dc.contributor.author
Llobera, Joan
dc.contributor.author
Núñez, Juan Antonio
dc.contributor.author
Fernández, Sergi
dc.date.accessioned
2019-05-10T11:58:42Z
dc.date.accessioned
2024-12-09T15:44:30Z
dc.date.available
2019-05-10T11:58:42Z
dc.date.available
2024-12-09T15:44:30Z
dc.date.issued
2017-01-01
dc.identifier.uri
http://hdl.handle.net/2072/355328
dc.description.abstract
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
eng
dc.publisher
IEEE COMSOM MMTC Communications - Frontiers
dc.relation.ispartofseries
12;1
dc.rights
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/
dc.source
RECERCAT (Dipòsit de la Recerca de Catalunya)
dc.subject.other
Media Internet
dc.title
Creating and broadcasting video-based multi-platform experiences
dc.type
info:eu-repo/semantics/article
dc.type
info:eu-repo/semantics/publishedVersion
dc.rights.accessLevel
info:eu-repo/semantics/openAccess