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Large-area moderator tracking and demonstrational configuration of position based interactions for virtual studios 虚拟工作室基于位置交互的大面积主持人跟踪和演示配置
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325639
D. Marinos, C. Geiger, J. Herder
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.
在本文中,我们介绍了一个系统,用于跟踪行走或站立在一个大的平面上的人,并使用所获得的数据,以方便地配置基于位置的交互为虚拟工作室制作。该系统的跟踪组件radarTRACK基于激光扫描仪设备,能够在大型可配置平面上提供交互点。通过在地板上使用该设备,可以使用传输的数据来检测脚的位置,并实时导出一个或多个用户的位置和方向。该系统的第二个组件名为OscCalibrator,允许在单个模块化设计环境中轻松创建输入和输出参数之间的多维线性映射以及OSC消息的路由。我们演示了使用我们的系统在虚拟工作室环境中灵活地创建基于位置的交互。
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引用次数: 5
A set of recommendations for the control of IPTV-systems via smart phones based on the understanding of users practices and needs 根据对用户实践和需求的了解,提出一套通过智能手机控制iptv系统的建议
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325645
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.
本文介绍了智能手机应用程序的设计建议,使用户能够控制iptv系统,包括所有连接的设备。这些建议基于一项媒体研究的结果,该研究关注的是人们目前如何在家中使用IPTV系统和相关设备。媒体研究采用了一种以民族志为导向的方法,称为“好玩的探索”。从用户的角度来看,理想的智能手机应用程序为他们提供了一套简化的(支持触摸的)按钮来控制和导航。应用程序应该支持他们最频繁的任务(例如看电视,听音乐),并通过提供当前选择的电视频道的额外信息,支持他们对隐私的需求,并允许他们达到一定程度的安全,从而总体上增强体验。在交互技术方面,用户更喜欢灵活的触摸交互和(有限的)语音命令,而不是手势,除了能够直接指向设备以识别它以进行直接控制。
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引用次数: 16
Loading time optimization in broadcast TV applications 广播电视应用程序的加载时间优化
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325631
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.
HbbTV是一种新兴的互动电视标准,正在欧洲各国部署,在现有的饱和广播网络中产生了对互动服务的带宽需求。在广播交互应用程序中,管理经常重用的资源(如脚本库)的问题在试图在带宽和等待时间之间找到一个好的折衷方案时变得非常尖锐。本文探讨了电视频道在直播互动应用中存在的问题及其优化投放。更具体地说,本文解决了广播轮播会话之间的数据缓存问题,作为优化交互式应用程序带宽消耗的一种方法。本文给出了对当前HbbTV规范的建议扩展,以帮助解决这个问题,典型的结果包括显著减少等待时间,最多可减少3倍。本文还讨论了该方案的实现复杂性和其他潜在应用。
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引用次数: 0
Story-map: iPad companion for long form TV narratives 故事地图:与iPad配套的长篇电视叙事
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325659
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.
长篇电视叙事呈现出多个连续的人物和故事线,这些人物和故事线会持续多集甚至多季。作家们越来越以创造连贯和持久的故事世界而自豪,这些故事世界中有反复出现的角色和背景故事。由于观众可能会在不同的时间点和不同的投入程度上加入故事,他们需要支持来引导他们进入虚构的世界,提醒他们情节线索,并允许他们回顾剧集中的重要故事序列。利用数字媒体的功能,我们可以创建导航模式和辅助信息流,以最大限度地减少困惑,最大限度地提高故事世界的沉浸感。在我们的应用程序中,iPad被用作辅助屏幕,用于创建与电视内容同步的角色映射,并支持跨集的故事线索导航。
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引用次数: 47
Sharing the viewing experience through second screens 通过第二屏幕分享观看体验
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325655
M. Lochrie, P. Coulton
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.
尽管数字娱乐的形式不断扩大,消费者录制设备的出现,使观众能够改变他们的电视观看习惯,但仍然有一些电视节目和事件让观众渴望成为大众共享体验的一部分。在过去,这类活动的直接观众互动被限制在播放时的共享地点,或者稍后朋友和同事之间的讨论(通常被称为“饮水机时刻”)。随着在线社交网络的出现,方便了状态更新,这些时刻可以用手机即时分享,创造了与电视互动的第二屏幕。在本文中,我们研究了手机作为电视第二屏幕促进者的新兴作用。这是通过分析非常受欢迎的英国电视节目《X Factor》的推文,并将该节目的推文与其他不同形式的节目进行比较来实现的。研究结果突出了可以实时提取的丰富信息来源,以及观众如何通过Twitter创建自己的节目平行叙事。这种互动对广播公司和制片人来说都具有巨大的潜力,既可以重振电视直播,也可以创造新的观众互动形式。
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引用次数: 49
SentiTVchat: sensing the mood of social-TV viewers SentiTVchat:感知社交电视观众的情绪
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325649
Flávio Martins, Filipa Peleja, João Magalhães
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.
