Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems 2019
DOI: 10.1145/3290605.3300459
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"I feel it is my responsibility to stream"

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Cited by 108 publications
(30 citation statements)
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References 29 publications
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“…Social live streaming services (SLSSs) belong to the broad category of social network sites (SNSs), while featuring specific characteristics: synchrony, real-time broadcasting of usergenerated content, interactions between the viewers and the streamers, and a gratification system (Scheibe et al, 2016). Through live streaming, ordinary people can create content relevant to their own interests and reach niche viewers who share those interests (Lu et al, 2019a). Users are not only consumers and data providers but also content producers as well as volunteers or aspiring professionals in the emerging labor market (Van Dijck, 2009).…”
Section: Live Streamingmentioning
confidence: 99%
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“…Social live streaming services (SLSSs) belong to the broad category of social network sites (SNSs), while featuring specific characteristics: synchrony, real-time broadcasting of usergenerated content, interactions between the viewers and the streamers, and a gratification system (Scheibe et al, 2016). Through live streaming, ordinary people can create content relevant to their own interests and reach niche viewers who share those interests (Lu et al, 2019a). Users are not only consumers and data providers but also content producers as well as volunteers or aspiring professionals in the emerging labor market (Van Dijck, 2009).…”
Section: Live Streamingmentioning
confidence: 99%
“…In live streaming, viewers can watch not only news but also educational streams about various topics. Lu et al (2019a) examined the knowledge-sharing streams in China and found that many viewers were motivated to learn from Intangible Cultural Heritage masters through live streams.…”
Section: Motivations and Live Streaming Usementioning
confidence: 99%
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“…In the cultural heritage field and especially for museums, games are considered an effective tool to motivate visitors and provide engaging and memorable user experiences [11,12]. Various applications and approaches have been developed in order to communicate and safeguard cultural heritage [13] and to study fundamental concepts and features such as presence, immersion [14], visitors profiling and museum advertising [11]. These applications use different technologies such as livestreaming [13], 3D environments [14] and geo-location [15] in various ways (e.g., virtual exhibitions, mobile apps).…”
Section: Cultural Heritage and Gamesmentioning
confidence: 99%