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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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투고 마감일:
2019-02-01 Extended
통보일:
2019-03-11
개최일:
2019-06-05
개최지:
Manchester, UK
개최 횟수:
6
조회: 15277   팔로우: 0   참가: 0

회반 지수 (CP-I)

44.8 / 100
전체 5,693개 중 2,938위 · 상위 52%
학술적 인정 (35%) 데이터 없음 — 중립 기준값 50점으로 계산 —
투고 선별성 (20%) 데이터 없음 — 중립 기준값 50점으로 계산 —
개최 횟수 (20%)
52
커뮤니티 관심도 (10%)
8
공개 자료 충실도 (15%)
40

사용한 입력: 확인되는 개최 횟수: 6 · 지난 24개월 동안 이 페이지를 연 연구자: 2명

공개 자료에서 빠진 항목: 역대 게재율 (+4.5) · 역대 회차 (+3.0)
주최자는 학회를 인증 신청한 뒤 이 페이지에서 바로 추가할 수 있습니다. 점수는 매일 밤 다시 계산됩니다. 이 점수를 올리는 방법

신뢰도 45% — 점수 중 중립 기준값이 아니라 실제 관측된 데이터에 근거한 비율. 이 점수는 어떻게 계산되나 · 전체 순위 보기 · 알고리즘 버전 1.1 · 산출일 2026-10-05

논문 모집

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.
최종 수정: Dou Sun ()

관련 저널

CCF정식 명칭영향력 지수출판사ISSN
Online Information Review3.5Emerald1468-4527
Signal, Image and Video Processing2.1Springer1863-1703
AIEEE Transactions on Multimedia9.7IEEE1520-9210
CKnowledge-Based Systems7.2Elsevier0950-7051
BSoftware & Systems Modeling3.2Springer1619-1366
AIEEE Transactions on Computers3.8IEEE0018-9340
CFuture Generation Computer Systems5.9Elsevier0167-739X
CNeurocomputing6.5Elsevier0925-2312
CPattern Recognition Letters3.9Elsevier0167-8655
BPattern Recognition7.6Elsevier0031-3203

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