A presentation given on the ServDes 2012 conference by Patrik Axelsson and Rasmus Sellberg.
It discusses two different user research methods that we used in design projects for TV4 related to television services.
The report discusses the future role of terrestrial broadcasting. It finds that terrestrial broadcasting remains very important for delivering broadcast services due to its near-universal coverage, ability to provide fixed, portable, and mobile reception, and support from broadcasters and regulators. However, its role is changing as consumer expectations and technologies evolve. New distribution methods like broadband are complemented terrestrial broadcasting but not replace it. The report considers scenarios where terrestrial broadcasting could expand, reduce in scope, or phase out, and provides recommendations to ensure its long-term viability in fulfilling public service obligations.
The document discusses the evolution of broadcasting from a one-way communication model to broadcasting to the lowest common denominator, to the potential for "perceptive media" - using internet technologies and context to create a more personal experience. It describes early experiments with object-based broadcasting and interactive mixes that allowed users more control and found they had higher engagement, enjoyment and felt the experience was better than traditional radio. Going forward, perceptive media could involve sensors to understand attention and personalization to deliver immersive, variable and challenging stories beyond just screens using tools like IoT.
The document discusses innovations in broadcast technology, including the transition to digital broadcasting and a two-way communication system. It describes how convergence between broadcasting and telecommunications has created a multicasting environment. The future broadcasting environment will involve content, networks, and service providers coexisting and competing. Providing high quality programming remains important. The focus should be on improving program competitiveness through better, high quality content delivery.
Spectrum Wars, ATSC 3.0, and the Future of BroadcastingJohn M. Lawson
Around the world, governments are pursuing policies to shift rights to radio frequency spectrum from legacy broadcasters to wireless carries. Among major questions raised by these policies is the future of free-to-air terrestrial television. In the US, Congress and the Federal Communications Commission are planning an auction to transfer control of up to 120 MHz to the carriers. At the same time, the world’s broadcasters, considered “dinosaurs” by some, are reinventing digital terrestrial broadcasting and doing so with the highest level of global cooperation in their history. Many new services are planned, including Ultra HDTV (4K), seamless integration with next-generation wireless networks, greater media access for people with disabilities, and advanced emergency alerting. This presentation touches Cold War alerting system in the U.S., wireless systems, and strategic potential for wireless and broadcasters to cooperate to bring a next-gen emergency alerting system to a 21st Century Mobile America.
In this session Simon will share his considerable experience of managing projects; from the initial client meetings to getting sign-off on designs to finally going live, and all that comes inbetween.
The report discusses the future role of terrestrial broadcasting. It finds that terrestrial broadcasting remains very important for delivering broadcast services due to its near-universal coverage, ability to provide fixed, portable, and mobile reception, and support from broadcasters and regulators. However, its role is changing as consumer expectations and technologies evolve. New distribution methods like broadband are complemented terrestrial broadcasting but not replace it. The report considers scenarios where terrestrial broadcasting could expand, reduce in scope, or phase out, and provides recommendations to ensure its long-term viability in fulfilling public service obligations.
The document discusses the evolution of broadcasting from a one-way communication model to broadcasting to the lowest common denominator, to the potential for "perceptive media" - using internet technologies and context to create a more personal experience. It describes early experiments with object-based broadcasting and interactive mixes that allowed users more control and found they had higher engagement, enjoyment and felt the experience was better than traditional radio. Going forward, perceptive media could involve sensors to understand attention and personalization to deliver immersive, variable and challenging stories beyond just screens using tools like IoT.
The document discusses innovations in broadcast technology, including the transition to digital broadcasting and a two-way communication system. It describes how convergence between broadcasting and telecommunications has created a multicasting environment. The future broadcasting environment will involve content, networks, and service providers coexisting and competing. Providing high quality programming remains important. The focus should be on improving program competitiveness through better, high quality content delivery.
Spectrum Wars, ATSC 3.0, and the Future of BroadcastingJohn M. Lawson
Around the world, governments are pursuing policies to shift rights to radio frequency spectrum from legacy broadcasters to wireless carries. Among major questions raised by these policies is the future of free-to-air terrestrial television. In the US, Congress and the Federal Communications Commission are planning an auction to transfer control of up to 120 MHz to the carriers. At the same time, the world’s broadcasters, considered “dinosaurs” by some, are reinventing digital terrestrial broadcasting and doing so with the highest level of global cooperation in their history. Many new services are planned, including Ultra HDTV (4K), seamless integration with next-generation wireless networks, greater media access for people with disabilities, and advanced emergency alerting. This presentation touches Cold War alerting system in the U.S., wireless systems, and strategic potential for wireless and broadcasters to cooperate to bring a next-gen emergency alerting system to a 21st Century Mobile America.
