Enhancing Social Communication and Belonging by
Integrating TV Narrativity and Game-Play (pdf)
Marian F Ursu (Goldsmiths, University of London, UK), Pablo Cesar (CWI,
The Netherlands) and Doug Williams (BT, UK)
Abstract: This paper provides a brief overview of the workshop on
Enhancing Social Communication and Belonging by Integrating TV
Narrativity and Game-Play. Its main objective is to explore new forms of
TV-mediated communication between groups of people (such as family and
friends) separated by space and/or time that would lead to improving the
maintenance and fostering of their social relationships and, ultimately,
of their feeling of being together. The investigation considers three
perspectives: socio-cognitive – defining facets of the experience(s) of
togetherness, when group interaction is mediated by the TV screen;
system design – specifying requirements for TV-centric systems that
support social interaction; system implementation – analysing enabling
technologies.
Experience, Narrative and Interaction in TV-Centred
Communication (pdf)
Frank Nack (University of Amsterdam, The Netherlands)
Abstract: Based on the view that changes in user expectations and
social demographics alter the traditional use of TV, this paper
investigates the notion of experience, narrative and interaction in TV-centred
communication. We have a look at synchronous and asynchronous
consumption of expert as well as user-generated content. We then
investigate participatory elements that enhance the feeling of social
belonging and togetherness in particular when TV users are separated by
time and space.
(i)TV Brings People Together? How the Feeling of
Togetherness Can Be Built (pdf)
Pauliina Tuomi (Tampere University of Technology, Finland)
Abstract: Interactive television is becoming more and more
socialized and it is no longer just a TV. There are numerous ways and
technologies to interact with the TV (Parikka 2004; Jensen & Toscan
1999). There are also different viewpoints regarding what is
interactive, what the level of interaction is, and furthermore, where
today’s television may be located on this dimension. This paper explores
the role of iTV’s in building feelings of togetherness between people.
Strengthen the TV Experience Beyond the TV (pdf)
Sara Kepplinger, Florian Förster, Judith Igelsböck and Marianna
Obrist (University of Salzburg, Austria)
Abstract. The TV experience is no longer restricted to the TV.
Other media devices, such as the PC and mobile phones, have become
platforms for consuming TV content, which are more and more extended
with new features for communication and social networking. A main
challenge is still how to provide users the “right” TV experience. It
has to be thought about how it is possible to strengthen the TV
experience including all these new opportunities. The contribution
provided in this paper is based on results derived from user evaluation
studies performed with social TV applications. On the basis of two case
examples we outline initial assumptions on how to enable a TV experience
when other devices like the PC are used beyond but in conjunction with
the TV set.
Presence and Mediated
Interaction: A Means to an End? (pdf)
Lizzy Bleumers, Tim Van Lier and An Jacobs (IBBT-SMIT VUB, Belgium)
Abstract. Promoting a sense of presence is often identified as a
prerequisite for mediated interaction. To do so, however, we need a
thorough understanding of what presence encompasses and how it can be
influenced. The goal of this paper is to elaborate on the different
aspects of the sense of presence as identified in the literature, while
illustrating whether and how these aspects are promoted in three virtual
world cases. We hope to evoke reflection on the link between promoting
presence and supporting mediated interaction.
From Social TV to Structured Communication Formats (pdf)
Gunnar Harboe and Santosh Basapur (Motorola, USA)
Abstract. We describe research and ideas that could inform the
design of social experiences around the TV. This work is primarily based
in the field of social television, which we summarize briefly. We focus
on the idea of structuring and interpreting freeform communication so
that it can be used to trigger system actions, which in turn can provide
distinct social experiences. We first analyze social program
recommendations from this perspective, then look at a new genre of
social video game that blurs text chat and command input.
Good to See You – User Responses to a TV-Based Video
Telephony Service (pdf)
Will Seager and Hendrik Knoche (University College London, UK)
Abstract. After many years of slow adoption within the market,
video telephony is finally becoming accepted, e.g. in its high end
version and in the form of video calls piggy-backed through
computer-based VoIP services. Within the home, the TV set may serve as a
useful additional way to access video-based communications. TV could
also make video telephony accessible to people without computers or to
people with insufficient computer skills. This paper presents a user
study of a TV-based video telephony application. While, on average, more
participants preferred the computer as a platform, many showed a strong
preference for using video telephony on living-room TVs over computers,
particularly those who experienced the application within a home
setting. Our data indicate some strengths and weaknesses of living-room
TVs as a platform for video telephony, and some requirements for the
design of video telephony services aimed at the living room context.
