second screen interactions. Two different television show audiences are explored though their message activity while using the Twitter social blogging service. Connections are made between users when retweeting messages or mentioning other users in a message. The networks of viewers which are formed when viewers connect through these means reveal different characteristics within the audience networks and imply that different motivations for second screening while watching television shows are in play.
{"title":"Who is on your sofa?: TV audience communities and second screening social networks","authors":"M. Doughty, Duncan Rowland, S. Lawson","doi":"10.1145/2325616.2325635","DOIUrl":"https://doi.org/10.1145/2325616.2325635","url":null,"abstract":"Television viewing coupled with audience interaction through a second screen has gained popularity as second screen capable devices have become more pervasive and affordable. In this paper, we investigate the nature of television audiences which engage in second screen interactions. Two different television show audiences are explored though their message activity while using the Twitter social blogging service. Connections are made between users when retweeting messages or mentioning other users in a message. The networks of viewers which are formed when viewers connect through these means reveal different characteristics within the audience networks and imply that different motivations for second screening while watching television shows are in play.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"4 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":"128891643","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, we describe Device Communication: a protocol and architecture to enable new TV viewing experiences driven by a sophisticated platform between the TV and modern tablets, mobile phones, and laptops. Beyond simple keyboard and remote control navigation, the device connectivity platform provides a channel for two-way, application-specific message passing over a new secure and open-sourced protocol over a local network. This platform is informed by current research, W3C reference specifications as well as advertiser and broadcaster requirements. We further describe its integration and deployment into a large, commercial Internet TV framework.
{"title":"Device communication: a multi-modal communication platform for internet connected televisions","authors":"J. Cortez, David A. Shamma, Linghan Cai","doi":"10.1145/2325616.2325622","DOIUrl":"https://doi.org/10.1145/2325616.2325622","url":null,"abstract":"In this article, we describe Device Communication: a protocol and architecture to enable new TV viewing experiences driven by a sophisticated platform between the TV and modern tablets, mobile phones, and laptops. Beyond simple keyboard and remote control navigation, the device connectivity platform provides a channel for two-way, application-specific message passing over a new secure and open-sourced protocol over a local network. This platform is informed by current research, W3C reference specifications as well as advertiser and broadcaster requirements. We further describe its integration and deployment into a large, commercial Internet TV framework.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"21 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":"128638818","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}
Ondrej Polácek, M. Klíma, Adam J. Sporka, Pavel Zak, Michal Hradiš, P. Zemčík, Václav Procházka
In this paper we present a comparative study of free-hand pointing, an absolute remote pointing device. Unimanual and bimanual interaction were tested as well as the static reference system (spatial coordinates are fixed in the space in front of the TV) and novel body-aligned reference system (coordinates are bound to the current position of the user). We conducted a point-and-click experiment with 12 participants. We have identified the preferred interaction areas for left- and right-handed users in terms of hand preference and preferred spatial areas of the interaction. In bimanual interaction, the users relied more on dominant hand, switching hands only when necessary. Even though the remote pointing device was faster than the free-hand pointing, it was less accepted probably due to its low precision.
{"title":"A comparative study on distant free-hand pointing","authors":"Ondrej Polácek, M. Klíma, Adam J. Sporka, Pavel Zak, Michal Hradiš, P. Zemčík, Václav Procházka","doi":"10.1145/2325616.2325644","DOIUrl":"https://doi.org/10.1145/2325616.2325644","url":null,"abstract":"In this paper we present a comparative study of free-hand pointing, an absolute remote pointing device. Unimanual and bimanual interaction were tested as well as the static reference system (spatial coordinates are fixed in the space in front of the TV) and novel body-aligned reference system (coordinates are bound to the current position of the user). We conducted a point-and-click experiment with 12 participants. We have identified the preferred interaction areas for left- and right-handed users in terms of hand preference and preferred spatial areas of the interaction. In bimanual interaction, the users relied more on dominant hand, switching hands only when necessary. Even though the remote pointing device was faster than the free-hand pointing, it was less accepted probably due to its low precision.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"20 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":"125257473","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}