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Digital TV: the effect of delay when watching football 数字电视:看足球时延迟的影响
Pub Date : 2012-07-01 DOI: 10.1145/2325616.2325632
R. Mekuria, Pablo César, D. Bulterman
Hearing a neighbor cheer for a goal seconds before you see it can be very annoying. Currently, many people that upgrade their TV service from analog to digital TV are experiencing this. We briefly describe causes of these (relative) delays. To support this with practical evidence, we report field measurements of relative delays from 19 different receivers that show that up to 5 seconds occurs between technologies like IPTV, analogue cable, digital cable (both SD and HD), digital satellite, terrestrial and web TV. We present a controlled experiment that simulates the football watching experience with 18 participants watching clips in different rooms cheering over an audio connection. The results show that delays measured in practice disturb the experience significantly. Moreover it often took participants little time to find out if they were ahead or behind. Also many participants felt inclined to change their service to a provider with less delay. The results emphasize that delay is a quality factor that needs to be taken into account and minimized in digital TV. This is crucial for digital TV providers to entice consumers that want to be the ones to first cheer for a goal.
在你看到进球前几秒钟听到邻居的欢呼是非常烦人的。目前,从模拟电视升级为数字电视的很多人都有这样的感受。我们简要描述这些(相对)延迟的原因。为了用实际证据支持这一点,我们报告了19种不同接收器的相对延迟的现场测量结果,显示IPTV、模拟电缆、数字电缆(SD和HD)、数字卫星、地面和网络电视等技术之间的相对延迟最多为5秒。我们提出了一个模拟足球观看体验的对照实验,18名参与者在不同的房间通过音频连接观看视频片段。结果表明,在实践中测量到的延迟明显干扰了体验。此外,参与者往往很快就能发现自己是领先还是落后。许多与会者也倾向于将其服务改为延迟较短的供应商。结果强调延迟是数字电视中需要考虑和最小化的质量因素。这对于数字电视提供商吸引那些想要成为第一个为目标欢呼的消费者至关重要。
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引用次数: 31
PalmRC: imaginary palm-based remote control for eyes-free television interaction PalmRC:虚构的手掌遥控器,用于无眼电视交互
Pub Date : 2012-07-01 DOI: 10.1145/2325616.2325623
Niloofar Dezfuli, Mohammadreza Khalilbeigi, Jochen Huber, Florian Müller, M. Mühlhäuser
User input on television (TV) typically requires a mediator device, such as a handheld remote control. While being a well-established interaction paradigm, a handheld device has serious drawbacks: it can be easily misplaced due to its mobility and in case of a touch screen interface, it also requires additional visual attention. Emerging interaction paradigms like 3D mid-air gestures using novel depth sensors, such as Microsoft's Kinect, aim at overcoming these limitations, but are known to be e.g. tiring. In this paper, we propose to leverage the palm as an interactive surface for TV remote control. Our contribution is three-fold: (1) we explore the conceptual design space in an exploratory study. (2) Based upon these results, we investigate the effectiveness and accuracy of such an interface in a controlled experiment. And (3), we contribute PalmRC: an eyes-free, palm-surface-based TV remote control, which in turn is evaluated in an early user feedback session. Our results show that the palm has the potential to be leveraged for device-less and eyes-free TV remote interaction without any third-party mediator device.
