573 results on '"Home Entertainment"'
Search Results
2. Augmenting home entertainment with digitally delivered touch.
- Author
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Spence C and Gao Y
- Abstract
In this narrative review, we take a critical look at the various attempts that have been made to augment home (or personal) entertainment experiences via the addition of some form of digitally controlled tactile stimulation. There has been an explosive growth in the market for home entertainment in recent years, and a majority of smartphones and other wearable electronic devices are now touch-enabled. As such, it is important to consider the challenges and potential opportunities for enhanced multisensory entertainment that may result from the introduction of tactile/haptic stimulation in the context of audiovisual digital storytelling and/or gaming. The key technological, financial (and legal), cognitive, and creative/artistic, challenges associated with the tactile augmentation of home entertainment experiences are outlined. Tactile augmentation, in the sphere of both public and personal entertainment, is more likely to succeed when it goes beyond the merely pleonastic vibrotactile reproduction of those interactions/events than can already be seen and/or heard on screen. At the same time, however, it remains uncertain under what conditions immersion in an entertainment experience will be enhanced by the addition of some form of primitive digital tactile stimulation. Ultimately, until a clear usage case can be made for the benefits of introducing a tactile element to home entertainment, it is unlikely to gain traction and switch from being merely a gimmick to more of a valuable element of multisensory storytelling., Competing Interests: The authors declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article., (© The Author(s) 2024.)
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- 2024
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3. A Brief Consideration of the Hip-Hop Biopic
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Purcell, Richard, Purcell, Richard, editor, and Randall, Richard, editor
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- 2016
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4. Introduction
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Hobson, Amanda, Leavy, Patricia, Series Editor, Hobson, Amanda, editor, and Anyiwo, U. Melissa, editor
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- 2016
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5. Subtitling in the Era of the Blu-ray
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Sanchez, Nicolas, Piñero, Rocío Baños, editor, and Cintas, Jorge Díaz, editor
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- 2015
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6. Graceful Migration of Agile Systems Across Next-Generation Life Cycle Boundaries
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Dove, Rick, Turkington, Garry, Sushil, Series editor, and Stohr, Edward A., editor
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- 2014
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7. Interactive TV Potpourris: An Overview of Designing Multi-screen TV Installations for Home Entertainment
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Vatavu, Radu-Daniel, Mancaş, Matei, Akan, Ozgur, Series editor, Bellavista, Paolo, Series editor, Cao, Jiannong, Series editor, Dressler, Falko, Series editor, Ferrari, Domenico, Series editor, Gerla, Mario, Series editor, Kobayashi, Hisashi, Series editor, Palazzo, Sergio, Series editor, Sahni, Sartaj, Series editor, Shen, Xuemin (Sherman), Series editor, Stan, Mircea, Series editor, Xiaohua, Jia, Series editor, Zomaya, Albert, Series editor, Coulson, Geoffrey, Series editor, Mancas, Matei, editor, d’ Alessandro, Nicolas, editor, Siebert, Xavier, editor, Gosselin, Bernard, editor, Valderrama, Carlos, editor, and Dutoit, Thierry, editor
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- 2013
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8. The Hollywood Mega Industry
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Hofmann, Kay H. and Hofmann, Kay H.
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- 2013
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9. A Cultural Legacy: DEFA’s Afterlife
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Heiduschke, Sebastian and Heiduschke, Sebastian
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- 2013
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10. High Definition Multimedia Interface (HDMI®)
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Chase, Jim, Chen, Janglin, editor, Cranton, Wayne, editor, and Fihn, Mark, editor
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- 2012
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11. The Medieval Works of Terry Jones
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Ikeda, Sanae, Yeager, R. F., editor, and Takamiya, Toshiyuki, editor
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- 2012
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12. Embedded Speech Recognition in UPnP (DLNA) Environment
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Ivanecký, Jozef, Hampl, Radek, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Goebel, Randy, editor, Siekmann, Jörg, editor, Wahlster, Wolfgang, editor, Sojka, Petr, editor, Horák, Aleš, editor, Kopeček, Ivan, editor, and Pala, Karel, editor
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- 2010
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13. ‘Once Upon a Time …’ : Visual Design and Documentary Openings
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Corner, John, Bell, Erin, editor, and Gray, Ann, editor
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- 2010
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14. Spinning off Profits: Ancillary Exploitation and the Power of Retail
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Steemers, Jeanette and Steemers, Jeanette
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- 2010
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15. Broadcaster Perspectives on Preschool Production
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Steemers, Jeanette and Steemers, Jeanette
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- 2010
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16. An efficient fingerprint identification algorithm based on minutiae and invariant moment.
