{"title":"Session details: Opening Keynote Address","authors":"J. Redi","doi":"10.1145/3257987","DOIUrl":"https://doi.org/10.1145/3257987","url":null,"abstract":"","PeriodicalId":314992,"journal":{"name":"Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121004577","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}
{"title":"Enhancing Interaction with Dual-Screen Television Through Display Commonalities","authors":"Timothy Neate, Michael Evans, Matt Jones","doi":"10.1145/3077548.3077549","DOIUrl":"https://doi.org/10.1145/3077548.3077549","url":null,"abstract":"Second screening - engaging with a mobile device while watching TV - is ubiquitous. Previous research demonstrates that this is hampered by cognitive and physical disjuncts between the simultaneous content streams. To engage effectively with more than one screen, users must manage their attention, for example, by frequently adjusting their gaze or posture. This can lead to cognitive effort, which leads to disengagement, content sacrifice, and ultimately, affects user experience (UX) negatively. In this paper, we look to improve the design of the dual-screen scenario through display commonalities; the mirroring of one content stream (e.g., TV material or second screen content) within the other. We evaluate this design space with professional broadcast practitioners, and then conduct an empirical investigation to determine the impact of the most successful methods towards understanding their impact, and designing towards positive UX with multi-device scenarios.","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":0.0,"publicationDate":"2017-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124724196","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}
{"title":"Project Orpheus A Research Study into 360° Cinematic VR","authors":"M. Vosmeer, B. Schouten","doi":"10.1145/3077548.3077559","DOIUrl":"https://doi.org/10.1145/3077548.3077559","url":null,"abstract":"When creating content for virtual reality, filmmakers find that they need to re-evaluate the tools they have traditionally used to tell their stories, and explore the new possibilities that this particular medium has to offer. To determine how storytelling- and filmmaking tools function in VR, the concept of presence is currently being re-evaluated for its possibilities to be used as a measurement of the relative effectiveness of these tools. The research project Project Orpheus is presented as a case study into trans-medial storytelling, exploring how the impact of a traditional television show may be reinforced by an immersive VR experience. The movie was subsequently used to conduct a small qualitative study into the use of 3D sound to guide the viewers attention in VR.","PeriodicalId":314992,"journal":{"name":"Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128032728","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}
{"title":"The Social Construction of Targeted Television Advertising: The Importance of \"Social Arrangements\" in the Development of Targeted Television Advertising in Flanders","authors":"Iris Jennes, W. V. D. Broeck","doi":"10.1145/3077548.3077553","DOIUrl":"https://doi.org/10.1145/3077548.3077553","url":null,"abstract":"This paper focuses on the social construction of targeted TV advertising. In 2016, experiments with targeted TV commercials started in Flanders (Belgium). We apply a Social Construction of Technology (SCOT) approach to understand how targeted television advertising is being developed. We underline the importance of social arrangements in the development of this particular technology. Social arrangements can be defined as the relations between relevant social groups that work together to stabilize a technology. The development of targeted TV advertising can be seen as a moment of \"interpretive flexibility\", implying that different relevant social groups can give a different meaning to targeted advertising as a technological artifact. To steer the development of the technology towards the most beneficial solution to their agenda, different social groups use different strategies. In our paper, we argue that in the case of targeted TV advertising, the audience should be approached as a relevant social group. Our empirical research thus incorporates both television industry and user perspectives on the development of targeted TV advertising in Flanders between 2012 and 2017. Based on expert interviews with industry representatives and focus group interviews with end-users, we provide an analysis of the different strategies, opportunities and challenges that different stakeholders (TV-industry, viewers and policy actors) are faced with. To conclude, we also formulate specific recommendations for a successful implementation of targeted TV advertising in Flanders.","PeriodicalId":314992,"journal":{"name":"Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114811076","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}
{"title":"Session details: Secondary Content and Companion Screens","authors":"J. Oomen","doi":"10.1145/3257991","DOIUrl":"https://doi.org/10.1145/3257991","url":null,"abstract":"","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":0.0,"publicationDate":"2017-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114152426","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}
Pascal Lessel, Michael Mauderer, Christian Wolff, A. Krüger