用户在电视(TV)上的输入通常需要一个中介设备,比如手持遥控器。虽然作为一种完善的交互范例,手持设备有严重的缺点:由于其移动性,它很容易被放错位置,并且在触摸屏界面的情况下,它还需要额外的视觉关注。新兴的交互范例,如使用新颖深度传感器(如微软的Kinect)的3D半空中手势,旨在克服这些限制,但众所周知,这很累人。在本文中,我们建议利用手掌作为电视遥控器的交互表面。我们的贡献有三个方面:(1)我们在探索性研究中探索概念设计空间。(2)基于这些结果,我们在对照实验中考察了该界面的有效性和准确性。(3)我们贡献了PalmRC:一种无需眼睛、基于手掌表面的电视遥控器,它反过来在早期用户反馈会议中进行评估。我们的研究结果表明,在没有任何第三方中介设备的情况下,手掌有可能被用于无设备和无眼睛的电视远程交互。
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引用次数: 86
Field trial of a dual device user experience for iTV iTV双设备用户体验的现场试验
Pub Date : 2011-06-29 DOI: 10.1145/2000119.2000145
S. Basapur, G. Harboe, H. Mandalia, Ashley Novak, Van Vuong, Crysta J. Metcalf
With the rise in highly capable, mobile and networked secondary devices, the two-screen Enhanced TV is a more plausible proposition today than ever before. This paper presents a field trial of a prototype that aimed to understand a conceptual merger of TV and second screen user experiences. Our prototype concept can be described as a companion device experience that enhances TV viewing by providing auxiliary information and media on a second screen. The additional media is semantically related and synchronized, in terms of timeline, to the TV content. We ran a three-week field trial in 11 households. Participants used our prototype as a companion to their TV shows. We provided a total of 43 episodes from 10 popular TV shows throughout the study period. Overall feedback to our concept was quite positive. 10 out of our 11 participants said they enjoyed the experience. Our prototype allowed participants to better connect with their TV shows and have an enriched social life around TV. We also report some of the discovered user desires regarding user interaction design such as kinds of customization controls needed and the pacing of posts of additional information to the second screen.
随着高性能、移动和联网的辅助设备的兴起,双屏增强型电视在今天比以往任何时候都更有可能成为一个命题。本文介绍了一个原型的现场试验,旨在理解电视和第二屏幕用户体验的概念合并。我们的原型概念可以被描述为通过在第二个屏幕上提供辅助信息和媒体来增强电视观看体验的配套设备。就时间轴而言,附加媒体在语义上与电视内容相关并同步。我们在11个家庭中进行了为期三周的实地试验。参与者将我们的原型作为他们电视节目的伴侣。在整个研究期间,我们提供了10部热门电视节目的43集。对我们的概念的总体反馈是相当积极的。11位参与者中有10位表示他们很享受这段经历。我们的原型允许参与者更好地与他们的电视节目联系起来,并围绕电视丰富了社交生活。我们还报告了一些发现的用户在用户交互设计方面的需求,例如所需的定制控件种类和向第二个屏幕发布附加信息的速度。
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引用次数: 50
Triple screen viewing practices: diversification or compartmentalization? 三屏观看实践:多样化还是分区化?
Pub Date : 2011-06-29 DOI: 10.1145/2000119.2000132
Cédric Courtois, D. Schuurman, L. Marez
This paper presents the results of a large-scale survey on viewing practices. Data from over 10,000 cases are used to explore the correlational structure in the frequencies of the use of multiple channels on multiple devices. The results indicate a stable tendency to use multiple channels within devices, rather than forming a pattern between devices. Furthermore, our data mildly suggest a spill-over effect: people who own multiple devices to play back video also seem to consume content on other devices more frequently.
本文介绍了一项关于观看实践的大规模调查的结果。来自10,000多个案例的数据用于探索在多个设备上使用多个通道的频率的相关结构。结果表明,在设备内使用多个通道的稳定趋势,而不是在设备之间形成模式。此外,我们的数据还略微显示了一种溢出效应:拥有多台设备播放视频的人似乎也更频繁地在其他设备上消费内容。
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引用次数: 4
Multimodal adaptation through simulation for digital TV interface 通过仿真实现数字电视接口的多模态自适应
Pub Date : 2011-06-29 DOI: 10.1145/2000119.2000167
P. Biswas, P. Langdon, Carlos M. Duarte, José Coelho
Recent research on interactive electronic systems like computer, digital TV, smartphones can improve the quality of life of many disabled and elderly people by helping them to engage more fully to the world. However, existing design practices often isolate elderly or disabled users by considering them as users with special needs and do not consider their problems during the design phase. Later they try to solve the problem by providing a few accessibility features, which surely reduces the scalability of the systems. In this paper, we present a system that can help in designing interfaces for people with a wide range of abilities by simulating their interaction patterns. We have described the detail of our simulator in the context of other similar work and also discussed applications of the simulator for developing accessible and adaptable digital TV interfaces.