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Sang, Jing, Wang, Hongxia, Qian, Qing, Wu, Hanzhou, and Chen, Yi
- Subjects
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DIGITAL technology , *DATA security , *HUMAN fingerprints , *FOURIER transforms , *ALGORITHMS - Abstract
While we are experiencing many advantages of digital technologies and products, the security issues are also attracting increasing concerns. The secure fingerprint identification has become one of the most important research topics because of these increasing concerns. It has promoted us to propose an efficient fingerprint identification algorithm based on minutiae and invariant moment in this paper. In the proposed algorithm, the raw fingerprint image is first enhanced by the short-time Fourier transform (STFT). After that, the fingerprint minutiae can be extracted, which thereafter are selected as the center of region of interest (ROI), according to morphological transformation. Finally, a metric called cosine similarity among invariant moments is utilized to judge the similarities between fingerprint objects in the procedure of identification. The proposed algorithm is not limited to the fingerprint image with the fingerprint core. Experimental results show that the proposed algorithm provides a better performance in terms of matching accuracy when compared with the related works. The average accuracy is up to 96.67%. Moreover, the use of invariant moment of the ROI can avoid the leakage of fingerprint information and improve the security level of fingerprint recognition. Therefore, the proposed scheme is potentially used in many applications, such as smart fingerprint lock, intelligent community management information system, and automation control of home appliances. [ABSTRACT FROM AUTHOR]
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- 2018
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17. Real-Time and Marker-Free 3D Motion Capture for Home Entertainment Oriented Applications
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Michoud, Brice, Guillou, Erwan, Briceño, Hector, Bouakaz, Saïda, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Yagi, Yasushi, editor, Kang, Sing Bing, editor, Kweon, In So, editor, and Zha, Hongbin, editor
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- 2007
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18. The Other in Game of Thrones: A Levinasian Ethical Reading
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Hadis Ashrafi and Fazel Asadi Amjad
- Subjects
Visual Arts and Performing Arts ,Communication ,media_common.quotation_subject ,05 social sciences ,Home entertainment ,050801 communication & media studies ,Art ,Visual arts ,0508 media and communications ,Reading (process) ,George (robot) ,0502 economics and business ,050211 marketing ,media_common ,Drama - Abstract
Game of Thrones is a well-received fantasy television drama adapted from George R. R. Martin’s A song of Ice and Fire. It was produced by HBO1 Home Entertainment and aired from 2011 to 2019. Game o...
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- 2021
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19. Creating Ubiquitous Interactive Games Using Everywhere Displays Projectors
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Pinhanez, Claudio, Nakatsu, Ryohei, editor, and Hoshino, Junichi, editor
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- 2003
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20. Trusted Computing Platforms: The Good, the Bad, and the Ugly
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Yung, Moti, Goos, Gerhard, editor, Hartmanis, Juris, editor, van Leeuwen, Jan, editor, and Wright, Rebecca N., editor
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- 2003
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21. Web-Based Middleware for Home Entertainment
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Ueno, Daiki, Nakajima, Tatsuo, Satoh, Ichiro, Soejima, Kouta, Goos, Gerhard, editor, Hartmanis, Juris, editor, van Leeuwen, Jan, editor, and Jean-Marie, Alain, editor
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- 2002
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22. An SDN/NFV Platform for Personal Cloud Services.
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Bruschi, Roberto, Davoli, Franco, Lago, Paolo, Lombardo, Alfio, Lombardo, Chiara, Rametta, Corrado, and Schembra, Giovanni
- Abstract
In the last few years, network “softwarization” is gaining increasing popularity to achieve dynamicity and flexibility. Cloud computing, as well as the new paradigms of software defined networking (SDN) and network functions virtualization (NFV), are supporting this evolution. However, the need to move services closer to users to guarantee low latency in the service fruition on one hand, and the trend to support personalization of services on the other, are stimulating the migration of services toward edge nodes (in the so-called “fog computing” fashion). This is the target of the INPUT platform, proposed in the INPUT project to support future Internet personal cloud services in a more scalable and sustainable way, and with innovative added-value capabilities. The INPUT platform enables next-generation cloud applications to go beyond classical service models, and even replaces physical smart devices, usually placed in users’ homes (e.g., set-top-boxes, etc.), with virtual entities, providing them to users “as a Service.” In this paper, we present the INPUT paradigm and discuss a relevant use case—namely, the virtual set-top-box—adopted to prove the feasibility of the softwarized SDN/NFV paradigm jointly with the fog-computing approach for the support of personal cloud services. The INPUT platform is also compared with a legacy approach to evaluate the gain in terms of quality of experience for both static and mobile users. [ABSTRACT FROM PUBLISHER]
- Published
- 2017
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23. Exploring the critical quality attributes and models of smart homes.
