At home with the technology: an ethnographic study of a set-top-box trial
ACM Transactions on Computer-Human Interaction (TOCHI)
SmartSkip: consumer level browsing and skipping of digital video content
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exposing profiles to build trust in a recommender
CHI '02 Extended Abstracts on Human Factors in Computing Systems
A call for the home media network
Communications of the ACM - How the virtual inspires the real
Interactive Television Trials and Marketplace Experiences
Multimedia Tools and Applications
Consumer electronics: digital hubbub
IEEE Spectrum - Digital hubbub
Isis, cabbage, and viper: new tools and strategies for designing responsive media
Isis, cabbage, and viper: new tools and strategies for designing responsive media
Affective usability evaluation for an interactive music television channel
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Google TV search: dual-wielding search and discovery in a large-scale product
Proceedings of the 1st international conference on Designing interactive user experiences for TV and video
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This research is based on the realization that the desktop computing paradigm is not appropriate for television, because it is adapted to fundamentally different user aspirations and activities. Instead, the virtual channel is a model that aids the organization and dynamic presentation of digital television programming from a combination of live broadcasts, prerecorded content and Internet resources at each set-top box. The goal is to design the respective framework of user interface patterns that consider the affective nature of television usability and facilitate the diversity of viewing situations.