Viewer / Television Interaction. A Messy Clash of Technologies

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Transcript of Viewer / Television Interaction. A Messy Clash of Technologies

VIEWER / TELEVISION INTERACTION

A MESSY CLASH OF TECHNOLOGIES

AYODELE ARIGBABUMDA4600

OCTOBER 2015

TWO PARADIGMS

broadcast

paradigm

TELEVISION SET

VIEWER (PASSIVE)

broadband

paradigm

COMPUTER

USER (ACTIVE)

* CAN SELF CURATE CONTENT* CAN OFFER FEEDBACK* CAN INTERACT WITH CONTENT

* CAN NOT SELF CURATE CONTENT* CAN NOT OFFER FEEDBACK* CAN NOT INTERACT WITH CONTENT

SMARTNESS?

broadcast

paradigm

TELEVISION SET

VIEWER (PASSIVE)

broadband

paradigm

COMPUTER

USER (ACTIVE)

* CAN SELF CURATE CONTENT* CAN OFFER FEEDBACK* CAN INTERACT WITH CONTENT

* CAN NOT SELF CURATE CONTENT* CAN NOT OFFER FEEDBACK* CAN NOT INTERACT WITH CONTENT

+

Source: http://www.which.co.uk/reviews/televisions/article/what-is-smart-tv

SMARTNESS?

Source: http://2.bp.blogspot.com/-vv_u2YFRpJ8/T0eQOEHxPt

I/AAAAAAAGGlQ/NvMkalQIHgM/s1600/Car+Humor+funny+pic+(17).jpg

SMARTNESS?

Source: https://uk.pinterest.com/pin/110901209549728444/

INNOVATION?

Source: https://www.google.com/selfdrivingcar/images/gallery/prototype-early.jpg

ETHI

CS!

ETHI

CS!

BIG BROTHER IS LISTENING

Source: http://www.which.co.uk/reviews/televisions/article/what-is-smart-tv

AN EXAMPLE OF SMARTNESS FROM XIAOMI

AN EXAMPLE OF SMARTNESS FROM XIAOMI

AN EXAMPLE OF SMARTNESS FROM XIAOMI

IS THIS NOT A COMPUTER?

IS THE TV SCREEN NOT NOW A COMPUTER SCREEN?

Due to the new capabilities of the medium, Digital Broadcast seeks to turn viewers into users who can interact with and participate in the content at the same time that they are viewing it through a display screen.

Typical solutions add computing power / apps to screens via dongles or set top boxes or allow interaction via mobile devices. However, real innovation for interaction in the medium might only come with new directions in Virtual / Augmented Reality

DYNAMIC TV- A 2008 PROTOTYPE (ANDREA BELLI ET AL)FROM: “INTERACTIVE DIGITAL TELEVISION, TECHNOLOGIES AND APPLICATIONS” (THE BOOK)

The prototype sought to exploit:• Broadcast – Broadband convergence that might happen in the future

(already here?)• Curated content as means for proposing / promoting niche / targeted

content at viewers• Leading the TV audience from passive consumption to a more interactive

experience• Based on role separation between broadband and broadcast sides, linked

only at set-top box level• This distinction sought to control the dissonance between the dynamics of

the TV viewing experience as compared to the PC browsing experience.• “The TV is not a PC….” Really? This might have been so in 2008 but the

distinction keeps getting blurred.• Are broadcasters and telcos really converging? • The idea of IPTV (Internet Protocol + Television) – providing content on

demand / VOD at the same time with broadcast content over the same broadband infra-structure is sort of akin to the horse and CARt analogy.

• Are Twitter, Facebook and Youtube not currently the ultimate conjoined Broadcast + Broadband paradigms, albeit in a decentralized framework?

OTHER PROTYPES FROM “INTERACTIVE DIGITAL TELEVISION, TECHNOLOGIES AND APPLICATIONS” (THE BOOK)

• Cross Platform learning applications (interactivity applied to educational TV programming through mobile phones)

• Personalized advertisement in interactive TV, customizable by both users and advertisers

• Automatic TV content recommendation / filters to cope with the explosion of digital content

TYPES OF INTERACTION

INFORMATION BASED

‘PASSIVE’ INTERACTION

INFORMATION PROCESSING AND COMMUNICATION

ACTIVITY BASED

‘ACTVE’ INTERACTION

HYPER-ACTIVE ENGAGEMENT WITH

THE CONTENT• USER ACTIVELY PARTICIPATES IN THE

CONTENT GENERATION LIKE IN COMPUTER GAMES

• USER DEFINED CONTENT EVOLUTION• USER IS EMBEDDED / IMMERSED IN

THE CONTENT

* CONTENT SELF CURATED FROM A DATA BASE* FEEDBACK LOOP* COMMENTS, CHAT, VOTING, ETC

INNOVATION?

POTENTIAL INNOVATION AREAS FOR INTERACTIVE TV

• EMERGING TRENDS IN GAMING CULTURE / GAMIFICATION: LIVE STREAMING OF GAMEPLAY (TWITCH, YOUTUBE), CONNECTED USER COMMUNITIES / ONLINE FORUMS, IN-GAME SOCIAL NETWORKING / LEADER BOARDS, GAMING CONFERENCES

• AUGMENTED REALITY / VIRTUAL REALITY: GOOGLE CARDBOARD (OPEN SOURCE) AS A GREAT LEVELLER, MICROSOFT HOLOLENS AS A SIGNIFIER FOR HOW INTERACTIVE ‘INTERACTIVE’ CAN GET.

• DIGITAL TELEVISION IS RIPE FOR AN IPOD / IPAD MOMENT.

• GESTURE CONTROL UX SYSTEM BY OBLONG TECHNOLOGIES BUILT OFF THE MINORITY REPORT MOVIE AS AN IDEA OF WHERE THINGS COULD GO.

• 360 DEGREE FILM MAKING AS A SIGNIFIER OF DIRECTIONS IMMERSIVE TELEVISION COULD FOLLOW, WITH HYPER-MEDIA , MULTI-THREADED NARRATIVES AND AUDIENCE MEDIATED CURATION DRIVEN BY THREE DIMENSIONAL INTERACTION AND VR / AR USER EXPERIENCES.

Bye for now!