- Author
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(Ted) Luor, Tainyi, Lu, Hsi-Peng, Yu, Hueiju, and Lu, Yinshiu
- Subjects
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HOME automation , *MATHEMATICAL models , *HOUSING , *STATISTICAL hypothesis testing , *HOME entertainment systems , *SECURITY systems , *AUTOMATION & economics , *LEISURE , *ATTITUDE (Psychology) , *COMPUTER networks , *COMPUTERS , *HOUSEHOLD supplies , *THEORY , *ECONOMICS - Abstract
Research on smart homes has significantly increased in recent years owing to their considerably improved affordability and simplicity. However, the challenge is that people have different needs (or attitudes toward smart homes), and provision should be tailored to individuals. A few studies have classified the functions of smart homes. Therefore, the Kano model is first adopted as a theoretical base to explore whether the functional classifications of smart homes are attractive or necessary, or both. Second, three models and test user attitudes toward three function types of smart homes are proposed. Based on the Kano model, the principal results, namely, two "Attractive Quality" and nine "Indifferent Quality" items, are found. Verification of the hypotheses also indicates that the entertainment, security, and automation functions are significantly correlated with the variables "perceive useful" and "attitude." Cost consideration is negatively correlated with attitudes toward entertainment and automation. Results suggest that smart home providers should survey user needs for their product instead of merely producing smart homes based on the design of the builder or engineer. [ABSTRACT FROM AUTHOR]
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- 2015
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24. On free-hand TV control: experimental results on user-elicited gestures with Leap Motion.
- Author
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Zaiţi, Ionuţ-Alexandru, Pentiuc, Ştefan-Gheorghe, and Vatavu, Radu-Daniel
- Subjects
- *
GESTURE controlled interfaces (Computer systems) , *HOME entertainment systems , *TELEVISION -- Computer network resources , *USER interfaces , *HUMAN-computer interaction - Abstract
We present insights from a gesture elicitation study conducted for TV control, during which 18 participants contributed gesture commands and rated the execution difficulty and recall likeliness of free-hand gestures for 21 television control tasks. Our study complements previous work on gesture interaction design for the TV set with the first exploration of fine-grained resolution 3-D finger movements and hand gestures. We report lower agreement rates than previous gesture studies ( $${\mathcal {AR}}=.158$$ ) with 72.8 % recall rate and 15.8 % false positives, results that are explained by the complexity and variability of unconstrained finger and hand gestures. However, our observations also confirm previous findings, such as people preferring related gestures for dichotomous tasks and more disagreement occurring for abstract tasks, such as 'open browser' or 'show the list of channels' for our specific TV scenario. To reach a better understanding of our participants' preferences for articulating finger and hand gestures, we defined five measures for Leap Motion gestures, such as gesture volume and finger-to-palm distance, which we employed to evaluate gestures performed by our participants. We also contribute a set of guidelines for practitioners interested in designing free-hand gestures for interactive TV scenarios involving similar gesture acquisition technology. We release our dataset consisting in 378 Leap Motion gestures described by fingertips position, direction, and velocity coordinates to foster further studies in the community. This first exploration of viewers' preferences for fine-grained resolution free-hand gestures for TV control represents one more step toward designing low-effort gesture interfaces for lean-back interaction with the TV set. [ABSTRACT FROM AUTHOR]
- Published
- 2015
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25. Dolby Vision: Advancing the Technology of Cinema and Home Entertainment Transformation of an Industry
- Author
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Amit, Agrawal
- Subjects
Entertainment ,Movie theater ,business.industry ,Computer science ,Home entertainment ,ComputingMilieux_PERSONALCOMPUTING ,Entertainment industry ,Media studies ,business ,Computer Graphics and Computer-Aided Design ,Software ,Transformation (music) - Abstract
Dolby leads the way in how consumers experience cinematic entertainment centered around high dynamic range.
- Published
- 2021
26. Single camera based Free Viewpoint Video recording mechanism for premeditated scenarios.
- Author
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Wickramasinghe, Bhagya N. and Kodikara, Nihal D.
- Abstract
Free Viewpoint Video (FVV) technology is one of the emerging home entertainment mediums. FVVs give viewers the freedom to choose the viewpoint, which they want to watch the video. FVV making technologies mainly follow two approaches, virtual view synthesize and 3D model based video making. Most of the researches are using multiple video streams for 3D reconstruction and texture application on constructed 3D models. This research presents a system that makes a FVV with prebuilt 3D models and one video camera. The proposed system is less process intensive and produces a structurally accurate FVV. [ABSTRACT FROM PUBLISHER]
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- 2012
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27. Feel3D: Free Viewpoint Video Recording Mechanism for Premeditated Scenarios, Using Pre-built Models.
- Author
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Wickramasinghe, Bhagya N. and Kodikara, Nihal D.
