SmartSkip: consumer level browsing and skipping of digital video content
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Integration of Television and the Internet
ICALT '01 Proceedings of the IEEE International Conference on Advanced Learning Technologies
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The television will be revolutionized: effects of PVRs and filesharing on television watching
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computer
Taking hold of TV: learning from the literature
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Ambient social tv: drawing people into a shared experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Stirring up experience through movement in game play: effects on engagement and social behaviour
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Studying the reception of transmedia TV fiction: an online TV diary research design
Proceedings of the 8th international interactive conference on Interactive TV&Video
Television audience research in the age of convergence: challenges and difficulties
Proceddings of the 9th international interactive conference on Interactive television
Digitality and materiality of new media: online TV watching in china
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
New technology@home: impacts on usage behavior and social structures
Proceedings of the 10th European conference on Interactive tv and video
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Television is increasingly viewed through computers in the form of downloaded or steamed content, yet computer based television consumption has received little attention in HCI. In this paper we describe a study of the uses and practices of tech-savvy college students, studying their television consumption through the internet. We find that users personalize their viewing but that TV is still a richly social experience - not as communal watching, but instead through communication around television programs. We explore new possibilities for technology-based interaction around television.