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
Consuming video on mobile devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating the use of a audio-video mobile phone for web magazine reporters
Mobility '07 Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology
Mobile multimedia: identifying user values using the means-end theory
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Relax or Study?: A Qualitative User Study on the Usage of Mobile TV and Video
EUROITV '08 Proceedings of the 6th European conference on Changing Television Environments
The implications of program genres for the design of social television systems
Proceedings of the 1st international conference on Designing interactive user experiences for TV and video
A comprehensive view on user studies: survey and open issues for mobile TV
Proceedings of the seventh european conference on European interactive television conference
Relax or study? A qualitative user study on the usage of live mobile TV and mobile video
Computers in Entertainment (CIE) - SPECIAL ISSUE: TV and Video Entertainment Environments
Troubleshooting and creating joined experience: festival personnel engaging in mobile video
Proceedings of the 8th international interactive conference on Interactive TV&Video
Proceedings of the international conference on Multimedia
Designing for video: investigating the contextual cues within viewing situations
Personal and Ubiquitous Computing
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The introduction and marketing of third-generation mobile services has not been enough to make them a commercial success. User involvement and user innovations are apparently needed before such success can be achieved.We handed out mobile phones with video capability to test users to see what kind of meaningful contexts they might find for watching streaming mobile video. There were at least two different contexts in which they considered it natural to view mobile video. Firstly, they were able to avoid boring situations by entertaining themselves. Secondly, mobile video made it possible to share experiences with other people. Singing karaoke together or watching cartoons with children offered fun moments and represented a type of use not frequently found in visions of mobile entertainment.