- Abstract
Current Free Viewpoint Video making methods depends on real-time video footage to synthesize new views or apply texture on models in the video. This approach faces challenges in producing structurally and textually correct views when video recording conditions change. This project focuses on using pre-built 3D models for FVV making. As opposed to conventional FVV making methods, proposed approach will produce better quality 3D FVV with less processing. Furthermore, the project will introduce a new framework for 3D free viewpoint videos. The 3D FVVs made with the proposed approach will allow efficient storage and frugal bandwidth usage during transmission. Following sections will present about employed motion tracking method, use of 3D models and how all the parts are combined to produce the free viewpoint video. The latter stages will discuss strengths and limitations as well as the effect of this approach on commercial and research interests related to FVVs. [ABSTRACT FROM PUBLISHER]
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- 2012
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28. Design and implementation of small home entertainment bowling system
- Author
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Ding Wang, Chi Qin, Peng Yang, and Tong Zhao
- Subjects
Upgrade ,business.industry ,Computer science ,Scoring algorithm ,Circuit design ,Home entertainment ,Ball (bearing) ,Fuzzy control system ,business ,Structural framework ,DC motor ,Computer hardware - Abstract
With the development of society, people can also engage in recreational activities at home to achieve the effect of physical fitness. However, many traditional home entertainment projects have unreasonable design and function. Therefore, this design of small home bowling system not only uses the traditional technology of intelligent hardware, embedded and sensor, but also uses the scoring algorithm and the stable speed algorithm of brushless dc motor under fuzzy control to design and control the system. Firstly, it defines the overall structural framework of bowling ball and generalizes the overall design scheme. Then, the system is divided into different units through the design of hardware platform for specific original circuit design. Using $\mu \mathrm{C}$ /OS-II real-time operating system programming, and specific programming is carried out for each unit after grading system functions. It realizes the accurate scoring function and automatic reset function of home run under different batting position and distance. At the same time, it can carry out voice broadcasting, alert users when the power is in danger, and upgrade and maintain the system.
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- 2020
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29. Houses and Wilful Women: Wadjda
- Author
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Maud Ceuterick
- Subjects
Interpretative phenomenological analysis ,Patriarchy ,Home entertainment ,Power relations ,Gender studies ,Sociology ,Heterotopia (space) - Abstract
This chapter uses Wadjda (Haifaa Al-Mansour, Wadjda. DVD. Saudi Arabia/Germany: Sony Pictures Home Entertainment, 2012) as a case study to show how the wilfulness of women requires dissimulation and persistence in order to obtain the same rights as men have. A phenomenological analysis of the film shows how bodies give rise to wilful forms on screen and modify the gendered power relations (the power-geometries) at play in different spaces, such as the house, the school, and the street. Through micro-instances of activism, the wilful child converts the house into a heterotopia, making space beyond patriarchy and assumptions of a certain ‘feminine’ docility.
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- 2020
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30. The Greatest Showman. Michael Gracey, director. Twentieth Century Fox Home Entertainment, 2017
- Author
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Austin Stewart
- Subjects
media_common.quotation_subject ,Home entertainment ,Art history ,Art ,Music ,media_common - Published
- 2019
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31. How do I connect my TV to the Internet?
- Author
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PCWorld Staff
- Subjects
STREAMING video & television ,SMART television devices ,WIRELESS Internet ,INTERNET access - Abstract
Keywords: home entertainment; lcd tvs; led tvs; LCD tv; plasma tvs; LED TV; 4K TVs; OLED TVs EN home entertainment lcd tvs led tvs LCD tv plasma tvs LED TV 4K TVs OLED TVs N.PAG N.PAG 1 11/10/22 20221107 NES 221107 PHOTO (COLOR) If you've recently bought a new television from a big brand like LG, Panasonic, Samsung, TCL, Hisense or Sony in the last year it's likely that you're going to need to connect it to the internet in order to get the most from it. Home entertainment, lcd tvs, led tvs, LCD tv, plasma tvs, OLED TVs, LED TV, 4K TVs Tags home entertainment lcd tvs led tvs LCD tv plasma tvs LED TV 4K TVs OLED TVs. [Extracted from the article]
- Published
- 2022
32. A comparative study of user-defined handheld vs. freehand gestures for home entertainment environments.
- Author
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Vatavu, Radu-Daniel
- Subjects
HUMAN-computer interaction ,KINECT (Motion sensor) ,HOME entertainment systems ,POCKET computers ,USER-centered system design - Abstract
Home entertainment systems have been continuously providing new functionalities to their users in a process in which they evolved from standalone electronic appliances to complex digital milieus superimposed on the home environment. Such complex entertainment environments are in need of appropriate interfaces with gestures standing as a viable option. However, designing gesture commands is a challenging task and today's designs do not always reflect users' natural gestures. For this reason, this work presents the results of a participatory study in which users were involved in the design and evaluation of gesture commands for 22 typical home entertainment tasks. This is the first study to deliver a comparison between user-defined gestures for two different capture technologies: using handheld devices to sense motion and employing freehand gestures and postures. Specifically, we found that: (1) consensus exists among participants in both scenarios; (2) when available, buttons are preferred to motion commands; (3) familiar point & click and drag & drop techniques are naturally reused for new environments; (4) one-hand gestures are preferred to bimanual gestures; (5) hand posture is important yet culture specific; and (6) body-referenced and parametrized gestures appeal to users. We report gesture sets for the handheld and freehand gesture scenarios in order to inform, assist, and inspire practitioners designing the gestural interfaces of our future home environments. [ABSTRACT FROM AUTHOR]
- Published
- 2013
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33. Point & click mediated interactions for large home entertainment displays.
