This paper presents a paradigm, called ShapeShifting TV, for the realisation of interactive TV narratives or, more generally, of interactive screen-media narratives. These are productions whose narrations respond on the fly (i.e. in real time) to interaction from active viewers. ShapeShifting TV refers to productions made mainly with prerecorded time-based material, in which variation is achieved by selecting and rearranging atomic elements of content (e.g. video clips) into individual narrations. The aimed quality of the productions (e.g. narrative continuity and aesthetics) is at least that of good traditional linear TV programmes.The artefact which determines the way individual stories unfold, called the narrative space, is authored and tested by experts before the delivery of the programme. However, the adaptation of narrations to input, at delivery time, is automatic. ShapeShifting TV is a generic paradigm; it is neither production nor genre specific. Furthermore, it is not confined to television; it is about screen media in general. ShapeShifting TV is founded on a computational language called Narrative Structure Language (NSL) and is accompanied by a comprehensive software system for authoring and delivery (which implements NSL). These were successfully employed to the creation of a number of ShapeShifting TV productions, which extended genres such as drama, documentary and news with interactivity. This paper defines the ShapeShifting TV paradigm, outlines NSL and the associated software, and presents two ShapeShifting TV productions.
Esports (competitive videogames) have grown into a global phenomenon with over 450m viewers and a 1.5bn USD market. Esports broadcasts follow a similar structure to traditional sports. However, due to their virtual nature, a large and detailed amount data is available about in-game actions not currently accessible in traditional sport. This provides an opportunity to incorporate novel insights about complex aspects of gameplay into the audience experience-enabling more in-depth coverage for experienced viewers, and increased accessibility for newcomers. Previous research has only explored a limited range of ways data could be incorporated into esports viewing (e.g. data visualizations post-match) and only a few studies have investigated how the presentation of statistics impacts spectators' experiences and viewing behaviors. We present Weavr, a companion app that allows audiences to consume datadriven insights during and around esports broadcasts. We report on deployments at two major tournaments, that provide ecologically valid findings about how the app's features were experienced by audiences and their impact on viewing behavior. We discuss implications for the design of second-screen apps for live esports events, and for traditional sports as similar data becomes available for them via improved tracking technologies. CCS CONCEPTS • Human-centered computing → Human computer interaction (HCI); User studies.
This paper introduces an evaluated approach to the automatic generation of video narratives from user generated content gathered in a shared repository. In the context of social events, end-users record video material with their personal cameras and upload the content to a common repository. Video narrative techniques, implemented using Narrative Structure Language (NSL) and ShapeShifting Media [Ursu, 2008a], are employed to automatically generate movies recounting the event. Such movies are personalized according to the preferences expressed by each individual end-user, for each individual viewing. This paper describes our prototype narrative system, MyVideos, deployed as a web application, and reports on its evaluation for one specific use case: assembling stories of a school concert by parents, relatives and friends. The evaluations carried out through focus groups, interviews and field trials, in the Netherlands and UK, provided validating results and further insights into this approach.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.