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WORK-IN-PROGRESS

Work-in-Progress Papers

The following work-in-progress (WiP) papers were selected through a double-blind peer-review process. 50% of all submitted papers were accepted, based on at least three reviews and one meta-review by the WiP chairs.

Work-in-progress papers will be presented as posters during a dedicated demo and poster session of the main conference. The final program with the exact timing of the presentations will be made available in April.

Since the authors are preparing their camera-ready versions by April 15th, the titles and abstracts below are still subject to change.

SAM: Dynamic and Social Content Delivery for Second Screen Interaction

Atta Badii – Intelligent Systems Research Laboratory, School of Systems Engineering, Reading, United Kingdom
Marco Tiemann – Intelligent Systems Research Laboratory, School of Systems Engineering, Reading, United Kingdom
Andreas Menychtas – National Technical University of Athens, Athens, Greece
Christina Santzaridou – Electrical Engineering and Computer Science, National Technical University of Athens, Athens, Greece
Alexandros Psychas – National Technical University of Athens, Athens, Greece
David Tomas – Department of Software and Computing Systems, University of Alicante, Alicante, Spain
Stuart Campbell – TIE Kinetrix, Breukelen, Netherlands
Juan Vicente Vidagany Espert – TIE Kinetrix, Breukelen, Netherlands

Abstract: Social media services offer a wide range of opportunities for businesses and developers to exploit the vast amount of information and user-generated content produced via social media. In addition, the notion of TV second screen usage – the interleaved usage of TV and smart devices such as smartphones – appears ever more prominent, with viewers continuously seeking further information and deeper engagement while watching movies, TV shows or event coverage. In this work-in-progress contribution, we present SAM, an innovative platform that combines social media, content syndication and targets second screen usage to enhance media content provisioning and advance the user experience. SAM incorporates modern technologies and novel features in the areas of content management, dynamic social media, social mining, semantic annotation and multi-device representation to facilitate an advanced business environment for broadcasters, content and metadata providers and editors to better exploit their assets and increase revenues.

SensiTV – Smart EmotioNal System for Impaired people’s TV

Diana Affi – University of Applied Sciences Western Switzerland, HumanTech Institute, Fribourg, Switzerland
Joël Dumoulin – University of Applied Sciences Western Switzerland, HumanTech Institute, Fribourg, Switzerland
Marco Bertini – University of Florence, MICC, Florence, Italy
Elena Mugellini – University of Applied Sciences of Western Switzerland – Fribourg, Fribourg, Switzerland
Omar Abou Khaled – University of Applied Sciences of Western Switzerland, Fribourg, Switzerland
Alberto Del Bimbo – University of Florence, MICC, Florence, Italy

Abstract: In this paper, an innovative solution is presented: a smart emotional system for impaired people’s TV. It aims to accompany the cognitive information contained in a movie, with the affective content. The affect is then communicated to the movie viewers in ways compatible for people with hearing and/or visual impairments, to let them experience all of the sensations offered by the movie. To do so, emotion recognition techniques are used to classify movie scenes into seven basic emotions. These emotions are then represented, in realtime, while the movie is playing, to the viewers, using environmental lights, emotional subtitles and a second screen application that integrates vibrations, emoticons and background music.

A Second-Screen meets Hypervideo, studying content delivery through HbbTV

Toni bibiloni – Multimedia Lab, Balearic Island University, Palma, Baleares, Spain
Miquel Mascaro – Multimedia Lab, Balearic Island University, Palma de Mallorca, Balearic Island, Spain
Pere Antoni Palmer – Multimedia Lab, Balearic Island University, Palma de Mallorca, Balearic Island, Spain
Antoni Oliver – Multimedia Lab, Balearic Island University, Palma de Mallorca, Balearic Island, Spain

Abstract: In this paper, an Augmented Reality (AR) platform for Interactive TVs is presented, covering the needs of both editors and viewers to enjoy an AR experience on current generation Interactive TVs. The AR is implemented through the concept of Hypervideo, a video with hyperlinks. In this case, these hyperlinks point to the points of interest identified on the media, and lead to additional information about them. The platform consists of two modules: the first provides the producer tools to manage the audiovisual content and points of interest (PoIs), while the other is used by the viewers to play the audiovisual production and obtain additional information about the points of interest that appear on the video. A second-screen application is under development to be used together with the visualization module, enabling multiple users to obtain an AR experience on their devices. This work presents an innovative way to mix three technological concepts: interactive video, augmented reality and connected TV. The paper concludes with some improvement possibilities and extensions.

