Creating and broadcasting video-based multi-platform experiences

Autor/a

Llobera, Joan

Núñez, Juan Antonio

Fernández, Sergi

Fecha de publicación

2017-01-01



Resumen

The majority of TV consumers now watch TV programs in a multi-display environment [1]. Second screens –most often smartphones - are generally used to check information not directly related to the events in the TV content being watched. Broadcasters have tried to orchestrate these different platforms, and there is reason to believe this contributes to user engagement [2]. However, their success has been limited. This might be caused, at least in part, by the different formats of content being used: mobile apps show graphics and text similar to web content, while TV renders a continuous stream of audiovisual content. The arrival of virtual reality displays to the living room further increases the need for consistent experiences across displays. ImmersiaTV1 is an European H2020 Research and Innovation action that is redesigning the production and delivery process to offer a new form of broadcast multi-platform video. This novel form of multi-platform video is based on the following assumptions: 1. The arrival of head-mounted displays (HMD) to the living room further requires the delivery of content that is consistent across displays, giving freedom to the end-user to engage with content in one or another device. This means that content must be adapted to the specificities of each device, both in terms of content format and interactive input (or lack of interaction, for the case of the TV), but the end-user should be free to adopt one or another device at different moments of the program being broadcasted. 2. This new form of broadcast multi-platform video must seamlessly integrate with and further augment traditional TV and second screen consumer habits. For TV, this means that content can be consumed simply by sitting on the couch and watching, without further input, and that the audiovisual language used follows established conventions. For tablets and smartphones, it means that user input and social media integration must work seamlessly with the specificities of each device. To address these requirements, in the first year of the project we have designed and implemented an end-to-end production, delivery and rendering pipeline for offline content production which specifically addresses these needs. In this short article we outline the design principles, production and delivery methods as well as the tools used and developed for this purpose

Tipo de documento

Artículo
Versión publicada

Lengua

Inglés

Materias CDU

621.3 - Ingeniería eléctrica. Electrotecnia. Telecomunicaciones

Palabras clave

Media Internet

Páginas

6 p.

Publicado por

IEEE COMSOM MMTC Communications - Frontiers

Colección

12; 1

Documentos

MMTC_E-Letter_Jan_2017_singlecolumn_v1.pdf

624.6Kb

 

Derechos

L'accés als continguts d'aquest document queda condicionat a l'acceptació de les condicions d'ús establertes per la següent llicència Creative Commons:http://creativecommons.org/licenses/by/4.0/

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