- Author
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Vatavu, Radu-Daniel
- Subjects
ENTERTAINMENT equipment ,HOME entertainment systems ,TELEVISION sets ,PROJECTORS ,COMPUTER interfaces ,REMOTE control ,COMPUTER vision - Abstract
This work introduces and discusses the implementation details of a novel concept for a home entertainment system together with an affordable controlling interface that uses point & click interactions in order to create, mix and manipulate media screens within the same projection-based display. Scenarios for single and multiple viewers are discussed with users being able to create, reposition, resize, and control their own-defined media screens. The standard and familiar WIMP interaction techniques are transferred from PCs to home entertainment using a motion-sensing remote controller. An optional system feature is described for the automatic configuration of such media screens by analyzing the home environment using computer vision techniques. Observations from initial user studies are reported with regards to the perceived usefulness and acceptability of the proposed system. The main benefit introduced by this work is that of a large entertainment display that becomes shared and personalized while it is being adapted and fit into the home environment. [ABSTRACT FROM AUTHOR]
- Published
- 2012
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34. An efficient fingerprint identification algorithm based on minutiae and invariant moment
- Author
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Sang, Jing, Wang, Hongxia, Qian, Qing, Wu, Hanzhou, and Chen, Yi
- Published
- 2017
- Full Text
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35. Reading and Sociability
- Author
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Williams, Abigail, author
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- 2017
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36. Das Festnetz als der Treiber für Konvergenz.
- Author
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Tschulik, P.
- Published
- 2006
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37. The Impact of 1980s and 1990s Video Games on Multimedia Cartography
- Author
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Dennis Edler and Frank Dickmann
- Subjects
Multimedia ,Basis (linear algebra) ,Computer science ,05 social sciences ,Home entertainment ,ComputingMilieux_PERSONALCOMPUTING ,0211 other engineering and technologies ,0507 social and economic geography ,02 engineering and technology ,computer.software_genre ,Auditory effects ,Dimension (data warehouse) ,050703 geography ,computer ,Cartography ,Video game ,021101 geological & geomatics engineering ,Earth-Surface Processes - Abstract
The video game industry revolutionized the game market from the 1970s onwards. Stationary video game machines, such as “coin-ops” and, later, consoles for home entertainment made it possible to experience and interact with new virtual environments. Based on technical innovations, early video games already included different graphic and auditory effects that were used to present and emphasize the spatial dimension of game stories. One of the most famous and successful video game series that “told” spatial stories and included many visualizations of virtual topographies was Nintendo's Super Mario series. Nintendo developed diverse video game topographies including different interactive and animated cartographic media throughout the Super Mario series. These maps were early and fundamental examples that were user-friendly and suitable for children. Moreover, they established a basis for future video game spaces, and the techniques used to create, animate, and visualize these maps have also found their ways into other applications of cartography and geomatics. It seems that the early worlds of Super Mario animated cartographers to animate cartographic visualizations. This article presents the characteristic spatial structures and cartographic techniques found in early Super Mario games, from the arcade classic Donkey Kong (1981) to the Super Nintendo classic Super Mario Kart (1992). The meaning of these structures and techniques for other cartographic applications is discussed.
- Published
- 2017
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38. Making by Making Strange: Defamiliarization and the Design of Domestic Technologies.
