To touch, experience and be present with a technology often tells us more than reading an article, or watching a presentation. Demos are one of the most exciting parts of ACM TVX as you can showcase your work to academics, industry and the wider community.
This year, demos are different. Though they will still be a part of the conference, and published in the adjunct proceedings, they will take place in the “Conference Bazaar”; a hands-on day of interactivity at the BBC. This means that demos will be bigger, better and more extravagant than ever before.
Exhibiting your demo at TVX will allow academics and industry professionals to showcase their work, gain insightful feedback and for all conference delegates to get hands-on with the latest technological developments in the field. As in previous years, demos are intended to provide a forum for the informal presentation of interactive TV systems, VR broadcasting, media applications, prototypes, or proof-of-concepts. TVX demos are an excellent way to expose work and meet new people interested in you and your institution’s latest developments. Submissions are encouraged in all areas related to emerging media, interactive TV experiences, VR/AR experiences, as advertised in the conference call for papers.
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.