In this session Simon will share his considerable experience of managing projects; from the initial client meetings to getting sign-off on designs to finally going live, and all that comes inbetween.
This presentation was provided by Allen Jones of The New School during the NISO event "The Impact of the Interface: Traditional and Non Traditional Content," held on November 20, 2019.
This document provides an overview of social media research and how to analyze social media data. It discusses defining objectives, search strategies, metrics, and moving from data to insights. Key steps include looking at volumes, visibility, qualitative data, geography and identifying leads, drilling down into topics, explaining events, and identifying trends and patterns over time. An example is provided of a social media monitoring tool called RTO2 that was created for O2 mobile to track media, sentiment, brand reputation and the success of campaigns and products. Challenges of using such a tool include maintaining keyword searches, scaling to large volumes of data, providing training, and enabling real-time planning and customer engagement.
This document discusses O'Reilly's approach to content, communities, and technical documentation. It notes that O'Reilly aims to spread knowledge, create more value than it captures, and work on important topics. It also discusses engaging communities around content through various events and formats. The document provides examples showing how engagement and open formats for documentation led to financial success and large user bases for various technical books and documentation projects hosted on platforms like GitHub.
Copy of slide deck presented at the AAM MuseumExpo on Monday, April 27 at the Technology Innovation Stage
The Minneapolis Institute of Arts (MIA) has created an open source toolset for crafting and sharing engaging digital stories. “Griot”, a West African term for wise story-teller. The interpretive software is in use at the MIA, branded as ArtStories: http://artstories.artsmia.org ArtStories are available on tablet devices provided in the galleries, and for those using their own devices. The tools includes authoring content, presenting stories, and tiling & annotating images to enhance zooming, panning, and highlighting details.
This session will describe the development of the tools, demonstrate the software in action, discuss the results of a formal audience evaluation, and its impact on museum visitors.
This document provides an overview of open source software and open development. It discusses the history of open source software and definitions of key terms. It also presents two case studies of successful open source projects: TexGen, a textile CAD modeler, and Apache Wookie, a widget server. Both projects benefited from collaboration, publicity, and new partnerships by being open source. The document also briefly covers legal aspects of open source like copyright.
Using Technology to Engance PD, TA, and Dissemination in Early Care and Educa...Larry Edelman
The document discusses using technology to enhance professional development, technical assistance, and dissemination in early childhood education. It provides goals of stimulating thinking about how to effectively use technology for these purposes. The document also discusses survey results on current technology use and key ways technology can change relationships, communication, and learning.
An intro to Open Source Product Management or "A PM’s primer on leftist software development models."
This presentation outlines Product Management in open source and outlines enterprise open source product management techniques, best practices in the space, licensing models and other topics that may be of interest to people working in software.
The document outlines Ed Tech Productions' process for developing instructional projects. It discusses conducting client consultations to determine project needs and goals, including topics, budget, timeline and requirements. A feasibility study may then examine the best technologies. Next is a drafting phase where the project components and their interactions are planned out in a blueprint. An approved blueprint marks the start of pre-production.
The Art Of Documentation for Open Source ProjectsBen Hall
Delivered at Kubecon US 2018 by Ben Hall. Watch the recording at https://www.youtube.com/embed/Yjxupg-NKnA
In this talk, Ben uses his expertise of building an Interactive Learning Platform to highlight The Art of Documentation. The aim of the talk is to help open source contributors understand how small changes to their documentation approach can have an enormous impact on how users get started.
Big Data Day LA 2015 - Building a Big Data Culture in the Entertainment Indus...Data Con LA
For decades the entertainment industry has relied on small data (e.g., test audiences, focus groups, etc.) when making decisions about programming and developing new projects. With the rise of online content distribution and internet TV, companies now have access to massive and unprecedented amounts of viewing data. This creates a new challenge: How to marry the power of big data and big analytics with the creative force of the entertainment industry to make both better. I will talk about how Netflix has tackled this issue, and in doing so, created a dynamic new force in Hollywood.
- Twitter relies heavily on open source software and contributes a significant amount of code back to the open source community.