- Author
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Bell, Genevieve, Blythe, Mark, and Sengers, Phoebe
- Subjects
HOUSEHOLD appliances ,COMMUNICATION & technology ,HUMAN-computer interaction ,HOME entertainment systems ,INFORMATION & communication technologies ,TECHNOLOGICAL innovations ,DOMESTIC architecture - Abstract
This article argues that because the home is so familiar, it is necessary to make it strange, or defamiliarize it, in order to open its design space. Critical approaches to technology design are of both practical and social importance in the home. Home appliances are loaded with cultural associations such as the gendered division of domestic labor that are easy to overlook. Further, homes are not the same everywhere—even within a country. Peoples' aspirations and desires differ greatly across and between cultures. The target of western domestic technology design is often not the user, but the consumer. Web refrigerators that create shopping lists, garbage cans that let advertisers know what is thrown away, cabinets that monitor their contents and order more when supplies are low are central to current images of the wireless, digital home of the future. Drawing from our research in the United States, the United Kingdom, and Asia, we provide three different narratives of defamiliarization. A historical reading of American kitchens provides a lens with which to scrutinize new technologies of domesticity, an ethnographic account of an extended social unit in England problematizes taken-for-granted domestic technologies, and a comparative ethnography of the role of information and communication technologies in the daffy lives of urban Asia's middle classes reveals the ways in which new technologies can be captured and domesticated in unexpected ways. In the final section of the article, we build on these moments of defamiliarization to suggest a broad set of challenges and strategies for design in the home. [ABSTRACT FROM AUTHOR]
- Published
- 2005
- Full Text
- View/download PDF
39. UHD Alliance Progress Report
- Author
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Michael Zink
- Subjects
business.industry ,Home entertainment ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Logo ,Advertising ,Data_CODINGANDINFORMATIONTHEORY ,Certification ,GeneralLiterature_MISCELLANEOUS ,Gamut ,Alliance ,User experience design ,Media Technology ,Business ,Electrical and Electronic Engineering ,Mobile device ,Studio - Abstract
The UHD Alliance (UHDA) is comprised of the world’s leading consumer electronics manufacturers, film and television studios, content distributors, and technology companies. It was established to provide consumers a premium user experience for next-generation content. This experience includes performance requirements for resolution, high dynamic range (HDR), wide color gamut (WCG), and other video and audio attributes with an eye toward giving consumers the best possible UHD with HDR experience. Home entertainment products, mobile devices, and content meeting these certification requirements can bear the Ultra HD Premium or Mobile HDR Premium logo marks.
- Published
- 2018
- Full Text
- View/download PDF
40. Managing information sharing: Interorganizational communication in collaborations with competitors
- Author
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Tang Wang, Carol Saunders, Joyce Yi-Hui Lee, and Niki Panteli
- Subjects
Organizational Behavior and Human Resource Management ,Knowledge management ,Process (engineering) ,business.industry ,Information sharing ,Design information ,05 social sciences ,Home entertainment ,02 engineering and technology ,Competitor analysis ,Library and Information Sciences ,Management Information Systems ,020204 information systems ,Management of Technology and Innovation ,Synchronicity ,0502 economics and business ,0202 electrical engineering, electronic engineering, information engineering ,Key (cryptography) ,Business ,Open communication ,050203 business & management ,Information Systems - Abstract
A key challenge for managing interorganizational relationships in high-tech sectors is to design information sharing practices for supporting cooperative activities without leaking competitive proprietary information. In this paper, we use a qualitative multi-case study to explore the role of communication in supporting cooperative information sharing while keeping competitive information concerns at bay. We study two contrasting dyads of a Taiwanese buyer and Korean supplier in the digital home entertainment industry --- one which was a successful interorganizational relationship and led to further collaboration and the other which was unsuccessful and thus terminated. Drawing insights from Media Synchronicity Theory (MST), we develop a process model that explores the combination of communication media with communication content and processes for effective (ineffective) communication that promotes trust, information sharing and open communication in successful (unsuccessful) interorganizational relationships.
- Published
- 2021
- Full Text
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41. Positive or Negative Effects of Technology Enhancement for Brand Placements? Memory of Brand Placements in 2D, 3D, and 4D Movies
- Author
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Sandra Diehl, Ralf Terlutter, Isabell Koinig, and Martin K. J. Waiguny
- Subjects
Social Psychology ,Multimedia ,Recall ,business.industry ,Communication ,05 social sciences ,Home entertainment ,Information processing ,Advertising ,computer.software_genre ,050105 experimental psychology ,Tactile stimuli ,Movie theater ,0502 economics and business ,Limited capacity ,050211 marketing ,0501 psychology and cognitive sciences ,Levels-of-processing effect ,Psychology ,business ,computer ,ComputingMilieux_MISCELLANEOUS ,Applied Psychology - Abstract
Brand placements in movies are common throughout the world. Within the last few years, 3D movie technology has experienced substantial growth in both cinemas and home entertainment. Furthermore, advanced cinemas also offer 4D experiences by adding scent, airflow or tactile stimuli to the 3D film. Based on the limited capacity model of information processing and the levels of processing effect theory, we conduct two studies to investigate how delivery modes of a 2D movie clip, compared to a 3D and a 4D (3D + scent) movie clip, influence recall and recognition of brands that are placed in either prominent or subtle ways. With regard to subtle placements, results from both studies demonstrate that the memory of subtle brand placements is negatively affected by the enhancement offered by 3D or 4D, as compared to 2D movies. With regard to prominent placements, results indicate that the memory of a highly prominent brand placement benefits from 3D, but not from 4D technology. This article addresses implications...
