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Über dieses Buch

This book constitutes the refereed proceedings of the 4th Iberoamerican Conference on Applications and Usability of Interactive TV, jAUTI 2015, and the 6th Congress on Interactive Digital TV, CTVDI 2015, held in Palma de Mallorca, Spain, in October 2015.

The 10 revised full papers and two short papers presented together with an invited talk were carefully reviewed and selected for this volume from 30 accepted submissions. The papers are organized in topical sections on Second Screen Applications Immersive TV; Video Consumption Development Tools; IDTV Interoperability; IDTV User Experience; Audiovisual Accessibility.

Inhaltsverzeichnis

Frontmatter

Second Screen Applications Immersive TV. Short Papers

Frontmatter

Enriching and Engaging Linear Television: Findings and Learnings with HbbTV Second Screen Applications

Abstract
In this article we present findings from a research project on novel TV applications using second screens. We introduce new ways of enriching and engaging linear television by using HbbTV services in combination with second screen applications. HbbTV stands for Hybrid Broadcast Broadband TV, and focuses on bringing together the TV and the online world. Our goal was to make the social viewing experience more compelling by incorporating second screen functionality into TV formats. Our findings, obtained via substantial iterative user involvement, are the outcome of participation in the European TV-RING project, with the aim to develop and stimulate HbbTV within Europe.
Joost Negenman, Susanne Heijstraten, Jeroen Vanattenhoven, David Geerts

TV-RING and ImmersiaTV: Present and Future of Television

Abstract
In this paper we present our results from a research project on multicamera HbbTV applications, the TV-RING project, and situate these results as part of a broader push towards the development of innovative media experiences for TV audiences. The main lessons learned in the framework of this project are outlined, with special attention paid to principles of usability, insights on the user experience, and recommendations for the selection of multicamera content. These results were generated as the output of a user-centered design and experimentation process, involving requirements elicitation, iterative prototyping and large-scale live pilots. Finally, we sketch how immersive media can address current issues as regards the user experience raised by TV-RING, and introduce related ongoing work in the ImmersiaTV project on broadcast omnidirectional video.
Marc Aguilar, Pau Pamplona, Sergi Fernández

Video Consumption Development Tools

Frontmatter

Implementing the Complete Chain to Distribute Interactive Multi-stream Multi-view Real-Time Life Video Content

Abstract
This paper presents the development of a complete end-to-end solution for the broadcast of Multi-Stream Multi-view Real-Time Life Video Content that makes use of the new chips implementing full-spectrum receiver chips that can decode up to 16 TV channels simultaneously and pass them to the video processing chips of the Set-Top Boxes. Managing that complex video content from a user’s perspective requires adding interactive ways to increase user experience.Interactivity can either be directly managed on the main screen through the Set Top Box or on a Second Screen that is wireless connected to the Set Top Box. Several underlying technologies have been implemented that involve: the production head ends that include adding time stamps in the protocol for synchronizing streams and views; the GStreamer technology for scaling videos in real-time and the responsive design used for the 2nd screen apps management.
Marc Codina, Jordi Gonzalez, Antoni Barroso, Jordi Caball, Jordi Carrabina

Use of Web Components to Develop Interactive, Customizable and Multi-device Video Consumption Platforms

Abstract
The recent and unceasing advances in Web technologies and components open the door to the development of a new wave of interactive, customizable and multi-device video consumption platforms. This chapter reviews various relevant Web technologies and components in the context of interactive media delivery and communication, and highlights a set of features and functionalities that can be provided by using these components. After that, two video consumption platforms that have been developed by combining these features and functionalities are presented. The first platform, called Wersync, enables the creation of different groups of geographically distributed users for consuming the same media content in a synchronized manner, while socially interacting via text and audiovisual chat channels. The second platform enables a dynamic customization and synchronization of subtitles in multi-screen scenarios. As a proof of evidence, links to demo videos showing the capabilities of both platforms are provided.
Mario Montagud, Fernando Boronat, Jordi Belda, Dani Marfil

An Augmented Reality and 360-degree Video System to Access Audiovisual Content through Mobile Devices for Touristic Applications

Abstract
In the recent years, consumption and usage of multimedia content has shifted to handheld devices, especially with the introduction of second screen applications. In this paper we address the situation of delivering multimedia information to users using modern and novel techniques to attract their attention in environments like fairs, parties or showrooms in an entertaining and educative way. Two different approaches are presented: an Augmented Reality application on mobile devices and a 360-degree video player remotely controlled by a handheld device. Both ideas focus on the use of mobile devices, as they have become a powerful tool always worn by its owners.
Antoni Bibiloni, Silvia Ramis, Antoni Oliver, Francisco J. Perales

Study and Comparison of Metadata Schemas for the Description of Multimedia Resources

Abstract
In this paper, the description of the most relevant metadata schemas of multimedia content annotation for digital television are presented. The analysed schemas are: MPEG-7, TV-Anytime, P-META, EBUCore, PBCore, and SMPTE. For each of them, their most basic features are explained, and their extensions and application profiles for audio, video or audiovisual content are identified. Furthermore, the paper clarifies the characteristics and relationships between schemas, and checks their compliance with the multimedia content description requirements of television. Finally, there is a comparison between them, identifying advantages and disadvantages.
Angela M. Vargas-Arcila, Sandra Baldassarri, José L. Arciniegas-Herrera