- In 2011, Twitter created an Open Source Office to direct all open source efforts related to compliance, standards, and engineering outreach.
- The Open Source Office established review processes, licensing guidelines, and development best practices to manage open source code in a transparent and compliant manner while still facilitating contributions and collaboration.
The OSGeo Foundation: Professionally Leveraging Open Source GeospatialArnulf Christl
The OSGeo Foundation is a global non-profit organization that supports open source geospatial software. It provides resources for projects, promotes open data and standards, and organizes conferences like FOSS4G. OSGeo has a board of directors and committees that oversee its growing number of projects. It sees open source as superior to proprietary software and aims to support open source globally.
Concept development for online video communication Jangbae Lee
Software X is a video platform that allows users to create, edit, share, and manage videos for internal and external communication purposes. It has the potential to improve collaboration across project teams if enhanced with more collaborative sharing features. Specifically, research identified that integrating a project channel for teams, enabling direct commenting on videos, and providing a way to tag relevant people on issues could help make video communication through Software X more effective for project work.
This document summarizes a presentation about making and sharing content online as a researcher. It discusses recording, editing, and hosting digital content like documents, slides, images, audio, and video. It encourages open sharing of research outputs to enhance impact and engagement. Some challenges of digital sharing are addressed, such as copyright and ensuring materials are adapted for different audiences. Tools for different types of digital media are listed.
A2DataDive: African Health OER Network - Content FocusOpen.Michigan
Final presentation from the A2 Data Dive. Feb. 10- 12, 2012. visit the wiki for more information: http://wiki.datawithoutborders.cc/index.php?title=Project:Current_events:A2_DD
Nois3 is a creative web agency based in Rome, Italy that designs responsive websites and digital strategies. They focus on understanding customer needs and continuous delivery of valuable software. Nois3's services include brand identity and strategy, experience design, front-end development, event management, and training. They provide examples of websites and apps they developed for various clients.
Semantic Web and Blockchain for Decentralized and Web-wide Content Management in the Era of Social Media
Digitalisation and the web have made it difficult for content owners to manage their rights, keep track of how their content is used and paid for. Creators also struggle to be paid royalties in a timely way. While changes are needed, a balance is required so that creativity is not stifled with a resulting loss to society. These challenges require mechanisms that scale to the Web but take into account the subtleties of the underlying copyright regimes, including moral rights, fair use and other exceptions.
We propose using Web 3.0 technologies - ranging from semantic technologies to blockchain. Semantic technologies provide knowledge representation tools capable of modelling copyright and enable computer-supported rights management. Blockchain with smart contracts makes it possible to both register copyright and record transactions in a trustless environment while providing for automatic execution of the smart contract’s terms.
Together, semantic representations like Copyright Ontology smart contracts provide a promising foundation to build a decentralised platform capable of dealing with rights management at the Web scale and enable new business models that better accommodate copyright in the era of social media.
Getting Started With User-Centered Content by Emileigh Barnes & Kate Garklavs...Blend Interactive
Writing for the web is messy and complicated. As web content managers, we must weigh user needs against stakeholder demands, tight timelines, budget constraints, and more. We’re often thrown into projects that are already underway or lack a clear strategy. Our work is constrained by organizational pressures.
In this workshop, we’ll talk about aligning content with project goals, creating a strategy that puts users first, and building products that can maintain momentum and success, even after we’re gone.
This presentation was provided by Allen Jones of The New School during the NISO event "The Impact of the Interface: Traditional and Non Traditional Content," held on November 20, 2019.
This document provides an overview of social media research and how to analyze social media data. It discusses defining objectives, search strategies, metrics, and moving from data to insights. Key steps include looking at volumes, visibility, qualitative data, geography and identifying leads, drilling down into topics, explaining events, and identifying trends and patterns over time. An example is provided of a social media monitoring tool called RTO2 that was created for O2 mobile to track media, sentiment, brand reputation and the success of campaigns and products. Challenges of using such a tool include maintaining keyword searches, scaling to large volumes of data, providing training, and enabling real-time planning and customer engagement.
This document discusses O'Reilly's approach to content, communities, and technical documentation. It notes that O'Reilly aims to spread knowledge, create more value than it captures, and work on important topics. It also discusses engaging communities around content through various events and formats. The document provides examples showing how engagement and open formats for documentation led to financial success and large user bases for various technical books and documentation projects hosted on platforms like GitHub.
