Emergent media services are turning towards the use of audience data to deliver more personalised and immersive experiences. We present the Living Room of The Future (LRoTF), an embodied design fiction built to both showcase future adaptive physically immersive media experiences exploiting the Internet of Things (IoT) and to probe the adoption challenges confronting their uptake in everyday life. Our results show that audiences have a predominantly positive response to the LRoTF but nevertheless entertain significant reservations about adopting adaptive physically immersive media experiences that exploit their personal data. We examine 'user' reasoning to elaborate a spectrum of adoption challenges that confront the uptake of adaptive physically immersive media experiences in everyday life. These challenges include data legibility, privacy concerns and potential dystopias, concerns over agency and control, the social need for customisation, value trade-off and lack of trust.
Abstract. Storytelling techniques within traditional broadcast media have not made major advances in recent years due to the linear and relatively rigid approach to narrative despite advances in the technology that delivers the content. This research proposes the concept of 'perceptive media' in which the content creators have at their disposal different tools and sensors to allow for the subtle adaption of the narrative without any direct interactions from the audience members. The concept is demonstrated through the creation of a 'perceptive radio' that is able to play specially designed content that adapts to the physical and social context in which the radio resides.
In this paper, we outline our progress towards creating tools and workflows for object-based media production, taking us from one-off demonstrators to scalable production, through the creation of production tools based on shared data models. We feature a recent example of object-based media (OBM) created from the ground up, and discuss the lessons learnt from this production. We then discuss the progress we are making towards creating a kit of OBM software tools and workflows. Finally, we look at our progress towards building a community of practice for object-based media.
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