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Developing a Multi-Device Immersive TV-Experience: User Expectations and Practices

Published: 27 October 2017 Publication History
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    This paper discusses the results of a closed lab pilot test featuring a documentary on a football school in Porto. The documentary was displayed as regular directed TV-content on an HD TV-screen and participants could use a Samsung Gear VR HMD and a tablet to watch it in 360°. 27 participants participated in the test and testing took place with individual viewers and in teams of 2. The aim of the lab test was to investigate how people would make use of this multi-device set-up (which devices do they use, length of the interaction, do they stand or sit down) and whether they consider this a social experience. Also, the influence of the 360° experience on the storyline was questioned. Each session was observed and afterwards an interview took place to discuss the experience. Respondents were rather enthusiastic about this experience. Even though the HMD tends to isolate people, it was still considered a social experience and people talked about the content and the experience. A main limitation of the set-up was the difference in audiovisual quality between the content on TV and the content on the VR and the tablet, which was not in HD.

    References

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    T. Dorta, D. Pierini, S. Boudhraâ. 2016. Why 360° and VR headsets for movies' exploratory study of social VR via hyve-3D, In Actes de la 28ième conférence francophone sur l'Interaction Homme-Machine, October 25-28, 2016, Fribourg, Switzerland
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    Cited By

    View all
    • (2023)The effect of audio on the experience in virtual reality: a scoping reviewBehaviour & Information Technology10.1080/0144929X.2022.215837143:1(165-199)Online publication date: 2-Jan-2023
    • (2018)GeoHbbTVMultimedia Tools and Applications10.5555/3287850.328790077:21(28023-28048)Online publication date: 1-Nov-2018
    • (2018)GeoHbbTV: A framework for the development and evaluation of geographic interactive TV contentsMultimedia Tools and Applications10.1007/s11042-018-6021-677:21(28023-28048)Online publication date: 26-Apr-2018

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    Published In

    cover image ACM Conferences
    AltMM '17: Proceedings of the 2nd International Workshop on Multimedia Alternate Realities
    October 2017
    40 pages
    ISBN:9781450355070
    DOI:10.1145/3132361
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    New York, NY, United States

    Publication History

    Published: 27 October 2017

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    Author Tags

    1. immersive media
    2. user experience
    3. vr

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    MM '17
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    MM '17: ACM Multimedia Conference
    October 27, 2017
    California, Mountain View, USA

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    Overall Acceptance Rate 5 of 16 submissions, 31%

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    Cited By

    View all
    • (2023)The effect of audio on the experience in virtual reality: a scoping reviewBehaviour & Information Technology10.1080/0144929X.2022.215837143:1(165-199)Online publication date: 2-Jan-2023
    • (2018)GeoHbbTVMultimedia Tools and Applications10.5555/3287850.328790077:21(28023-28048)Online publication date: 1-Nov-2018
    • (2018)GeoHbbTV: A framework for the development and evaluation of geographic interactive TV contentsMultimedia Tools and Applications10.1007/s11042-018-6021-677:21(28023-28048)Online publication date: 26-Apr-2018

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