Current challenges of interactive digital television

Author(s):  
Kenneth Palacio-Baus ◽  
Magali Mejia-Pesantez ◽  
Lissette Munoz-Guillen ◽  
Mauricio Espinoza-Mejia
2013 ◽  
Vol 74 (9) ◽  
pp. 3183-3206 ◽  
Author(s):  
Sandra Baldassarri ◽  
Isabelle Hupont ◽  
David Abadía ◽  
Eva Cerezo

Author(s):  
Joao Benedito dos Santos Junior ◽  
Kim Pontes Braga ◽  
Danilo de Souza ◽  
Gustavo Vilela ◽  
Douglas Lima ◽  
...  

Author(s):  
Samuel Oliveira Azevedo ◽  
Rummenigge Rudson Dantas ◽  
Luiz Marcos Gonçalves

This chapter introduces the use of middleware tools in applications for healthcare and social services, focusing on solutions designed for Interactive Digital Television (IDTV), and discusses its implications to modern roles for easing patient and caretaker relations. The authors explore the capacities of such solutions to assist the patients in their personal needs, optimizing the time and tasks of the caretaker. They discuss the limits of the use of Internet in satisfying the needs of communication of elderly and other patients, and then they propose new roles for caretaking based on this new reality. The authors also present an architecture that allows the remote use and control of electronic devices via IDTV set-top boxes for the middleware Ginga. They show applications based on this architecture that promote healthcare and social services, as a set of infrared lights coupled to a hat that can be used as input for impaired patients, and how an accelerometer can be used with IDTV applications for treatment and entertainment. Before concluding, the authors point out research directions on the topics discussed in this chapter.


Author(s):  
Aanchal Aggarwal ◽  
Nupur Arora

This chapter will expound on the concept of gamification and its adoption by various brands. It will be focusing on advergaming, which is one of the very famous applications of gamification. The chapter will elucidate the various launch details of advergaming applications by various firms and brand websites including online games, social network sites, and interactive digital television. It will also discuss the techniques underlying gamification, which include game mechanics and game dynamics, which will also reveal the impact of advergaming on consumer engagement and decision making to buy a product or not and also the benefits to the brand site. The chapter will also explain the techniques and strategies of advergaming used by various product websites nationally and internationally and their effect on consumers and the product or brand websites.


Author(s):  
Roberto Cuccu

Today, there are more than 70 million people aged 60 and above in the European Union. According to Eurostat, over the next 15 years, the population aged 65 and over will increase by 22%. Many of these citizens will experience dexterity, cognitive, hearing, and sight problems in later life. This means that more than one in seven adults in Europe will have hearing problems. Some 7.4 million people already suffering uncorrectable sight loss will add to the number of European citizens experiencing some form of sensory impairment (Stallard, 2003). Interactive digital television (iTV) is evolving into an enhanced entertainment and information service. There are various degrees of interactivity in digital television: pressing a simple remote control button, sending information back and forth, or servicing providers by means of a return path. If they are to be adopted, interactive facilities need to be usable by viewers, even because, as Jacob Neilsen points out, “increased accessibility for users with disabilities almost invariably leads directly to improved usability for all users” (Slatin & Rush, 2003). Unfortunately, interactive digital television design appears to have been based on the conceptual models of keyboard-based systems, but their users, skills, goals and attitude of interaction differ. The TV audience is more diverse, some having no prior computer experience. It must be realised that iTV is not a PC and therefore cannot be treated as such.


E-Content ◽  
2005 ◽  
pp. 145-164
Author(s):  
Janne Orava ◽  
Mika Perttula

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