TVX'16: ACM International Conference on Interactive Experiences for TV and Online Video Jun 22, 2016-Jun 24, 2016 Chicago, USA. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
TVX '14: ACM International Conference on Interactive Experiences for TV and Online Video Jun 25, 2014-Jun 27, 2014 Newcastle Upon Tyne, United Kingdom. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
TVX '17: ACM International Conference on Interactive Experiences for TV and Online Video Jun 14, 2017-Jun 16, 2017 Hilversum, Netherlands. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
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.
This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users’ perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences.
This book constitutes the refereed proceedings of the 6th Iberoamerican Conference on Applications and Usability of Interactive Television, jAUTI 2017, in Aveiro, Portugal, in October 2017. The 11 full papers presented together with one invited talk paper were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on Design and Evaluation of IDTV Services and Content; IDTV Content Recommendation; Omnidirectional Video and Video Repositories; IDTV Interaction Techniques and Accessibility.
The four-volume set LNCS 14442 -14445 constitutes the proceedings of the 19th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2023, held in York, UK, in August/September 2023. The 71 full papers and 58 short papers included in this book were carefully reviewed and selected from 406 submissions. They were organized in topical sections as follows: 3D Interaction; Accessibility; Accessibility and Aging; Accessibility for Auditory/Hearing Disabilities; Co-Design; Cybersecurity and Trust; Data Physicalisation and Cross-device; Eye-Free, Gesture Interaction and Sign Language; Haptic interaction and Healthcare applications; Self-Monitoring; Human-Robot Interaction; Information Visualization; Information Visualization and 3D Interaction; Interacting with Children; Interaction with Conversational Agents; Methodologies for HCI; Model-Based UI Design and Testing; Montion Sickness, Stress and Risk perception in 3D Environments and Multisensory interaction; VR experiences; Natural Language Processing and AI Explainability; Online Collaboration and Cooperative work; Recommendation Systems and AI Explainability; Social AI; Social and Ubiquitous Computing; Social Media and Digital Learning; Understanding Users and Privacy Issues; User movement and 3D Environments; User Self-Report; User Studies; User Studies, Eye-Tracking, and Physiological Data; Virtual Reality; Virtual Reality and Training; Courses; Industrial Experiences; Interactive Demonstrations; Keynotes; Panels; Posters; and Workshops.
This book constitutes the refereed proceedings of the 8th Iberoamerican Conference on Applications and Usability of Interactive Television, jAUTI 2019, in Rio de Janeiro, Brazil, in October 2019. The 10 full papers presented were carefully reviewed and selected from 35 submissions. The papers are organized in topical sections on Design and Development; Second Screen and Crossmedia; Interaction Techniques and Technologies; Accessibility; User Experience.
This book studied the newly emerged business format of immersive entertainments experience, mainly focusing on offline forms, which have been proved to contribute a lot to the upgrading of modern culture and tourism industry development. With solid theoretical research on interactive digital narrative and immersive experience etc., it defined the immersive entertainment. Based on comprehensive analysis of immersive entertainment industry development at home and abroad, the research team initiated a thorough investigation of status quo of immersive entertainment in Shanghai. By deep interviewing with professionals, operators and consumers in the immersive entertainment industry, it aims to explore the reasons behind the popularity of immersive entertainment experience and the booming immersive industry, introduce typical formats and classification methods of immersive experiences, compare common development models in the immersive entertainment industry, identify development bottlenecks, and discuss future trends and suggestions in the immersive entertainment industry. This book is the collaborative effort of researchers led by Chen Liying’s research team. Chen Liying established the research framework for the entire project and oversaw the final manuscript and revisions. Tao Tingfang contributed a lot to the original idea and framework of the book. Zhangjing was responsible for the initial draft of Chapter 4, 5, 6. Yin Weihua was responsible for the Shanghai immersive entertainment development. Guan Xu was responsible for international cases and experiences. Chen Liying was responsible for Chapter 1, 2, 3, 7 and the initial draft of Chapter 8, as well as supplementing some case studies. Ma Yingjie was responsible for the technological path of Chapter 7.
When you picture human-data interactions (HDI), what comes to mind? The datafication of modern life, along with open data initiatives advocating for transparency and access to current and historical datasets, has fundamentally transformed when, where, and how people encounter data. People now rely on data to make decisions, understand current events, and interpret the world. We frequently employ graphs, maps, and other spatialized forms to aid data interpretation, yet the familiarity of these displays causes us to forget that even basic representations are complex, challenging inscriptions and are not neutral; they are based on representational choices that impact how and what they communicate. This book draws on frameworks from the learning sciences, visualization, and human-computer interaction to explore embodied HDI. This exciting sub-field of interaction design is based on the premise that every day we produce and have access to quintillions of bytes of data, the exploration and analysis of which are no longer confined within the walls of research laboratories. This volume examines how humans interact with these data in informal (not work or school) environments, paritcularly in museums. The first half of the book provides an overview of the multi-disciplinary, theoretical foundations of HDI (in particular, embodied cognition, conceptual metaphor theory, embodied interaction, and embodied learning) and reviews socio-technical theories relevant for designing HDI installations to support informal learning. The second half of the book describes strategies for engaging museum visitors with interactive data visualizations, presents methodologies that can inform the design of hand gestures and body movements for embodied installations, and discusses how HDI can facilitate people's sensemaking about data. This cross-disciplinary book is intended as a resource for students and early-career researchers in human-computer interaction and the learning sciences, as well as for more senior researchers and museum practitioners who want to quickly familiarize themselves with HDI.