{"title":"Emerging TV Experiences: How VR, Voice, and Emerging Audiences Have Changed the TV Landscape","authors":"Isha Dandavate, K. Liao, L. Malan, Nibha Jain","doi":"10.1145/3077548.3078626","DOIUrl":null,"url":null,"abstract":"At TVX 2015, we led an interactive workshop to explore how people, contexts, and multi-device experiences contribute to a changed landscape of TV watching behaviors. Since then, the television and video industry has developed new technologies and attracted an ever-growing audience. This one-day, interactive workshop at TVX 2017 will bring together academics and professionals to update the framework, and to understand the challenges and opportunities associated with technological developments in VR/360 video and voice interactions, and a new focus on audiences such as kids, teens, and emerging markets.","PeriodicalId":314992,"journal":{"name":"Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3077548.3078626","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
At TVX 2015, we led an interactive workshop to explore how people, contexts, and multi-device experiences contribute to a changed landscape of TV watching behaviors. Since then, the television and video industry has developed new technologies and attracted an ever-growing audience. This one-day, interactive workshop at TVX 2017 will bring together academics and professionals to update the framework, and to understand the challenges and opportunities associated with technological developments in VR/360 video and voice interactions, and a new focus on audiences such as kids, teens, and emerging markets.