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TVX 2019: ACM International Conference on Interactive Experiences for Television and Online Video

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TVX
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投稿締切日:
2019-02-01 Extended
通知日:
2019-03-11
開催日:
2019-06-05
開催地:
Manchester, UK
開催回数:
6
閲覧: 15274   フォロー: 0   参加: 0

会伴インデックス (CP-I)

44.8 / 100
全 5,693 件中 第 2,938 位 · 上位 52%
学術的評価 (35%) データなし — 中立の基準値 50 点として算入 —
投稿の選択性 (20%) データなし — 中立の基準値 50 点として算入 —
開催回数 (20%)
52
コミュニティの注目度 (10%)
8
公開情報の充実度 (15%)
40

使用した入力: 確認できる開催回数:6 · 過去 24 か月にこのページを開いた研究者:2 人

公開情報で不足しているもの: 過去の採択率 (+4.5) · 過去の開催回 (+3.0)
主催者は会議を認証申請したうえで、このページから直接追加できます。スコアは毎晩再計算されます。このスコアを上げるには

信頼度 45% — スコアのうち、中立の基準値ではなく実際に観測されたデータに基づく割合。 このスコアの算出方法 · ランキングを見る · アルゴリズム版 1.1 · 算出日 2026-10-05

論文募集

TVX 2019 (ACM International Conference on Interactive Experiences for Television and Online Video) is an academic conference held in Manchester, UK on 2019-06-05. The paper submission deadline is 2019-02-01 (extended). Acceptance notifications are sent on 2019-03-11.

TVX is focused on challenges and innovations in video-centric media. At TVX we aim to promote discussion and the sharing of exciting ideas amongst researchers and practitioners from industry and the academic community. We encourage authors to submit research findings concerning various facets of TV, online video and other forms of video-centric media, including: understanding what audiences want and how they engage with content; developing new content forms and formats, and video‑centric experiences; analysing and developing underlying technologies and systems; critiquing and developing production tools and workflows; developing new business models and marketing techniques; understanding wider social and cultural contexts; showcasing avant-garde ideas and media art. Audience understanding TV and online video consumption patterns concerning genres, platforms, demographics, etc. Multi-platform engagement. Scheduled versus on-demand content consumption. Engagement with curated versus user-generated content. Trends in younger audiences. Binging. Quality of experience measurement and monitoring. Sensing audiences. Sentiment analysis. Immersive and interactive content and experiences New forms of TV and online video content. Second screen experiences. Multi-platform experiences. Interactive content. Immersive, interactive, transmedia storytelling. Interactive documentaries. Content personalization. Augmented, mixed and virtual reality. Object-based media productions. Accessibility. The Internet of things and time-based media. Esports. Live performance broadcast. Screen media and immersive theatre. Social presence in VR. Applications outside entertainment and information, such as education, healthcare, and wellbeing. Technologies, systems and interfaces New technologies, systems and interfaces for TV and online video. Streaming systems. Content synchronisation for multi-platform delivery. Machine learning for content development and audiences understanding. AI for capturing editorial and narrative expertise. Recommendation systems. Companion apps. Game engines for content delivery. Collective intelligence and crowdsourcing. Social media technologies. Location-based and context-aware applications and services. Object-based media. Production tools and workflows New production processes for TV and online video. Green screen video production. Motion capture filming techniques. Performance/3D capture and animation. Authoring tools for interactive or multi-platform content. Storyboarding for VR. Data-driven content production. Procedural content generation. Writing for interactive content and multi-platform delivery. Interaction design. User-centred design methods and approaches. Business models and marketing Novel business models and marketing strategies for the new media landscape of TV and online video. Monetising second screen experiences. Business cases for VR. Targeted advertisement. Programmatic media buying. In-programme purchases. Exploiting consumption data. Cultural and social studies Studies of the impact of the new media landscape of TV and online video upon culture and society. Remix culture. Reality TV. Intellectual property. Ethics. Security and privacy in interactive media. Media convergence. Fandoms. Media addiction. Multivocality of interactive media. Media violence. Social media influencers. Interactive media and politics. Authorship in interactive and algorithmic media. Disruptive concepts and video-centric art Speculated video-centric forms and experiences that can inspire new avenues of thinking. Video-centric art.
最終更新:Dou Sun()

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