2016
DOI: 10.1007/s11042-016-3888-y
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WanderCouch

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Cited by 5 publications
(5 citation statements)
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References 13 publications
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“…Immersion has been shown to be related to factors associated with games, for instance, the music used in a game and the screen size of devices on which a game is played (Cairns et al, 2014). Immersion is possible on various platforms, including print (Green et al, 2004), television (Wijnants et al, 2017), virtual reality (Ahn et al, 2016), andmultimedia (van Krieken, 2018).…”
Section: Immersive Experiences and Usage Behaviormentioning
confidence: 99%
“…Immersion has been shown to be related to factors associated with games, for instance, the music used in a game and the screen size of devices on which a game is played (Cairns et al, 2014). Immersion is possible on various platforms, including print (Green et al, 2004), television (Wijnants et al, 2017), virtual reality (Ahn et al, 2016), andmultimedia (van Krieken, 2018).…”
Section: Immersive Experiences and Usage Behaviormentioning
confidence: 99%
“…For example, when a user is doing chores on a tranquil autumn afternoon, the smart TV will automatically display him or her some pleasant autumn leaves pictures and music based on preferences obtained from other devices, such as cell phones. The user will then appreciate the benefits of the smart TV as a backdrop to their home when there are stunning vistas and soft music displayed just like being in a music concert [9].…”
Section: Background Wall With Iotmentioning
confidence: 99%
“…So far, to our knowledge, only few such platforms have been reported. WanderCouch is a smartTV application that enables users to experience the events from a distance [ 33 ]. WanderCouch focuses on music festivals, and includes a variety of features such as blending professional audiovisual footage with UGC, offering glimpses of the festival’s side events, and virtually navigating the festival spatial area.…”
Section: User-generated Content For Interactive Mediamentioning
confidence: 99%
“…Inspired by new these trends, capitalizing on the power of social media and the high resolution cameras with which mobile devices are now equipped, several efforts have suggested accompanying mainstream productions with user generated content, so that viewers can acquire a feeling of “being there” [ 32 , 33 ]. In principal, the idea is enticing and has the potential to leverage interactive media experiences, fostering viewers’ feeling of presence and connectivity [ 10 , 16 ].…”
Section: Introductionmentioning
confidence: 99%