- Published
- 2016
- Full Text
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42. The Influence of Television and Theatre
- Author
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Ken Dancyger
- Subjects
Engineering ,History ,Television studies ,business.industry ,Television director ,Home entertainment ,Entertainment industry ,Media studies ,Advertising ,Motion (physics) ,Variety (cybernetics) ,Subject matter ,ComputerApplications_MISCELLANEOUS ,business ,ComputingMilieux_MISCELLANEOUS ,Drama - Abstract
No post-war change in the entertainment industry was as profound as the change that occurred when television was introduced. Not only did television provide a home entertainment option for the audience, thereby eroding the traditional audience for film, it also broadcast motion pictures by the 1960s. By presenting live drama, weekly series, variety shows, news, and sports, television revolutionized viewing patterns, subject matter, the talent pool, 1 and, eventually, how films were edited.
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- 2018
- Full Text
- View/download PDF
43. Customizing User Experience with Adaptive Virtual Reality
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Pedro Barcha and Bachar Senno
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Computer science ,business.industry ,Home entertainment ,02 engineering and technology ,Virtual reality ,03 medical and health sciences ,Improved performance ,0302 clinical medicine ,User experience design ,Human–computer interaction ,Adaptive system ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,business ,Mobile device ,030217 neurology & neurosurgery - Abstract
Virtual reality is becoming more prominent than ever. The improved performance of mobile devices, along with the growing interest in more immersive user experiences, have allowed virtual reality to gain solid standing in this regard: nowadays, a smartphone and a pair of VR goggles are all that is needed for a full VR experience. The uses of VR systems extend beyond home entertainment: in particular, we are tackling the possibility that VR can be used by therapists to aid patients suffering from neurodevelopmental disorders (NDD) [1,2]. To that, an adaptive system that can change different aspects of the VR environment, using machine learning techniques, can go a long way in increasing the efficiency of NDD treatments.
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- 2018
- Full Text
- View/download PDF
44. Lightweight smart screen architecture for multichannel control advertising display
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Nattapol Aunsri, Vittayasak Rujivorakul, and Sujitra Arwatchananukul
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Media management ,Installation ,Computer science ,Server ,Home entertainment ,Control (management) ,Architectural design ,Advertising ,Architecture ,Software development methods - Abstract
The advertising industry has shifted from paper and home entertainment to the daily live location of the target customers. With the demand for linear handling advertising for fast performance and low cost, organizations need to shift from traditional media management architecture to a lightweight architecture. The proposed architecture can help advertisers or organizations to save on hardware costs, manage their content, and to be able to format their impressions in real time, and the number of displays can be expanded indefinitely. The architecture also offers low-cost hardware and software development methods, including real-time management and control. After installing the system developed with the proposed architecture, the system is evaluated by gathering feedback from developers, system administrators, and users. The results demonstrate superiority to the traditional architectural design and the proposed architecture is expected to be ready to expand into commercial services.
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- 2018
- Full Text
- View/download PDF
45. Envelhecer ativamente: um projeto de promoção da qualidade de vida
- Author
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Martins, Carla Sofia da Silva, Barbosa, Manuel Gonçalves, and Universidade do Minho
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Ciências da Educação [Ciências Sociais] ,Active ageing ,Animação ao domicílio ,Animação sociocultural ,Educação de adultos ,Socio-cultural animation ,Home entertainment ,Envelhecimento ativo ,Ciências Sociais::Ciências da Educação ,Adult education - Abstract
Relatório de estágio de mestrado em Educação (área de especialização em Educação de Adultos e Intervenção Comunitária), A população portuguesa está a envelhecer significativamente. Dada esta evolução, é preponderante criar meios para que esta faixa etária viva na plenitude a velhice. O presente projeto “Envelhecer Ativamente: um projeto de promoção da qualidade”, foi desenvolvido numa instituição da cidade de Braga, e pretendeu promover a qualidade de vida através da dinamização de atividades de caráter social, informativo, cultural, lúdico e cognitivo. O projeto abrangeu dois públicos, ambos do serviço de apoio ao domicílio, os utentes independentes e os dependentes, usando a animação ao domicílio para os dependentes. Desta forma, as atividades de animação sociocultural realizadas permitiram concluir que educar na terceira idade não é apenas ocupar o dia-a-dia dos idosos, mas criar oportunidades para que estes envelheçam ativamente., The Portuguese population is aging significantly. Given this, it is a priority to create means for the elderly to live fully. This project "Active ageing: promoting the quality of life", was developed at an institution, in the city of Braga, and aimed to improve the quality of life through the promotion of social, informative, cultural and cognitive activities. The project covered two publics, both from the home care service, the independent users and the dependents, using home entertainment for the dependents. In the light of this, socio-cultural activities carried out, allowed us to conclude that education is not only useful for occupying the daily life of the elderly, it is also a way to create opportunities for them to live actively.
