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“What Are You Viewing?” Exploring the Pervasive Social TV Experience

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Mobile TV: Customizing Content and Experience

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Abstract

The vision of pervasive TV foresees users engaging with interactive video services across a variety of contexts and user interfaces. Following this idea, this chapter extends traditional Social TV toward the notion of pervasive Social TV (PSTV) by including mobile viewing scenarios. We discuss social interaction enablers that integrate TV content consumption and communication in the context of two case studies that evaluate Social TV on mobile smartphones as well as the traditional set-top-box-based setup. We report on the impact of social features such as text-chat, audio-chat, and synchronized channel-choice on the end-user’s media experience. By analyzing the commonalities and the differences between mobile and living-room Social TV that we found, we provide guidance on the design of pervasive Social TV systems as well as on future research issues.

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Notes

  1. 1.

    Triple-play is a term for the provisioning of content delivery, voice, and data services over a single broadband connection

  2. 2.

    Personal Video Recorders, e.g., TiVO™

  3. 3.

    An example is Skype (www.skype.com)

  4. 4.

    http://www.aminocom.com/

  5. 5.

    Our studies are not limited to these three measures, but include further independent variables such as distraction from TV, perceived privacy, and overall user satisfaction

  6. 6.

    This added value is reported in conjunction with group experiences frequently. Emile Durkheim (1965) associated this value with the feelings that a religious group relates to its deity, as a result of the group experience undergone during religious festivities. Another example are the public viewing areas in Berlin at the soccer world cup in 2006, which added so much value to the group experience that people decided that it was worth paying for

  7. 7.

    For our MiViBES interactive video client, see the AMUSE project homepage http://amuse.ftw.at

  8. 8.

    Smartphones such as the Nokia E61, N92, E70

  9. 9.

    3 × 3 refers to text entry via a standard phone’s keypad which demands for multiple keypresses for certain letters

  10. 10.

    For identification of statistical differences, Wilcoxon signed ranks tests were calculated in case of paired samples, and Mann-Whitney-U tests in case of independent samples, respectively

  11. 11.

    The overall sample size of both studies was originally 60. However, the data of one person in case study 1 could not be analyzed. Different sample sizes are due to differences in experimental design between the two case studies and by nested design in Case Study 2

  12. 12.

    Participants stated that the main barrier were the key combinations required for accessing the emoticons and that a pop-dialogue for direct access would be the preferred design

  13. 13.

    We used user-generated content clips taken from www.youtube.com such as “Tony vs. Paul” http://www.youtube.com/watch?v=AJzU3NjDikY

  14. 14.

    The data for stationary audio-chat has been computed from both studies (conditions 1–2 and 2–2 in Table 2), and the data for mobile audio-chat is from Study 2 (condition 2–5). The samples for the mobile and stationary conditions were independent. Consequently, in order to investigate statistical significance, Mann-Whitney-U tests were calculated instead of Wilcoxon tests

  15. 15.

    Stationary text-chat is equivalent to condition 2–3 of Table 2, and mobile text-chat is equivalent to condition 2–7. As also here the samples were independent, Mann-Whitney-U tests were calculated

  16. 16.

    TV = 19 “TV set (case study 1); phone = Nokia e61 2.8” (case study 2). We could only compare the audio conditions, as these were the ‘common denominator’ of both studies: Conditions 1–2 of Table 5.1 (case study 1, audio-chat) vs. 2–2 (case study 2, audio-chat) were compared

  17. 17.

    We regard touch-screen text-input (e.g. Nokia N800, Apple iPhone) not as an adequate replacement for a QWERTY keypad, since the interface visually distracts and consumes considerable amounts of screen real estate

  18. 18.

    EPG = Electronic Program Guide

  19. 19.

    www.twitter.com

  20. 20.

    www.jaiku.com

  21. 21.

    Distraction is even more critical on mobile media terminals due to their tiny keypads and small screens, where TV is less immersive and easily cluttered

  22. 22.

    According to our case study results as well as the findings of Geerts (2006) and Weisz et al. (2007)

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Acknowledgments

This research has been performed within the projects M2 AMUSE 2.0 and U0 SUPRA++ at the Telecommunications Research Center Vienna (ftw.) and has been funded by the Austrian Government and by the City of Vienna within the competence center program COMET. We would like to thank our colleagues Peter Reichl and Andreas Berger for their fruitful contributions to this work.

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Correspondence to Thomas Grechenig .

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Schatz, R., Baillie, L., Fröhlich, P., Egger, S., Grechenig, T. (2010). “What Are You Viewing?” Exploring the Pervasive Social TV Experience. In: Marcus, A., Roibás, A., Sala, R. (eds) Mobile TV: Customizing Content and Experience. Human-Computer Interaction Series. Springer, London. https://doi.org/10.1007/978-1-84882-701-1_19

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