This study analyzes recent changes on the television (TV) market, and the transformation of TV consumption habits, motivated by new transmission and recording technologies. Through an international survey spanning 62 countries and 4 continents, a growing presence of nonlinear TV services and over-the-top (OTT) content offerings is found. A detailed taxonomy of ways of watching TV content on the TV set is proposed to clarify the existing Pay-TV and OTT services, including time-shift and videoon-demand (VoD) terms such as Pause TV, Start-over TV, personal video recorder, Catch-up TV, transaction VoD, and subscription VoD, to name a few. An in-depth literature review is conducted, focusing not only on the technological aspects of nonlinear TV, but also on its business and consumer behavior impacts. The existing research works clearly demonstrate a lack of global reach by mostly concentrating their analyses on specific regions or countries. In addition to the literature review, the survey and taxonomy definition, the impact of nonlinear TV on the complete supply chain is also extensively discussed, indicating structural changes not yet addressed in the current literature. B João Nogueira
Gestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience. However, there is a knowledge gap regarding the use of these devices to enhance learning.We present an exploratory study which analysed the user experience with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality environment: one as the helmsman aboard Vasco da Gama's XV-century Portuguese ship, another as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a virtual reality headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterization of user experience, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human-computer interaction.
Este artigo discute as mudanças em curso na televisão, acentuadas pelo aumento da oferta de conteúdos fornecidos on-demand. Tais conteúdos são disponibilizados, principalmente, por operadores de TV por assinatura, possibilitando uma experiência de TV não linear. Para caracterizar o cenário internacional da oferta de conteúdos de TV não linear, realizou-se uma pesquisa em 62 países que permitiu catalogar as diversas tipologias de serviços oferecidos. Complementarmente, foi feita uma revisão detalhada da literatura referente ao tema que evidenciou a inexistência de levantamentos similares. Desta forma, podese constatar a crescente oferta de serviços de TV não linear, comportando dois efeitos: 1. uma migração da audiência televisiva para estes serviços, com mudanças estruturais, ainda que incipientes, na organização dos programas e das narrativas; 2. um fortalecimento da televisão em direto (ao vivo) na TV tradicional, linear. Neste enquadramento, o presente artigo fornece bases empíricas para análises teóricas aprofundadas, discutindo um tema ainda incipiente nas ciências da comunicação e áreas correlacionadas.Palavras chave: Catch-up TV, grelha de programação, vídeo on-demand, TV em direto. AbstractThis article discusses the changes taking place on television, accentuated by the increased supply of ondemand content. Such content is made available primarily by pay-TV providers, allowing a non-linear TV experience. To frame the international scene offering non-linear TV content, a survey was conducted in 62 countries, where the offered services were catalogued. In addition, a detailed review of the relevant literature was made, being possible to realize the lack of similar surveys. In this scope, one can note the growing supply of non-linear TV services, with two effects: 1. a migration of the audience to these services, with structural changes, even if incipient, in the organization of programs and narratives; 2. A reinforcement of live television in the traditional linear TV. The present article provides an empirical basis for in-depth theoretical analysis, discussing a still incipient topic in communication sciences and related areas.Keywords: Catch-up TV, programming schedule, video on-demand, live TV. IntroduçãoA televisão tem sido objeto de estudo em inúmeras áreas. Cientistas e investigadores têm-se dedicado a estudar a televisão em áreas como a produção de conteúdos, tecnologias de transmissão e recepção, a forma como as pessoas consomem o conteúdo, o impacto da programação na sociedade, formas de publicidade, modelos de negócio, opinião pública, psicologia, sociologia, entre outras.Uma área que, de forma direta ou indireta afeta todas as restantes, centra-se no desenvolvimento e na introdução de novas tecnologias, especialmente do lado do cliente. É amplamente reconhecido que as novas tecnologias afetam especialmente o consumo e o modelo de negócios. Por exemplo, o surgimento dos
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