Documente Academic
Documente Profesional
Documente Cultură
Keywords.
Interactive
Dialogue, Presence, HCI
Television,
Social
1. Introduction
2. Acceptance of Social TV
It is often more fun to watch a major sports
game or a popular show on TV together with
friends than alone. This fundamental observation
and recent technological advances, such as fast
broadband access and digital TV, have given rise
to application ideas referred to as social TV ([2,
3, 4]. Social TV aims at providing two or more
remote TV consumers with a joint TV watching
and communication experience.
AmigoTV ([3], see Fig.1) is a fusion of
television programming with instant messaging.
It allows the users to form buddy groups with
whom they can communicate while watching
television, using audio chat and pre-defined
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Proceedings of the ITI 2007 29 Int. Conf. on Information Technology Interfaces, June 25-28, 2007, Cavtat, Croatia
3. Method
15 pairs of friends (i.e. 30 subjects) were
invited for the user study and received a small
monetary
incentive.
The
test
sample
corresponded to the young target user population
identified for AmigoTV in several marketingoriented focus groups. The users ranged in age
from 20-35 (average age 27); gender,
professional status and technical expertise were
balanced. On average, the users reported
watching TV for 8 hours a week, 5 had used the
interactive services available on their televisions;
all but one had prior experience with some form
of chat service. Our focus was to let them view
the television programmes but to also interact
with the interactive service to chat to their friend
whenever they wanted to.
When using AmigoTV, the subjects were
located in 2 separate rooms at our laboratories.
Both rooms were arranged with typical leisure
accessories and furniture including a large-screen
television set. 4 TV channels, streamed from an
in-house server, were available for the test
persons as their TV programs. For each test,
the user behavior and comments were videocaptured and logged.
The general procedure for each test consisted
of: a welcome, an expectations interview, a brief
usability evaluation (this was for design input
and will not be reported upon in this paper), a
media type comparison, a design alternatives
comparison, and a final interview.
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4. Results
Due to technical problems in one test, the data
of 29 subjects was considered for analysis. The
statistical significance values reported in this
paper are based on Wilcoxon tests for paired
samples (N=29).
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Social Presence
Joint TV Experience
5
4
3
2
5
4
3
2
1
Face
Audio
Graphic
Face
Audio
Graphic
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6
5
4
3
2
1
1
Toggle Always
Push
Shout
Toggle Always
Push
Shout
6. Acknowledgements
5. Conclusions
In this user study, we: investigated the user
expectations and reactions to the social TV
concept, compared the suitability of voice chat
and graphic communication for social TV, and
finally we provided guidance on design questions
concerning
voice
chat
and
graphical
communication.
The most fundamental result of our study is
that social TV is a highly attractive application
concept for its target users and for many types of
broadcast content. Another notable result is that
especially voice chat is a very useful feature to
remotely communicate while watching TV. In
our study, it seemed to convey a comparable
degree of joint TV experience and social
presence as in collocated TV sessions.
Our observation that users watched each other
only 1 to 5 times per minute in the face-to-face
7. References
[1] Chorianopoulos, K. and Spinellis, D.
Affective usability evaluation for an
interactive music televisionchannel (2004b).
Computers in Entertainment, 2(3):14, 2004.
[2] Coates, T. (2005). Social software for settop
boxes.
http://www.plasticbag.org/archives/2005/03/
social_software_for_settop_boxes.shtml
[3] Coppens, T., Handekyn, K., and Vanparijs,
F. (2005). AmigoTV: A Social TV
Experience
Through
Triple-Play
Convergence.
www.telecomreview.ca/epic/internet/intprpgecrt.nsf/vwapj/AmigoTV.pdf
[4] De Ruyter, B., Huijnen, C., Markopoulos,
P., Ijsselstein, W., (2003). Creating social
presence through peripheral awareness, HCI
International 2003, Crete June 22-27,
Greece.
[5] Hauber, J., Regenbrecht, H., Hills, A.,
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