{"title":"移动与互动社交电视的消费者体验研究","authors":"Sujeet Mate, I. Curcio","doi":"10.1109/WOWMOM.2009.5282415","DOIUrl":null,"url":null,"abstract":"This paper studies the consumer experience for Mobile and Interactive Social TV, which allows users to create an experience of watching together. A focus group study approach was used. The study found that the feeling of social presence of people of interest when watching content with them was considered to add value to the viewing experience. Users found value in availability of all (in this case audio, video, text) interaction modalities. The key requirement is the ability for selective enabling/disabling of individual interaction features as per the user preferences and context. The context was considered to be influenced by both the relation with other participants and the content being consumed. Sports, news, user generated content, short clips were considered to be most suited for social consumption in the mobile context. Battery life, cost and network quality were the major concerns for adopting such a system in a real-world environment.","PeriodicalId":155486,"journal":{"name":"2009 IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks & Workshops","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Consumer experience study of mobile and Interactive Social Television\",\"authors\":\"Sujeet Mate, I. Curcio\",\"doi\":\"10.1109/WOWMOM.2009.5282415\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper studies the consumer experience for Mobile and Interactive Social TV, which allows users to create an experience of watching together. A focus group study approach was used. The study found that the feeling of social presence of people of interest when watching content with them was considered to add value to the viewing experience. Users found value in availability of all (in this case audio, video, text) interaction modalities. The key requirement is the ability for selective enabling/disabling of individual interaction features as per the user preferences and context. The context was considered to be influenced by both the relation with other participants and the content being consumed. Sports, news, user generated content, short clips were considered to be most suited for social consumption in the mobile context. Battery life, cost and network quality were the major concerns for adopting such a system in a real-world environment.\",\"PeriodicalId\":155486,\"journal\":{\"name\":\"2009 IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks & Workshops\",\"volume\":\"19 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-06-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks & Workshops\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/WOWMOM.2009.5282415\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks & Workshops","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/WOWMOM.2009.5282415","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Consumer experience study of mobile and Interactive Social Television
This paper studies the consumer experience for Mobile and Interactive Social TV, which allows users to create an experience of watching together. A focus group study approach was used. The study found that the feeling of social presence of people of interest when watching content with them was considered to add value to the viewing experience. Users found value in availability of all (in this case audio, video, text) interaction modalities. The key requirement is the ability for selective enabling/disabling of individual interaction features as per the user preferences and context. The context was considered to be influenced by both the relation with other participants and the content being consumed. Sports, news, user generated content, short clips were considered to be most suited for social consumption in the mobile context. Battery life, cost and network quality were the major concerns for adopting such a system in a real-world environment.