The machine without the ghost: Early interactive television in Japan

Author(s):  
Elizabeth A Rodwell

This article is part of an ongoing ethnography of the Japanese television industry focusing on its attempts to experiment with live, interactive content that was manipulable via smart devices, laptops, and remote controls. Based on 18 months of fieldwork in the Japanese television industry in four major TV network offices and two production companies, it also incorporates interviews with more than 30 broadcast company employees. I use two case studies of early interactive television programming to discuss the strategies producers have used to create community and promote identification among audiences of these shows: ‘ Arashi Feat. You’ was a live music event that courted a large audience through the involvement of a massively popular boy band and promoted the idea of ‘turning viewers into users’ by allowing them to play musical instruments along with the band. ‘ The Last Award’ allowed participants to submit and evaluate each other’s videos live through a dedicated user interface. Through these examples, I argue that participation alters the nature of television spectacle and results in changes to the way producers address and inscribe audiences as cocreators of content. The rhetoric used by interactive television accordingly defaults to ‘we’ and ‘us’ and features accessible and relatable celebrities as surrogates for the audience.

2018 ◽  
Vol 23 (5) ◽  
pp. 476-482 ◽  
Author(s):  
Jonas Austerjost ◽  
Marc Porr ◽  
Noah Riedel ◽  
Dominik Geier ◽  
Thomas Becker ◽  
...  

The introduction of smart virtual assistants (VAs) and corresponding smart devices brought a new degree of freedom to our everyday lives. Voice-controlled and Internet-connected devices allow intuitive device controlling and monitoring from all around the globe and define a new era of human–machine interaction. Although VAs are especially successful in home automation, they also show great potential as artificial intelligence-driven laboratory assistants. Possible applications include stepwise reading of standard operating procedures (SOPs) and recipes, recitation of chemical substance or reaction parameters to a control, and readout of laboratory devices and sensors. In this study, we present a retrofitting approach to make standard laboratory instruments part of the Internet of Things (IoT). We established a voice user interface (VUI) for controlling those devices and reading out specific device data. A benchmark of the established infrastructure showed a high mean accuracy (95% ± 3.62) of speech command recognition and reveals high potential for future applications of a VUI within the laboratory. Our approach shows the general applicability of commercially available VAs as laboratory assistants and might be of special interest to researchers with physical impairments or low vision. The developed solution enables a hands-free device control, which is a crucial advantage within the daily laboratory routine.


Author(s):  
Sandra Cano ◽  
Victor Peñeñory ◽  
César A. Collazos ◽  
Sergio Albiol

A Tangible User Interface (TUI) is a new interaction option that uses nontraditional input and output elements. A tangible interface thus allows the manipulation of physical objects using digital information. The exploration and manipulation of physical objects is a factor to be considered in learning in children, especially those with some kind of disability such as hearing, who maximize the use of other senses such as vision and touch. In a tangible interface, three elements are related - physical, digital and social. The potential of IoT for children is growing. This technology IoT integrated with TUI, can help for that parents or teachers can monitoring activities of the child. Also to identify behavior patterns in the child with hearing impairment. This article shows four case studies, where had been designed different products of Internet of Things Tangible applied a several contexts and with products of low cost.


2020 ◽  
Vol 10 (1) ◽  
pp. 88-107
Author(s):  
Ivan Valchanov

The consumption of media content via mobile devices is growing fast and surpasses the typical until recently access to digital media via computer. This makes mobile devices the main technology used by the audience for receiving media content. The following text examines the tendencies and new practices for media narrative creation, meant to be used entirely via mobile devices. The research was conducted in two phases – analysis of the current situation regarding the use of mobile devices for accessing news content in Bulgarian and around the world; and case studies, describing new types of narrative that emerged because of the audience needs and the specifics of using smart devices for news.


Author(s):  
Luis M Rodriguez-R ◽  
Konstantinos T Konstantinidis

Genomic and metagenomic analyses are increasingly becoming commonplace in several areas of biological research, but recurrent specialized analyses are frequently reported as in-house scripts rarely available after publication. We describe the enveomics collection, a growing set of actively maintained scripts for several recurrent and specialized tasks in microbial genomics and metagenomics, and present a graphical user interface and several case studies. Our resource includes previously described as well as new algorithms such as Transformed-space Resampling In Biased Sets (TRIBS), a novel method to evaluate phylogenetic under- or over-dispersion in reference sets with strong phylogenetic bias. The enveomics collection is freely available under the terms of the Artistic License 2.0 at https://github.com/lmrodriguezr/enveomics and for online analysis at http://enve-omics.ce.gatech.edu


Author(s):  
Andrea Emberly ◽  
Jennifer C. Post

As ethnomusicological collections become accessible to individuals, communities, and institutions beyond the scope of the original collector, their contents are often repurposed, reimagined, and reinformed. With the growing engagement with repatriation by archives, individuals, and institutions, field recordings, fieldnotes, images, and other supporting materials offer tangible and intangible records of musical performance, context, and historical data to scholars and the communities that first offered their music for scholarly research. Drawing from the Vhavenda materials in the John Blacking collection housed at the University of Western Australia, this chapter uses two case studies, on children’s music and musical instruments, to explore some of the myriad issues surrounding the repatriation of a historical ethnomusicological collection. The goal is to help shape how future archivists, scholars, and communities engage with archiving and repatriating ethnomusicological collections.


2019 ◽  
Vol 114 (6) ◽  
pp. 393-397
Author(s):  
Uwe Dombrowski ◽  
Jonas Wullbrandt
Keyword(s):  

Author(s):  
Margherita Pagani

In the previous chapters, technical features and economic implications following the digitalisation of the TV signal as well as the development of interactive television were the focus of our analysis. At this point, it is worth considering some managerial implications stemming from the adoption of these new digital technologies. The goal of this section is to determine those managerial areas mainly influenced by the digitalisation process, as well as the way corporate strategies define changes. In this chapter, focus is placed on the analysis of the impact of digitalisation on marketing strategies through an investigation on the growing importance of the brand as a loyalty-based resource, available to digital television networks to aggregate and make loyalty vis-à-vis television viewers more concrete. Special attention is being paid to branding policies adopted by digital television networks through a better knowledge of the reasons why brand equity is important in the television industry.


Author(s):  
Kotaro Nakamura

Service value is successfully created when customers enjoy the benefits of services provided through the service system. Such service value creation requires a multidisciplinary approach such as finding challenging ways of doing this in recent service science. This chapter focuses on visualizing the process of service value creation in actual service enterprises based on modern-service or knowledge-creation theory. The proposed model describes the shift of service values, focusing on the three axes of the “location where the service is provided/used,” “the level of user needs,” and the “degree of customer participation in value co-creation.” The methodology based on this model is demonstrated through case studies involving accommodation services including “o-motenashi” hospitality and network-based information services using smart devices.


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