Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/16610
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dc.contributor.authorWIJNANTS, Maarten-
dc.contributor.authorLeën, Jeroen-
dc.contributor.authorQUAX, Peter-
dc.contributor.authorLAMOTTE, Wim-
dc.date.accessioned2014-04-08T09:31:18Z-
dc.date.available2014-04-08T09:31:18Z-
dc.date.issued2014-
dc.identifier.citationProceedings of the 5th ACM Multimedia Systems Conference (MMSys '14), p. 164-167-
dc.identifier.isbn9781450327053-
dc.identifier.urihttp://hdl.handle.net/1942/16610-
dc.description.abstractTraditional video productions fail to cater to the interactivity standards that the current generation of digitally native customers have become accustomed to. This paper therefore advertises the \activation" of the video consumption process. In particular, it proposes to enhance HTML5 video playback with interactive features in order to transform video viewing into a dynamic pastime. The objective is to enable the authoring of more captivating and rewarding video experiences for end-users. The proposed paradigm extends video consumption, much like Augmented Reality (AR) does with the physical world. Given this conceptual analogy, we have adopted the term Augmented Video Viewing (AVV) to denominate our approach. The current AVV implementation embraces two independent yet cooperative video augmentation concepts: enriching video playback with interactive overlay elements, and erecting real-time interaction bridges between video and digital games. A total of four AVV test cases are presented to provide a hint of how our vision can be realized and of the attainable creative results.-
dc.language.isoen-
dc.publisherACM-
dc.rightsPermission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Copyright is held by the owner/author(s).-
dc.subject.otheraugmented video viewing; interactive video; augmented video; gaming; hypervideo; web technology; web standards-
dc.titleAugmented video viewing: transforming video consumption into an active experience-
dc.typeProceedings Paper-
local.bibliographicCitation.conferencedateMarch 19-21, 2014-
local.bibliographicCitation.conferencenamethe 5th ACM Multimedia Systems Conference (MMSys '14)-
local.bibliographicCitation.conferenceplaceSingapore, Singapore-
dc.identifier.epage167-
dc.identifier.spage164-
local.bibliographicCitation.jcatC1-
local.publisher.placeNew York, NY, USA-
local.type.refereedRefereed-
local.type.specifiedProceedings Paper-
local.identifier.vabbc:vabb:378631-
dc.identifier.doi10.1145/2557642.2579368-
local.bibliographicCitation.btitleProceedings of the 5th ACM Multimedia Systems Conference (MMSys '14)-
item.contributorWIJNANTS, Maarten-
item.contributorLeën, Jeroen-
item.contributorQUAX, Peter-
item.contributorLAMOTTE, Wim-
item.validationvabb 2018-
item.fulltextWith Fulltext-
item.accessRightsRestricted Access-
item.fullcitationWIJNANTS, Maarten; Leën, Jeroen; QUAX, Peter & LAMOTTE, Wim (2014) Augmented video viewing: transforming video consumption into an active experience. In: Proceedings of the 5th ACM Multimedia Systems Conference (MMSys '14), p. 164-167.-
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