Design Requirements for PT-tv (Play Therapy with TV): An Observational Study on Play Therapy and TV Viewing

Kyoungwon Seo – Imagine Lab, Hanyang University, Seoul, Korea, Republic of
Garam Han – Imagine Lab, Hanyang University, Seoul, Korea, Republic of
Hyunju Lee – Dept. of Pediatrics, Hanyang University Medical Center, Seoul, Korea, Republic of
Hokyoung Ryu – Department of Industrial Engineering, Hanyang University, Seoul, Korea
Jieun Kim – Imagine Lab, Hanyang University, Seoul, Korea, Republic of

Abstract: Television (TV) is hard to be separate from our daily livings. Many infants and toddlers are perpetually contact with TV and/or video contents. Recent studies focused on what characteristics of TV content would make effects on children’s cognitive wellbeing. We are thus interested in the developmental play therapies performing by pediatricians and how these can be imported into TV contents design for the cognitive development of infants and toddlers. An observational study was conducted for three weeks at the Infants Care Center, Hanyang University Medical Center. Children’s behavioral patterns during the play therapy and TV viewing were compared and the design requirements for children’s cognitive wellbeing with TV were proposed.

Learning Lessons for Second Screen from Board Games

Rinze Leenheer – CUO Social Spaces, iMinds, KU Leuven, Leuven, Belgium
David Geerts – CUO , Social Spaces, KU Leuven, iMinds, Leuven, Belgium
Jeroen Vanattenhoven – CUO, Social Spaces, KU Leuven, iMinds, Leuven, Belgium

Abstract: This paper identifies important requirements for second screen (game) companion apps. Participants were invited to create their own (board) game to play alongside a TV show. Afterwards they were interviewed about their experience. Analyses of the games and interviews lead to some valuable insights in what contributes to an engaging ‘TV game’. Lessons learned include: using events on the TV show to influence the game, and striking the right balance between luck and skill elements.

Small-Scale Cross Media Productions. A Case Study of a Documentary Game

Oliver Korn – VIS, University of Stuttgart, Stuttgart, Germany
Adrian Rees – KORION GmbH, Ludwigsburg, Germany
Uwe Schulz – Stuttgart Media University, Stuttgart, Germany

Abstract: With major intellectual properties there is a long tradition of cross-media value chains – usually starting with books and comics, then transgressing to film and TV and finally reaching interactive media like video games. In recent years the situation has changed: (1) smaller productions start to establish cross media value chains; (2) there is a trend from sequential towards parallel content production. In this work we describe how the production of a historic documentary takes a cross media approach right from the start. We analyze how this impacts the content creation pipelines with respect to story, audience and realization. The focus of the case study is the impact on the production of a documentary game. In a second step we reflect on the experiences gained so far and derive recommendations for future small-scale cross media productions.

Making Second Screen Sustainable in Media Production: the BRIDGET Approach

Alberto Messina – Centre for Research and Technological Innovation, RAI – Radiotelevisione Italiana, TORINO, ITALY
Francisco Morán Burgos – Universidad Politécnica de Madrid (UPM), Madrid, Spain
Marius Preda – Institut Mines Telecom, Paris, France
Skjalg Lepsoy – JOL VISIBLE, Telecom Italia, Torino, Italy
Miroslaw Bober – University of Surrey, Guildford, United Kingdom
Davide Bertola – CEDEO.net, Villar Dora, Piedmont, Italy
Stavros Paschalakis – Visual Atoms, Guildford, United Kingdom

Abstract: This paper presents work in progress taking place in the context of the European Commission FP7 project BRIDGET “BRIDging the Gap for Enhanced broadcasT” in the domain of second screen applications for broadcasters and media companies.

Interactive Design Documentary As A Method For Civic Engagement

David Green – Culture Lab, Newcastle University, Newcastle Upon Tyne, United Kingdom
Clara Crivellaro – Culture Lab, Newcastle University, Newcastle Upon Tyne, United Kingdom
Jimmy Tidey – Royal College of Art, London, United Kingdom

Abstract: We present a method for civic engagement that uses interactive video documentary to capture discourses within focused settings (eg workshops or focus groups) and translocate them to public spaces (via interactive vox-pops) and online spaces (via an interactive web- based tool). Our method aims to facilitate encounters and the exchange of perspectives between communities across these spaces. We describe how the method was developed through five stages, beginning with a workshop and culminating in a prototype design tool and offer preliminary insights into its potential benefits. We argue that a key strength of this method lies in its potential to support situated encounters and build connections between researchers, designers, institutions and members of the public, with potential benefits in the areas of user-centered research and design. Finally, we outline directions for future development, including a model for lightweight civic engagement that uses an “interactive design documentary” as a central component.