Copy of slide deck presented at the AAM MuseumExpo on Monday, April 27 at the Technology Innovation Stage
The Minneapolis Institute of Arts (MIA) has created an open source toolset for crafting and sharing engaging digital stories. “Griot”, a West African term for wise story-teller. The interpretive software is in use at the MIA, branded as ArtStories: http://artstories.artsmia.org ArtStories are available on tablet devices provided in the galleries, and for those using their own devices. The tools includes authoring content, presenting stories, and tiling & annotating images to enhance zooming, panning, and highlighting details.
This session will describe the development of the tools, demonstrate the software in action, discuss the results of a formal audience evaluation, and its impact on museum visitors.
This document provides an overview of open source software and open development. It discusses the history of open source software and definitions of key terms. It also presents two case studies of successful open source projects: TexGen, a textile CAD modeler, and Apache Wookie, a widget server. Both projects benefited from collaboration, publicity, and new partnerships by being open source. The document also briefly covers legal aspects of open source like copyright.
Using Technology to Engance PD, TA, and Dissemination in Early Care and Educa...Larry Edelman
The document discusses using technology to enhance professional development, technical assistance, and dissemination in early childhood education. It provides goals of stimulating thinking about how to effectively use technology for these purposes. The document also discusses survey results on current technology use and key ways technology can change relationships, communication, and learning.
An intro to Open Source Product Management or "A PM’s primer on leftist software development models."
This presentation outlines Product Management in open source and outlines enterprise open source product management techniques, best practices in the space, licensing models and other topics that may be of interest to people working in software.
The document outlines Ed Tech Productions' process for developing instructional projects. It discusses conducting client consultations to determine project needs and goals, including topics, budget, timeline and requirements. A feasibility study may then examine the best technologies. Next is a drafting phase where the project components and their interactions are planned out in a blueprint. An approved blueprint marks the start of pre-production.
The Art Of Documentation for Open Source ProjectsBen Hall
Delivered at Kubecon US 2018 by Ben Hall. Watch the recording at https://www.youtube.com/embed/Yjxupg-NKnA
In this talk, Ben uses his expertise of building an Interactive Learning Platform to highlight The Art of Documentation. The aim of the talk is to help open source contributors understand how small changes to their documentation approach can have an enormous impact on how users get started.
Big Data Day LA 2015 - Building a Big Data Culture in the Entertainment Indus...Data Con LA
For decades the entertainment industry has relied on small data (e.g., test audiences, focus groups, etc.) when making decisions about programming and developing new projects. With the rise of online content distribution and internet TV, companies now have access to massive and unprecedented amounts of viewing data. This creates a new challenge: How to marry the power of big data and big analytics with the creative force of the entertainment industry to make both better. I will talk about how Netflix has tackled this issue, and in doing so, created a dynamic new force in Hollywood.
- Twitter relies heavily on open source software and contributes a significant amount of code back to the open source community.
- In 2011, Twitter created an Open Source Office to direct all open source efforts related to compliance, standards, and engineering outreach.
- The Open Source Office established review processes, licensing guidelines, and development best practices to manage open source code in a transparent and compliant manner while still facilitating contributions and collaboration.
The OSGeo Foundation: Professionally Leveraging Open Source GeospatialArnulf Christl
The OSGeo Foundation is a global non-profit organization that supports open source geospatial software. It provides resources for projects, promotes open data and standards, and organizes conferences like FOSS4G. OSGeo has a board of directors and committees that oversee its growing number of projects. It sees open source as superior to proprietary software and aims to support open source globally.
Concept development for online video communication Jangbae Lee
Software X is a video platform that allows users to create, edit, share, and manage videos for internal and external communication purposes. It has the potential to improve collaboration across project teams if enhanced with more collaborative sharing features. Specifically, research identified that integrating a project channel for teams, enabling direct commenting on videos, and providing a way to tag relevant people on issues could help make video communication through Software X more effective for project work.
This document summarizes a presentation about making and sharing content online as a researcher. It discusses recording, editing, and hosting digital content like documents, slides, images, audio, and video. It encourages open sharing of research outputs to enhance impact and engagement. Some challenges of digital sharing are addressed, such as copyright and ensuring materials are adapted for different audiences. Tools for different types of digital media are listed.
