Content-based browsing of video sequences
MULTIMEDIA '94 Proceedings of the second ACM international conference on Multimedia
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
SmartSkip: consumer level browsing and skipping of digital video content
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Context perception in video-based hypermedia spaces
Proceedings of the thirteenth ACM conference on Hypertext and hypermedia
Designing affordances for the navigation of detail-on-demand hypervideo
Proceedings of the working conference on Advanced visual interfaces
Affective usability evaluation for an interactive music television channel
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Computers in Entertainment (CIE) - Interactive TV
Multiple Bernoulli relevance models for image and video annotation
CVPR'04 Proceedings of the 2004 IEEE computer society conference on Computer vision and pattern recognition
Context information exchange and sharing in a peer-to-peer community: a video annotation scenario
Proceedings of the 27th ACM international conference on Design of communication
A social approach to authoring media annotations
Proceedings of the 10th ACM symposium on Document engineering
The multiplayer: multi-perspective social video navigation
UIST '10 Adjunct proceedings of the 23nd annual ACM symposium on User interface software and technology
Time warp sports for internet television
ACM Transactions on Computer-Human Interaction (TOCHI)
Video summarization based on user interaction
Proceddings of the 9th international interactive conference on Interactive television
Discrimination of media moments and media intervals: sticker-based watch-and-comment annotation
Multimedia Tools and Applications
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We describe a system called Time Warp Football (TWF) which puts fans in control of the game watching experience. TWF uses annotated video streams to enable instantaneous forward and backward play-by-play navigation and on-demand switching between multiple camera angles. These features allow fans to easily watch and re-watch plays they are interested in from any camera angle. The annotations also allow for instantaneous game statistics whenever the fan desires. We took TWF into eleven different homes, connected it to the home TV, and provided a standard wireless video game controller to control the experience. Based on in-home user evaluations, we found that TWF provides an easy to learn interactive TV control system, effectively uses on screen prompts to enable groups to watch an interactive sporting event, and overall provides a successful interactive TV experience.