A Game of Thrones Companion: Orienting Viewers to Complex Storyworlds via Synchronized Visualizations

Pedro Silva – Georgia Tech, Atlanta, Georgia, United States
Yasmin Amer – Georgia Tech, Atlanta, Georgia, United States
William Tsikerdanos – Georgia Tech, Atlanta, Georgia, United States
Jesse Shedd – Georgia Tech, Atlanta, Georgia, United States
Isabel Restrepo – Universidad de Antioquia, Medellín, Antioquia, Colombia
Janet Murray – Georgia Tech, Atlanta, Georgia, United States

Abstract: It is not yet clear how to use second screen devices to help viewers understand and enjoy increasingly complex television series. The prototype presented here is targeted at viewers of HBO’s Game of Thrones, a particularly complex storyworld; its design uses manipulable, tightly synchronized spatial visualizations to concretize complex character relationships. A preliminary user study was conducted, and results show that users were able to more accurately identify character relationships after watching segments of the TV drama with the companion app prototype.

United Universe: A Second Screen Transmedia Experience

Dillon Eversman – Experimental Television Lab, Georgia Institute of Technology, Atlanta, Georgia, United States
Timothy Major – Experimental Television Lab, Georgia Institute of Technology, Atlanta, Georgia, United States
Mithila Tople – Experimental Television Lab, Georgia Institute of Technology, Atlanta, Georgia, United States
La Schaffer – Experimental Television Lab, Georgia Institute of Technology, Atlanta, Georgia, United States
Janet Murray – Experimental Television Lab, Georgia Institute of Technology, Atlanta, Georgia, United States

Abstract: United Universe is a work-in-progress second screen transmedia experience. It is being developed using the Marvel Cinematic Universe as sample data. United Universe meets the need for a comprehensive, interactive resource to assist in understanding a complex fictional universe in an unobtrusive manner.

Engaging Citizens with Televised Election Debates through Online Interactive Replays

Brian Plüss – Knowledge Media Institute, The Open University, Milton Keynes, United Kingdom
Anna De Liddo – Knowledge Media Institute, The Open University, Milton Keynes, United Kingdom

Abstract: In this paper we tackle the crisis of political trust and public engagement with politics by investigating new methods and tools to watch and take part in televised political debates. The paper presents relevant research at the intersection of citizenship, technologies and government / democracy, and describes the motivation, requirements and design of Democratic Replay: an online interactive video replay platform that offers a persistent, customisable digital space for: (a) members of the public to express their views as they watch online videos of political events; and (b) enabling for a richer collective understanding of what goes on in these complex media events.

Designing TV Recommender Interfaces for Specific Viewing Experiences

Jeroen Vanattenhoven – CUO Social Spaces, iMinds – KU Leuven, Leuven, Belgium
David Geerts – CUO Social Spaces, IBBT-KU Leuven, Leuven, Belgium

Abstract: In this paper we report upon our prototyping and design efforts aimed at specific viewing experiences. In a set of different studies we gathered insights into how all TV activities can be divided into specific experiences based on the group of viewers, the mood, the type of content, and time-related factors. Based on these situated experiences we now aim to support these experiences via specific user interface designs. The focus is mainly on presenting the right content in the right way in each situation for the specific viewers in each situation. By going through different prototyping sessions we aim to increase our understanding of each situation’s user requirements and to better support the user in how to make a choice what to watch on TV.

HbbTV goes Cloud: Decoupling Application Signaling and Application Execution in Hybrid TV

Alexandra Mikityuk – Security in Telecommunications, Technical University Berlin, Berlin, Germany
Oliver Friedrich – New Media, Telekom Innovation Laboratories, Berlin, Germany
Randolph Nikutta – New Media, Telekom Innovation Laboratories, Berlin, Germany

Abstract: The Browser has become the runtime environment for the execution of User Interface (UI) in TV domain. In European Hybrid TV Standard – Hybrid Broadcast Broadband (HbbTV) – the signaling of applications is terminated by special libraries and HbbTV-enabled Browser on the client. This HbbTV-enabled browser is also responsible for the execution of HbbTV applications. Therefore, the browser runtime environment for UI does directly affect HbbTV. This work presents architecture that enables the shift of HbbTV functionality into the Cloud. This is based on the decoupling of HbbTV application signaling and application execution on the client side. The shift is executed by definition of new interfaces HbbTV-to-cloud and cloud-to-device. This work describes possible approaches for such architectures, the open issues and corresponding challenges.