Sharing Enriched Interactive Experiences with the
iNEM4U Software Framework (pdf)
Cristian Hesselman (Novay, The Netherlands) and Keir Shepherd (HP
Labs, UK)
Abstract. The project iNEM4U (Interactive Networked Experiences
in Multimedia for You) is developing an open distributed software
framework that allows users and service providers to seamlessly combine
interactive multimedia content and services from different types of
networks (the Internet, in-home, mobile, and IPTV networks) into one
shared experience. In this paper, we provide a brief overview of the
project and discuss the TV-centric application we are using to enhance
people’s social media experiences, in particular to increase the feeling
of connectedness for groups of people, such as families and friends.
What's in the box? The building blocks of a TV-centred
social communication system (pdf)
Ian Kegel (BT, UK)
Abstract. Advances in the state of the art in many different
technical fields, ranging from high-speed networks to multimedia coding,
mean that the time is now right for the development of practical,
reusable systems which support rich social interaction through the
television. However, the multidisciplinary nature of TV-mediated
communication requires the integration of technologies and standards
which have previously been treated in isolation. At the point where
digital entertainment meets social networking and high-definition
videoconferencing, new applications will emerge to differentiate a new
generation of high-speed broadband networks. This presentation will
review the most important building blocks of such applications and
describe today's state of the art implementations.
It will then propose how they can be combined within a practical testbed,
as is being developed by the TA2 project.
ANSWER: Documentation, Formal Conceptualisation and
Annotation of New Media (pdf)
Angelos Yannopoulos, Yannis Christodoulou, Stefanos Koutsoutos, Katia
Savrami, Theodora Varvarigou and Vassilis Alexandrou (University of
Athens, Greece)
Abstract. Within the scope of ANSWER, an EC-supported research
project, a new artistic notation system, called DirectorNotation, is
being developed for describing media content, much like notes are used
to document a music composition. Our current research focuses on
developing “notation-enabled” offline authoring tools, but interactive
applications are an anticipated extension. Here, we summarise the key
aspects of DirectorNotation and the ANSWER project, from the point of
view of a multimedia-technology audience interested in content-based
manipulation of media.
A Multimedia Content Semantics Extraction Framework
for Enhanced Social Interaction (pdf)
Giuseppe Passino, Tomas Piatrik, Ioannis Patras and Ebroul Izquierdo
(Queen Mary, University of London, UK)
Abstract. In this paper, a system for improved social interaction
via the Internet or interactive TV is proposed. The aim is to provide a
small group of closely connected users with a rich social experience,
sharing intimate moments of life and emotions, taking full advantage of
the existent Internet technology and broadcasting practices. Starting
from a single use-case, a feasibility study for a social interaction is
illustrated. The proposed architecture for social interaction is based
on techniques for automated extraction of semantics from streamed
content. In particular, technical feasibility and real-time processing
issues are considered. Semantic information is used in the multimedia
editing and composition phase, enabling the system to offer an
experience that goes beyond the classical face-to-face video-conference.
The efficient and rich presentation of the content is driven by
technology for semantic segmentation, object detection and automated
extraction of interesting regions in the scene. Furthermore, a face
detection module is used to guarantee a constant visual presence of the
parties. Finally, a summary of the session is automatically generated
for future uses or on-line-browsing during the conversation.
A Collective Director for Highly Interactive Viewing
of Live Sports Events (pdf)
Zhenchen Wang, Stefan Poslad and Alan Pearmain (Queen Mary,
University of London, UK)
Abstract. New forms of personalised and interactive viewing
experiences are being developed that enable spectators to act as
directors of their own customised live sports videos. Scalability
concerns for such systems dictate that group-based streaming rather than
individual streaming can be realized in practice. In this positional
paper, the application of the group personalisation model to enable
social groups of possibly distributed individuals to collectively direct
and share a common viewing experience of a live sports event is
proposed. The design of this platform, developed as part of the as part
of the My-e-Director 2012 project, is described and a discussion of a
prototype system is given.
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Submission of workshop paper
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Workshop at EuroITV2009, Leuven, Belgium