在本文中,我们提出了一种新的社交电视聊天系统,该系统集成了测量电视观众反馈的新方法和新的多屏幕交互范式。一般来说,观众在聊天服务中的信息对他们的同行来说是一笔宝贵的资产,对有线电视运营商来说尤其如此。该系统通过分析聊天信息来检测观众对特定节目的情绪(即积极与消极)。这些数据被绘制在屏幕上,告诉观众节目的受欢迎程度。虽然系统提供了一个用户/两个屏幕的交互方式,但通过区分发送到共享屏幕或个人屏幕的信息来保证聊天隐私。我们对系统进行了第一次实验,使用标记数据来评估聊天分析算法的准确性(78%),第二次实验使用实时聊天数据来验证用户界面。
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引用次数: 10
FANFEEDS: evaluation of socially generated information feed on second screen as a TV show companion FANFEEDS:对作为电视节目伴侣的第二屏幕上社交生成的信息源的评估
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325636
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.
在本文中,我们描述了称为FanFeeds的第二屏幕iTV体验的开发和现场试验。FanFeeds是一个第二屏幕应用程序,允许创作和消费时间同步的电视节目周围的次要内容。粉丝流是由一个人的社交圈创造的,作为电视节目的伴侣体验。为了对概念进行评估,我们在12个家庭中进行了为期四周的实地试验,这些家庭由4个社会群体组成,每个群体有3个朋友。在使用我们的原型时,总共观看了12部不同节目的23集。对我们概念的总体反馈是褒贬不一的。参与者发现了一些使用该系统的良好动机,但他们也发现了一些与他们观看的节目的性质以及与朋友的社交动态有关的担忧。参与者透露,我们的原型使他们能够更好地与他们的电视节目联系起来,并围绕直播和时移电视内容丰富了社交生活。参与者还描述了一些担忧,比如电视节目分心。我们在论文中探讨了这一矛盾,以及我们学到的其他宝贵经验。我们还报告了参与者为彼此创建帖子的动机,以及他们使用第二屏幕信息的不同方式。
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引用次数: 67
Who is on your sofa?: TV audience communities and second screening social networks 谁在你的沙发上?:电视观众群体与第二幕社交网络
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325635
M. Doughty, Duncan Rowland, S. Lawson
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.
随着具有第二屏幕功能的设备变得越来越普遍和负担得起,电视观看与观众通过第二屏幕进行互动已经变得越来越受欢迎。在本文中,我们研究了参与第二屏幕互动的电视观众的性质。通过两种不同的电视节目观众在使用Twitter社交博客服务时的信息活动进行探索。当转发消息或在消息中提到其他用户时,用户之间就会建立联系。观众通过这些方式相互联系所形成的观众网络,揭示了观众网络内部的不同特征,也暗示了观众在观看电视节目时进行二次放映的不同动机在起作用。
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引用次数: 105
Device communication: a multi-modal communication platform for internet connected televisions 设备通信:为多模态通信平台,用于联网电视
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325622
J. Cortez, David A. Shamma, Linghan Cai
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.
在本文中,我们将描述设备通信:一种协议和架构,用于实现由电视与现代平板电脑、移动电话和笔记本电脑之间的复杂平台驱动的新电视观看体验。除了简单的键盘和远程控制导航之外,设备连接平台还提供了一个双向的、特定于应用程序的消息通道,通过一个新的安全和开源协议在本地网络上传递。该平台基于当前的研究、W3C参考规范以及广告商和广播公司的需求。我们进一步描述了它的集成和部署到一个大型的商业互联网电视框架中。
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引用次数: 3
A comparative study on distant free-hand pointing 远距离徒手指指的比较研究
Pub Date : 2012-07-04 DOI: 10.1145/2325616.2325644
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.
本文对一种绝对远程指向装置——徒手指向进行了比较研究。测试了单手和双手交互以及静态参考系统(空间坐标固定在电视前的空间中)和新型身体对齐参考系统(坐标绑定到用户的当前位置)。我们对12名参与者进行了一个点击实验。我们已经确定了左手和右手用户的首选交互区域,根据手的偏好和交互的首选空间区域。在双手交互中,用户更多地依赖于惯用手,只有在必要时才切换双手。尽管远程指向装置比徒手指向装置快,但由于精度低,它不太被接受。
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引用次数: 20
期刊
European Conference on Interactive TV
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