Building a Basic Hardware and Software Infrastructure for Developing Ginga-NCL Interactive Applications

Abstract
This work describes the software and hardware components that were integrated to structure a testbed for developing interactive applications for ISDB-Tb´s Ginga middleware. A basic structure of the testbed was outlined and later built incrementally. This paper focuses on the set of software tools that we developed which turned into the basis of systems and applications that were created. The testbed allows obtaining the code for the applications and their transmission for testing on actual hardware. The developed applications can be sorted out into four categories: natural hazards, environmental issues, higher education and the evaluation of telecommunications services. For sure the testbed has its limitations but it was setup under a limited budget.
Iván Bernal, David Mejía

IDTV Interoperability

Frontmatter

Towards to a Usable and Accessible Mixed Global Standard DTT-IPTV

Abstract
This proposal includes the establishment of a joint standard for the integration of interactive open platforms: GINGA for interactive service on ISDB-T and Hybrid European standard HbbTV with SiestaCloud ecosystem for IPTV together. In addition, this standard will be interoperable with close or half open Smart-TV standards like, AndroidTV, AppleTV, AmazonTV, etc.; the incompatibility that actually exists between these platforms will be solved by this project. Our proposal also includes development of interactive applications on DTT and IPTV which assumes usability (SIMPLIT) and accessibility (W3C) rules. The authoring tool implementation is also contemplated for the development of interactive applications, under the concept of open existing access repositories templates and an extension of Unity framework for interactive 3D content development without having to program a single code line. Finally, a production methodology of audiovisual content (i-standardized, accessible and usable) in cultural, health, educational and commercial context will also be proposed.
Carlos de Castro, Diego Villamarín, Gonzalo Olmedo, Enrique García

IDTV User Experience

Frontmatter

A UX Evaluation Approach for Second-Screen Applications

Abstract
Technological devices surrounding the television are changing, leading to changes in viewers’ habits and to the development of second-screen applications created to provide better TV viewing experiences. Used while watching television, the 2ndVision application presented in this paper is able to identify – through audio-fingerprint – content being displayed on the TV screen and present enhanced information on the second-screen. Under a participatory design approach, the development of the application took in consideration the users’ opinion regarding its main functionalities and interface solutions and included evaluation test sessions conducted in laboratory settings. This paper reports on the adopted UX evaluation approach where opinions regarding instrumental, non-instrumental and emotional impact of the application were collected with a combination of SUS, AttrakDiff and SAM scales.
The results show that users experienced no major navigation problems and part of the iconography was validated. Considering the main goals of the application users were satisfied and interested in having such an application for providing additional information about the TV shows they watch. In addition the consistent variation of results between two sets of evaluation sessions, shows that the adopted UX evaluation approach is suitable to be used in a participatory design development of second-screen applications.
Jorge Abreu, Pedro Almeida, Telmo Silva

News Reports on TV, Twitter and the Active Audience

Abstract
Twitter has established itself as one of the most influential social networks. This article performs a content analysis on the five Twitter profiles of the five news programs broadcast by general-interest TV networks in Spain according to the audience ranking provided by Kantar Media.
We have defined variables that include the description of the news profiles, type of post, frequency, response and user interaction, analysing the capacity of news programs to use Twitter to disseminate content and generate conversation, their acquired reputation, and user quality.
Luis E. Martinez-Martínez, Laura Martínez-Espinosa

Approach to a Pedagogical Model of iDTV. Methodology for the Analysis of Interactions

Abstract
Activities promoting dialogic interactions between user and application are based on technology-enhanced pedagogical models that focus on the potential of the applications.
This work presents a methodological approach to analyze the digital narrative that a person develops in association with the interactive iDTV application. The methodology consists of recording the user´s actions to recreate interaction narratives. The aim is to identify actions that modify the development of the activity and generate changes in the way the user approaches the object. According to these actions (disturbances) data are fragmented into a set of interaction segments based on which each viewer´s work style is inferred.
The reconstruction of digital narrative provides information about the interactive processes to develop more elaborate pedagogical models.
Andrea Miranda, Graciela Santos, Silvia Stipcich

Audiovisual Accessibility

Frontmatter

Accesibility on VoD Platforms via Mobile Devices

Abstract
At present, the fast and constant evolution of intelligent terminals and mobile platforms is opening a new world of possibilities and applications that can meet many of the different needs human beings face in their daily lives. It is in the field of accessibility where new technologies can have a real impact, offering new means and alternatives to access the information around us. Modern-day society enjoys a wide range of cultural possibilities everyone can choose from, but persons with auditory and/or visual impairment have problems accessing them. This article presents the WhatsCine system, a system conceived to foster inclusion, shared leisure and equal access to culture for everyone, for the particular case of VOD platforms.
Ángel García-Crespo, José Luis López-Cuadrado, Israel González-Carrasco

Backmatter

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