最近对计算机、数字电视、智能手机等互动电子系统的研究可以帮助许多残疾人和老年人更充分地参与世界,从而提高他们的生活质量。然而,现有的设计实践往往将老年人或残疾用户视为有特殊需求的用户,而不考虑他们在设计阶段的问题。后来,他们试图通过提供一些可访问性特性来解决这个问题,这无疑降低了系统的可伸缩性。在本文中,我们提出了一个系统,它可以通过模拟不同能力的人的交互模式来帮助设计界面。我们在其他类似工作的背景下描述了我们的模拟器的细节,并讨论了模拟器在开发可访问和适应性强的数字电视接口方面的应用。
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引用次数: 7
Knowledge tv 知识的电视
Pub Date : 2011-06-29 DOI: 10.1145/2000119.2000126
N. Lino, C. Siebra, J. Araújo, Davi Anabuki, José Patricio, Marcelle Batista Martins, Ramon Nóbrega, Manoel Amaro, Guido Lemos de Souza Filho
While iTV content is aimed at human manipulation, it does not appropriately support the performance of computational processes, such as search engines. The principal problem is that the meaning of multimedia documents cannot be explored, reducing the actuation limit of services and applications. In this context, this project proposes the definition of a semantic layer to the iTV platform, based on the Semantic Web concepts, which organizes its content and offers intelligent services, such as semantic queries and recommendation. Thus, this project tries to avoid the same problems that are currently presented by the Web platform, following the Semantic Web trend and increasing the potential to the development of more advanced applications. This technology is being developed in accordance with the Ginga project, which is the official specification for the Brazilian iTV middleware.
虽然iTV内容的目标是人为操作,但它并没有适当地支持计算过程的性能,比如搜索引擎。其主要问题是无法挖掘多媒体文档的意义,降低了服务和应用的驱动极限。在此背景下,本项目提出了基于语义Web概念的iTV平台语义层的定义,该语义层组织其内容并提供语义查询和推荐等智能服务。因此,本项目试图避免当前Web平台出现的相同问题,遵循语义Web趋势并增加开发更高级应用程序的潜力。这项技术是根据Ginga项目开发的,这是巴西iTV中间件的官方规范。
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引用次数: 6
Evaluating program-embedded advertisement format in interactive digital TV 交互式数字电视节目嵌入广告模式评价
Pub Date : 2011-06-29 DOI: 10.1145/2000119.2000149
Paraskevi Vennou, E. Mantzari, G. Lekakos
In this paper we examine the effectiveness of a new format of interactive advertising with respect to the user's interest and preference for a product while watching a TV program of relative importance. More specifically, our objective was to test a new ad format for interactive digital television in comparison to an established one and examine how the differences in the program flow and in the degree of user's attendance would affect his preferences and satisfaction. The design of ads was based on Adobe Director and a usability evaluation was conducted, before the production of the ad prototypes for the research of their effectiveness. Empirical findings suggest that the new ad format (Selectable Item Ad - SIA) is highly effective for people's interest and participation. Our research provides insight for advertisers and producers, because it establishes that the design of a suitable ad depends significantly on the ad's objectives, on the separate interest for the product and on the relative importance of the TV program for the viewer.
在本文中,我们研究了一种新的互动广告形式在用户观看相对重要的电视节目时对产品的兴趣和偏好方面的有效性。更具体地说,我们的目标是测试一种新的交互式数字电视广告格式,与现有的广告格式进行比较,并研究节目流程和用户出席程度的差异如何影响用户的偏好和满意度。广告的设计基于Adobe Director并进行可用性评估,然后制作广告原型,研究其有效性。实证结果表明,新的广告形式(可选择项目广告- SIA)对人们的兴趣和参与是非常有效的。我们的研究为广告商和制作商提供了见解,因为它确定了一个合适的广告的设计在很大程度上取决于广告的目标、对产品的单独兴趣和电视节目对观众的相对重要性。
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引用次数: 5
Going beyond iTV: designing flexible video-based crossmedia interactive services as informal learning contexts 超越iTV:设计灵活的基于视频的跨媒体互动服务作为非正式学习环境
Pub Date : 2011-06-29 DOI: 10.1145/2000119.2000170
A. Prata, T. Chambel
Due to recent technological advances and better interface designs, iTV started to gain its market space. However, new opportunities and challenges have aroused, namely with the convergence and use of different devices as part of the same crossmedia system, allowing to support a multiplicity of contexts of use. Considering the iTV great potential in the learning scenario, so important in a context where lifelong learning is gaining space, and the potential of including iTV as part of rich and flexible crossmedia learning environments, new research opportunities came up along with the challenges the design of these systems face and that may affect their effective use. This paper addresses the effective design of crossmedia services and interfaces with a particular emphasis on iTV and PC, through the eiTV application case study, designed to illustrate and explore this paradigm, based on cognitive and affective aspects that influence user experience. The eiTV application is capable to create, access and share web Personalized Informal Learning Environments (created as additional information to the video being watched), via iTV, PC and mobile devices (the preferred or most adequate device in each context of use).