{"title":"Let's Play My Way: Investigating Audience Influence in User-Generated Gaming Live-Streams","authors":"Pascal Lessel, Michael Mauderer, Christian Wolff, A. Krüger","doi":"10.1145/3077548.3077556","DOIUrl":"https://doi.org/10.1145/3077548.3077556","url":null,"abstract":"We investigate how the audience of gaming live-streams can influence the content. We conducted two case studies on streams in which audience influence is central and in which the audience can directly participate: First, we review an existing format of the Rocket Beans TV channel and describe how the audience can influence its course of action. With this, we illustrate current practices for integrating the audience. Second, we report the results of our investigation of a \"Twitch Plays Pokémon\" (TPP)-like setting in which the audience shares the control of the main character through aggregated chat messages. We explored a wider range of techniques than the original TPP offered and found that this can help the audience to organize itself in more nuanced ways. From both case studies, we synthesize results that are of relevance for streams that want to give the audience more influence.","PeriodicalId":314992,"journal":{"name":"Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122178080","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}
{"title":"'Here's Looking At You, Kid': Interactive Entertainment In The Age Of Machine-Readable Humans","authors":"W. Ijsselsteijn","doi":"10.1145/3077548.3077562","DOIUrl":"https://doi.org/10.1145/3077548.3077562","url":null,"abstract":"Today, while you're watching television, your television is watching you too. With the introduction of cameras, microphones, and other sensors integrated with our networked, smart TV sets and mobile devices, opportunities arise that go well beyond videocommunication, gesture-based interaction, or consumer segmentation. Machines are learning to recognise human identity, contexts, activities, and emotions, and your TV is no exception. Armed with such knowledge, new horizons for personalised, interactive and immersive entertainment as well as marketing emerge. At the same time, some such proposals may be at variance with human values many of us hold dear, including privacy, trust, and control. In addition, with increasingly powerful personal profiling and machine understanding of humans, the potential psychological consequences of breaches in cybersecurity (e.g., hacking, phishing) increase in similar measure. In this keynote talk, I will highlight some of the progress in machine understanding of human behavior and emotions, its potential in interactive and personalised entertainment, as well as some legitimate concerns in terms of human values and human psychology as we enter the Age of Machine-Readable Humans.","PeriodicalId":314992,"journal":{"name":"Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126326763","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}
{"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":"https://doi.org/10.1145/3077548.3078626","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":0.0,"publicationDate":"2017-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129146668","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. Rigby, Duncan P. Brumby, Sandy J. J. Gould, A. Cox
{"title":"Media Multitasking at Home: A Video Observation Study of Concurrent TV and Mobile Device Usage","authors":"J. Rigby, Duncan P. Brumby, Sandy J. J. Gould, A. Cox","doi":"10.1145/3077548.3077560","DOIUrl":"https://doi.org/10.1145/3077548.3077560","url":null,"abstract":"Increasingly people interact with their mobile devices while watching television. We evolve an understanding of this kind of everyday media multitasking behaviour through an analysis of video data. In our study, four households were recorded watching television over three evenings. We analysed 55 hours of footage in which participants were watching the TV. We found that mobile device habits were highly variable between participants during this time, ranging from 0% to 23% of the time that the TV was on. To help us understand this variability, participants completed the Media Multitasking Index (MMI) questionnaire. Results showed that participants with a higher MMI score used their mobile device more while watching TV at home. We also saw evidence that the TV was being used as a hub in the home: multiple people were often present when the time the TV was on, providing a background for other household activities. We argue that video analysis can give valuable insights into media multitasking in the home.","PeriodicalId":314992,"journal":{"name":"Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132637565","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}
Michael Evans, George Margetis, S. Ntoa, R. Weerakkody
{"title":"Converging User-Generated Material with Professional Video User Experiences","authors":"Michael Evans, George Margetis, S. Ntoa, R. Weerakkody","doi":"10.1145/3077548.3078627","DOIUrl":"https://doi.org/10.1145/3077548.3078627","url":null,"abstract":"This multidisciplinary workshop will contribute to a user experience (UX) research agenda for the effective combination of audiovisual material from professional and non-professional contributors. Responding to trends in developing technology and in user behaviour, the workshop will investigate a specific range of themes, deeper knowledge of which will support more coherent, higher quality integration of the creative efforts of non-professional contributors with those of professionals. The overall aim is to equip professional producers with the means to support and develop their contributors to be successful in providing material, and, therefore, optimise viewers' quality of experience when watching mixed-origin content.","PeriodicalId":314992,"journal":{"name":"Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129811852","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}