Abstract:Many online video sites provide a text chat feature so viewers can chat with others while watching videos. How does chatting affect their experience? Would audio chat be more fun or would it be too distracting? The richer medium of audio may more closely approximate the living room or club experience, but human factors research suggests that audio chat could increase distraction and detract from the viewing experience. This paper presents the results of an experiment comparing text with audio chat when the vid… Show more
“…For instance, De Souza [6,23] and the Semiotic Engineering Research Group (SERG) have been using tagging in ''communicability analyses'' to trace communicative breakdowns during interaction, categorizing observable user utterances and interactions. Also, Ducheneaut [8] and Weisz [27] have used conversation tagging in the context of interactive television chat applications.…”
This paper presents a study of a computer game designed for the elderly, allowing them to train their memory while playing the game. The game supports both a single-player and a multiplayer mode, in which the elderly can play with their friends or family using an embedded video chat application. The main question that is addressed in this paper is how the elderly gamers' experience is influenced by the possibility to communicate directly with the other players. The study presents a comparison of the game experience and appreciation of older users and their (grand)children playing the game together, with or without the video chat application. Most importantly, the study shows that the added value of video chat is not limited to social contact, but that it also provides opportunities for the younger generation to assist the elderly during the game. In conclusion, the paper points out some intergenerational game design implications, and some future research suggestions.
“…For instance, De Souza [6,23] and the Semiotic Engineering Research Group (SERG) have been using tagging in ''communicability analyses'' to trace communicative breakdowns during interaction, categorizing observable user utterances and interactions. Also, Ducheneaut [8] and Weisz [27] have used conversation tagging in the context of interactive television chat applications.…”
This paper presents a study of a computer game designed for the elderly, allowing them to train their memory while playing the game. The game supports both a single-player and a multiplayer mode, in which the elderly can play with their friends or family using an embedded video chat application. The main question that is addressed in this paper is how the elderly gamers' experience is influenced by the possibility to communicate directly with the other players. The study presents a comparison of the game experience and appreciation of older users and their (grand)children playing the game together, with or without the video chat application. Most importantly, the study shows that the added value of video chat is not limited to social contact, but that it also provides opportunities for the younger generation to assist the elderly during the game. In conclusion, the paper points out some intergenerational game design implications, and some future research suggestions.
“…Ames and colleagues (2010) note that video communication by family members acts to "reinforce their identity as a family and reinforce their family values" (p. 145). Studies have also examined the extent to which people can build social capital while watching videos, focusing on social or interactive video-sharing (Agamanolis, 2008;Guha, 2008;Oumard, Mirza, Kroy, & chorianopoulos, 2008;weisz, 2008;weisz & Kiesler, 2008). Scholars have suggested that most people share online videos with their families and friends (Guha, 2008;Oumard et al, 2008) by forwarding the link, discussing a video they have seen, or watching it with others (weisz, 2008).…”
Section: Online Communication For Social Connectionmentioning
confidence: 99%
“…A 2008 study found that participants were multitasking while watching online videos, such as instant messaging, emailing, or talking on the phone or in person (weisz, 2008). Such activities, as well as recommending videos, could aid in maintaining or building relationships (weisz & Kiesler, 2008). …”
Section: Online Communication For Social Connectionmentioning
“…Weisz and Kiesler [36] discussed about evidences that a text chat feature is warranted as part of an online video experience. Even though they found evidence that chat is distracting, participants enjoyed using the chat feature, and the distraction did not diminish their video or overall enjoyment [36].…”
Section: Related Workmentioning
confidence: 99%
“…Even though they found evidence that chat is distracting, participants enjoyed using the chat feature, and the distraction did not diminish their video or overall enjoyment [36]. The possibility of chatting when watching a video record can enrich users' view, by commenting about the experience, but also disturb their attention in the contentwith the CWaCTool, users can pause the exhibition in order to comment and after this replay the video file.…”
End-user generated content is responsible for the success of several collaborative applications, as it can be noted in the context of the web. The collaborative use of some of these applications is made possible, in many cases, by the availability of annotation features which allow users to include commentaries on each other's content. In this paper we first discuss the opportunity of defining vocabularies that allow third-party applications to integrate annotations to end-user generated documents, and present a proposal for such a vocabulary. We then illustrate the usefulness of our proposal by detailing a tool which allows users to add multimedia annotations to end-user generated video content.
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