由于最近的技术进步和更好的界面设计,iTV开始获得市场空间。然而,新的机遇和挑战已经出现,即不同设备作为同一跨媒体系统的一部分的融合和使用,允许支持多种使用环境。考虑到iTV在学习场景中的巨大潜力,在终身学习获得空间的背景下是如此重要,以及将iTV作为丰富灵活的跨媒体学习环境的一部分的潜力,新的研究机会伴随着这些系统的设计面临的挑战而出现,这可能会影响它们的有效使用。本文探讨了跨媒体服务和界面的有效设计,特别强调了iTV和PC,通过eiTV应用案例研究,旨在说明和探索这种范式,基于影响用户体验的认知和情感方面。eiTV应用程序能够创建,访问和共享网络个性化非正式学习环境(作为正在观看的视频的附加信息创建),通过iTV, PC和移动设备(在每个使用环境中首选或最合适的设备)。
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引用次数: 12
Co-viewing live TV with digital backchannel streams 与数字反向通道流共同观看直播电视
Pub Date : 2011-06-29 DOI: 10.1145/2000119.2000147
M. Doughty, Duncan Rowland, S. Lawson
Social media services and microblogging applications, such as 'Twitter', are changing the way in which many people consume traditional broadcast media. Real-time backchannel conversations are now common-place as audiences simultaneously watch TV whilst using social media to broadcast their own thoughts, sentiments, opinions and emotions related to what they are watching. This individual behaviour, when aggregated, results in a new social experience comprising of mass, real-time, co-consumption of TV services. This paper describes a study which aims to understand user behaviour in this emerging area and provides some preliminary analysis of viewers' Twitter postings during the UK TV shows, The X Factor and Question Time. Our findings show that the postings expose audience engagement with TV shows and support the assertion of Twitter's growing confluence with broadcast media.
社交媒体服务和微博应用程序,如“Twitter”,正在改变许多人消费传统广播媒体的方式。实时的反向频道对话现在很常见,因为观众一边看电视,一边用社交媒体传播他们自己的想法、情绪、观点和与他们所看的内容相关的情感。这种个人行为,当聚合在一起时,会产生一种新的社会体验,包括大规模、实时、共同消费电视服务。本文描述了一项研究,旨在了解用户在这一新兴领域的行为,并提供了一些初步分析观众的推特帖子在英国电视节目,X因素和提问时间。我们的研究结果表明,这些帖子暴露了观众对电视节目的参与,并支持了Twitter与广播媒体日益融合的说法。
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引用次数: 57
Video summarization based on user interaction 基于用户交互的视频摘要
Pub Date : 2011-06-29 DOI: 10.1145/2000119.2000142
D. Olsen, Brandon Moon
It is frequently the case that viewers want to watch sports in less time than a game takes to play. Computing a summarization of a game depends upon information about each play. In contrast with previous video summarization work this paper describes how the interactive behavior of prior viewers can be used to compute which plays are most interesting. This passive feedback is examined as a possible source for the degree of interest in a play. In addition, a mechanism is described for briefly showing the game action that was removed to create the summary. This helps to preserve the continuity of the game in the viewer's mind.
通常情况下,观众希望在比比赛更短的时间内观看体育比赛。计算一场比赛的摘要取决于每次比赛的信息。与之前的视频总结工作不同,本文描述了如何使用先前观众的交互行为来计算哪些游戏最有趣。这种被动反馈可以作为玩家对游戏感兴趣程度的可能来源。此外,还描述了一种机制,用于简要显示为创建摘要而删除的游戏操作。这有助于保持游戏在观众心中的连续性。
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引用次数: 21
期刊
European Conference on Interactive TV
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