Program‎ > ‎


During the conference, the following workshop will be held.

David Geerts, Oskar van Deventer, Christian Köbel and Daniele Abbadessa

Social TV has been an active area of research for more than a decade now, but most research has focused on interaction between remote participants, either through direct communication or more indirect e.g. in the form of social recommendations. However, an issue that has been mostly neglected in social TV research is how to deal with multiple co-located users in the home. This workshop addresses that gap by investigating possible social TV services for multiple users in the home. The objective is to bring together researchers and practitioners working on different aspects of multi-user services for social television including multiple devices: user research, prototype design, technical implementation, system scalability, business models, etc. 

We want to explore in this 4th Future Television workshop the research and development necessary for linking the worlds of TV and the Web, with special emphasis on moving the integrated Web-TV experience which is currently partially being provided on single screens (the TV, but also the mobile) into second screens and multiple screens, and on examining how the use of more than one screen, combined with various interaction and sensor possibilities (touch, gesture, speech, movement), could contribute new ideas and more intuitive usage possibilities for the future vision of “Linked Television”.
We welcome any original research and development related to interlinking TV and Web content in a connected device and interaction with that content, whether on a single screen or especially across multiple screens.

Artur Lugmayr, Arpan Pal, Vicente Lucena and Zhiwen Yu

More than only an entertainment media, Interactive Digital TV Sets have been used as efficient tools to improve people’s lives. Digital social networks, E-government, E-bank, and many other digital applications are been moved to the TV world and are already accessible in many communities in Europe. As a matter of fact this movement is the proof that the information age is a reality and it is possible to witness several actual examples of how people's lives have been transformed in this new era. Access to information has become easier and people work cooperatively despite being scattered around the globe, even in extremely remote locations, all at low costs. Overall, wireless communication has revolutionized the lives and work of many people and, with the ever growing miniaturization in electronics, many new devices have been developed and inserted in every-day life.

With the deployment of Interactive Digital Television in emerging economies in South America like Brazil and Argentina, in India, China, Russia, in Africa and in West Europe countries, there is a growing demand for new services and content to be provided, as well as many ways of integrating these new features with existing technologies. Within the scope of this workshop we would like to focus on ‘thinking outside the box’ of traditional DigitalTV platforms – we aim at contributions in the wider field of audio-visual services in emerging countries.

Additionally to its natural potentiality for digital inclusion, the Interactive Digital Television provides a great incentive to its adoption, for it means a cheaper way to supply access to technology and knowledge in emerging economies. It also provides scenarios for integrating Television with other areas of knowledge such as smart environments and ubiquitous systems, allowing access to services until now not easily achievable.

Rene Kaiser, Omar A. Niamut, Goranka Zoric and Graham Thomas

This workshop focuses on novel forms of interactive content consumption. It will explore the shifting balance between lean-back passive TV consumption and lean-forward interactivity; this shift is especially relevant considering the explosion of companion screen interaction, multi-modal gesture/voice control and advanced audiovisual content interaction such as free viewpoint video and user-controlled shot selection. New media formats and consumption paradigms have emerged that allow for new types of interactivity.

The workshop's objective is to provide a highly interactive discussion forum that will allow to capture a comprehensive view on this research area. During the workshop, an overview on new content interaction concepts, research activities and future challenges in this area will be concluded and documented. An interdisciplinary view on the topic shall be compiled by contributions from technical research, user-centric studies, and industry developments. Part of the discussions is fueled by technical demonstrations of interactive content consumption forms. The workshop aims to examine and evaluate new forms of content interaction by discussing the field along three axes:
    • Recent technological advances that provide new forms of audiovisual content interaction;
    • User studies that evaluate new types of audiovisual content interaction;
    • Technologies that supports the user in finding the balance between passive consumption and lean-forward interaction.

Jean-Claude Dufourd and Stephan Steglich

“Multiscreen” is both a buzzword and a holy grail: there is a lot of hype, and behind it, tremendous unrealized potential. Beyond silos that penalize the domain of multiscreen with extreme business restrictions, there is a need for open standards and platforms, as well as matching production tools. But even in the W3C, the picture is unclear about which set of standards is the best bet. So this workshop intends to bring some issues in focus:
    • Multiscreen issues and bottlenecks: usability, synchronization (media and/or application), content creation including debug, content adaptation to device size and input methods
    • Multiscreen-related standards: W3C (WebIntents, Network Service Discovery, Sysapps), HbbTV, ETSI, ...
    • Multiscreen platforms: (closed/native) iOS, Android, (open/web based) webinos, Coltram, ...
    • Multiscreen apps development and production tools: few existing tools if any, what is needed ?
    • Multiscreen deployments and real-life experiences, including new innovative usages of the second screen