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.
{"title":"Digital TV: the effect of delay when watching football","authors":"R. Mekuria, Pablo César, D. Bulterman","doi":"10.1145/2325616.2325632","DOIUrl":"https://doi.org/10.1145/2325616.2325632","url":null,"abstract":"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.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126039838","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}
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.
{"title":"PalmRC: imaginary palm-based remote control for eyes-free television interaction","authors":"Niloofar Dezfuli, Mohammadreza Khalilbeigi, Jochen Huber, Florian Müller, M. Mühlhäuser","doi":"10.1145/2325616.2325623","DOIUrl":"https://doi.org/10.1145/2325616.2325623","url":null,"abstract":"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.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115576996","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, 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.
{"title":"Field trial of a dual device user experience for iTV","authors":"S. Basapur, G. Harboe, H. Mandalia, Ashley Novak, Van Vuong, Crysta J. Metcalf","doi":"10.1145/2000119.2000145","DOIUrl":"https://doi.org/10.1145/2000119.2000145","url":null,"abstract":"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.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"107 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115695367","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}
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.
{"title":"Triple screen viewing practices: diversification or compartmentalization?","authors":"Cédric Courtois, D. Schuurman, L. Marez","doi":"10.1145/2000119.2000132","DOIUrl":"https://doi.org/10.1145/2000119.2000132","url":null,"abstract":"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.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116840631","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}
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.
{"title":"Multimodal adaptation through simulation for digital TV interface","authors":"P. Biswas, P. Langdon, Carlos M. Duarte, José Coelho","doi":"10.1145/2000119.2000167","DOIUrl":"https://doi.org/10.1145/2000119.2000167","url":null,"abstract":"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.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125674568","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}
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.
{"title":"Knowledge tv","authors":"N. Lino, C. Siebra, J. Araújo, Davi Anabuki, José Patricio, Marcelle Batista Martins, Ramon Nóbrega, Manoel Amaro, Guido Lemos de Souza Filho","doi":"10.1145/2000119.2000126","DOIUrl":"https://doi.org/10.1145/2000119.2000126","url":null,"abstract":"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.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133915417","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 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.
{"title":"Evaluating program-embedded advertisement format in interactive digital TV","authors":"Paraskevi Vennou, E. Mantzari, G. Lekakos","doi":"10.1145/2000119.2000149","DOIUrl":"https://doi.org/10.1145/2000119.2000149","url":null,"abstract":"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.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131569264","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}
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).
{"title":"Going beyond iTV: designing flexible video-based crossmedia interactive services as informal learning contexts","authors":"A. Prata, T. Chambel","doi":"10.1145/2000119.2000170","DOIUrl":"https://doi.org/10.1145/2000119.2000170","url":null,"abstract":"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).","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"37 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124257703","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}
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.
{"title":"Co-viewing live TV with digital backchannel streams","authors":"M. Doughty, Duncan Rowland, S. Lawson","doi":"10.1145/2000119.2000147","DOIUrl":"https://doi.org/10.1145/2000119.2000147","url":null,"abstract":"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.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126134146","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}
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.
{"title":"Video summarization based on user interaction","authors":"D. Olsen, Brandon Moon","doi":"10.1145/2000119.2000142","DOIUrl":"https://doi.org/10.1145/2000119.2000142","url":null,"abstract":"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.","PeriodicalId":166630,"journal":{"name":"European Conference on Interactive TV","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130146360","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}