Browsing by Author "Strover, Sharon"
Now showing 1 - 2 of 2
Results Per Page
Sort Options
- Guest Editorial: Immersive Media ExperiencesPublication . Viana, Paula; Chambel, Teresa; Bove, V. Michael; Strover, Sharon; Thomas, GrahamMultimedia content has the potential for significant impact on users’ emotions, their sense of presence and engagement experiencing the service, application or information being provided, in immersive environments. The evolution of technology, user expectations and results from research activities have led to an enormous increase in the amount of content delivered in different formats, via a number of heterogeneous communication networks, to a range of devices, many of them portable and offering tremendous opportunities for immersion, user participation and personalization. New paradigms for media production, distribution and consumption have been emerging, introducing different sensory modalities and audio-visual surround effects, for an increased sense of presence, and also enabling participation and social interaction in the media chain, thus increasing the sense of belonging and contributing to the success of the services being provided
- ImTV: Towards an Immersive TV experiencePublication . Magalhães, João; Strover, Sharon; Chambel, Teresa; Viana, Paula; Andrade, Maria Teresa; Revilla, Luis Francisco; Martins, Flávio; Correia, NunoThe media marketplace has witnessed an increase in the amount and types of viewing devices available to consumers. Moreover, a lot of these are portable, and offer tremendous personalization opportunities. Technology, distribution, reception and content developments all influence new 'television' viewing/using habits. In this paper, we report results and findings of a transnational three year research project on the Future of TV. Our main contributions are organized into three main dimensions: (1) a user survey concerning behaviors associated with media engagement; (2) technologies driving the social and personalized TV of the 21st century, e.g. crowdsourcing and recommendation systems; and (3) technologies enabling interactions and visualizations that are more natural, e.g. gestures and 360º video.