- Published
- 2018
46. I3.4:Invited Paper: Delivering High Dynamic Range Video to Consumer Devices
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James L. Helman
- Subjects
Engineering ,Multimedia ,business.industry ,Home entertainment ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Tone mapping ,computer.software_genre ,Transfer function ,High-dynamic-range video ,Rendering (computer graphics) ,Relative luminance ,business ,computer ,Studio ,High dynamic range - Abstract
This paper discusses the implementation of high dynamic range in the coming generation of studio home entertainment video formats and the technical considerations that led to the adoption of a perceptually-tuned electro-optical transfer function for high dynamic range mastering and distribution. It also covers the value of display-referred systems based on a reference rendering versus historical scene-referred systems based on relative luminance and camera characteristics.
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- 2015
- Full Text
- View/download PDF
47. Active and Adjusted: Investigating the Contribution of Leisure, Health and Psychosocial Factors to Retirement Adjustment
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Victor Aryanto Halim, Paul Gerrans, and Joanne K. Earl
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Gerontology ,Self-efficacy ,Social adjustment ,Sociology and Political Science ,Tourism, Leisure and Hospitality Management ,Home entertainment ,Physical health ,Environmental Science (miscellaneous) ,Research findings ,Psychology ,Psychosocial - Abstract
Engagement in leisure activities during retirement and its relationship to retirement adjustment were investigated. Psychosocial mediators included mastery, self-efficacy for retirement (SE-R) and activities (SE-A), positive (PA) and negative affect (NA). Resources investigated included physical health and finances. Leisure activities examined were social, home entertainment, chores, light exercise, vigorous exercise, and education. Data were gathered from a sample consisting of 243 retirees. Direct predictors of retirement adjustment included finances, health, mastery, SE-R and SE-A. Social activities were the best predictor of a wide range of positive outcomes, including PA, mastery, SE-R and SE-A. Educational activities improved SE-R. Being involved in a broader range of activities was associated with PA, mastery and SE-A. Familiarity and enjoyment of activities were implicated in the maintenance and continuation of activities at post-retirement. Research findings have implications for aged-care and ot...
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- 2015
- Full Text
- View/download PDF
48. Content based Image Indexing & Retrieval
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A. K. Srivastava and Pratap Singh Patwal
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Multimedia ,Computer science ,Home entertainment ,Search engine indexing ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,ComputerApplications_COMPUTERSINOTHERSYSTEMS ,Scientific experiment ,Space (commercial competition) ,computer.software_genre ,Image (mathematics) ,Content (measure theory) ,Medical imaging ,Image retrieval ,computer - Abstract
Multimedia (Images) are being generated at an enormous rate by sources such as defense and civilian satellites, biomedical imaging, military reconnaissance and surveillance flights and home entertainment systems, scientific experiments, fingerprinting and mug-shot-capturing devices. For example, National Aeronautics and Space Administration (NASA) Earth Observing System will produce about 1 TB of image data per day when completely operational. A content- based image retrieval (CBIR) system is required to efficiently and competently use information from these image data sets. Such a system that helps users who is unfamiliar with the database can retrieve relevant images based on their contents.
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- 2015
- Full Text
- View/download PDF
49. Spotlight
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Jack Breslin
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Communication ,media_common.quotation_subject ,Home entertainment ,Feature film ,Art history ,FAUST ,Art ,computer ,Studio ,media_common ,computer.programming_language - Abstract
After the first time I saw the Academy Award's “Best Picture” feature film Spotlight, I needed a few minutes to calm down. A gentleman sitting near me in the otherwise-empty weeknight theater asked...
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- 2016
- Full Text
- View/download PDF
50. Performance Evaluation of a Battery-Free Videogame Controller
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Gaia Maselli and Giulio Salierno
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Battery (electricity) ,Exploit ,business.industry ,Computer science ,Controller (computing) ,05 social sciences ,Home entertainment ,ComputingMilieux_PERSONALCOMPUTING ,Latency (audio) ,020206 networking & telecommunications ,02 engineering and technology ,Power (physics) ,Moment (mathematics) ,Embedded system ,Transfer (computing) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,business ,050107 human factors ,Simulation - Abstract
This paper presents our experiences in developing and evaluating a low cost videogame controller that exploits RFID backscattering for battery-free operation. Specifically, we develop a system to gather data from a paper-made device, named JoyPaper, while it interacts with a videogame console. JoyPaper is home-made device that can be built by everyone and enables consumers to playing at every moment without caring about power charging: the device is ready to work as soon as the console is on. Our experiments show that JoyPaper's performance is comparable to that of a commercial controller in terms of latency and it is able to transfer up to 1 kbps.
- Published
- 2017
- Full Text
- View/download PDF
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