A2DataDive: African Health OER Network - Content FocusOpen.Michigan
Final presentation from the A2 Data Dive. Feb. 10- 12, 2012. visit the wiki for more information: http://wiki.datawithoutborders.cc/index.php?title=Project:Current_events:A2_DD
Nois3 is a creative web agency based in Rome, Italy that designs responsive websites and digital strategies. They focus on understanding customer needs and continuous delivery of valuable software. Nois3's services include brand identity and strategy, experience design, front-end development, event management, and training. They provide examples of websites and apps they developed for various clients.
Semantic Web and Blockchain for Decentralized and Web-wide Content Management in the Era of Social Media
Digitalisation and the web have made it difficult for content owners to manage their rights, keep track of how their content is used and paid for. Creators also struggle to be paid royalties in a timely way. While changes are needed, a balance is required so that creativity is not stifled with a resulting loss to society. These challenges require mechanisms that scale to the Web but take into account the subtleties of the underlying copyright regimes, including moral rights, fair use and other exceptions.
We propose using Web 3.0 technologies - ranging from semantic technologies to blockchain. Semantic technologies provide knowledge representation tools capable of modelling copyright and enable computer-supported rights management. Blockchain with smart contracts makes it possible to both register copyright and record transactions in a trustless environment while providing for automatic execution of the smart contract’s terms.
Together, semantic representations like Copyright Ontology smart contracts provide a promising foundation to build a decentralised platform capable of dealing with rights management at the Web scale and enable new business models that better accommodate copyright in the era of social media.
Getting Started With User-Centered Content by Emileigh Barnes & Kate Garklavs...Blend Interactive
Writing for the web is messy and complicated. As web content managers, we must weigh user needs against stakeholder demands, tight timelines, budget constraints, and more. We’re often thrown into projects that are already underway or lack a clear strategy. Our work is constrained by organizational pressures.
In this workshop, we’ll talk about aligning content with project goals, creating a strategy that puts users first, and building products that can maintain momentum and success, even after we’re gone.
Taking Responsibility for the Things We Unleash Into the World - IoT Meetup 2...Daytona
The document discusses the ethical responsibilities of designers when creating technologies that can influence or manipulate user behavior. It notes that while persuasion is inherent to design, there is a difference between persuasion and deception. The document examines examples of technologies that use questionable manipulation techniques and argues that designers must consider whether their work is understandable, useful, and ethical. It emphasizes that designers have power to help or deceive people and should use their skills to do good.
Daytona Alpha - Our Way of usability testing - Linda Mattsson - UX Open 2013Daytona
This document outlines Daytona Alpha's approach to usability testing to create better web services. It recommends scheduling test days and frequencies, hiring a consultancy to recruit users, inviting those users, and ensuring designers are aware so they can test their designs. The goal is to become a better UX designer through usability testing.
Topp 10 webbtrender för 2010 - Webbfredag hos Daytona 2009-04-17Daytona
This document is a list titled "TOP 10 WEBBTRENDER 2010" that ranks the top 10 trends in web technology for 2010. Each trend is accompanied by a quote about that trend. Some of the trends mentioned include augmented reality, social TV, the Internet of Things, live web, banking 2.0, cloud computing, and open source platforms.
Daytona Sessions vol. 1 - Henrik Torstensson - Utan KristallkulaDaytona
This document summarizes Mark Twain and William Gibson quotes about predicting the future and lists 5 areas related to the future: access, distribution, cheaper technology, advertising, and social publishing. It also provides contact information for Henrik Torstensson.
Daytona Sessions vol.1 - Johan Ragnevad - Five years - an Internet eternity, ...Daytona
This document discusses lessons learned from more than ten years of mobile operator struggles to capitalize on new technologies and business models. It argues that mobile operators have focused too much on carrier-grade features rather than what consumers want, which are good-enough, coolest technologies. While operators separated access from content, the mobile world did not follow this model, and one integrated ecosystem has proven most successful. The document suggests operators enable key Internet capabilities on mobile networks and embrace a more web-centric approach to remain relevant in the future mobile internet landscape.
Best Digital Marketing Strategy Build Your Online Presence 2024.pptxpavankumarpayexelsol
This presentation provides a comprehensive guide to the best digital marketing strategies for 2024, focusing on enhancing your online presence. Key topics include understanding and targeting your audience, building a user-friendly and mobile-responsive website, leveraging the power of social media platforms, optimizing content for search engines, and using email marketing to foster direct engagement. By adopting these strategies, you can increase brand visibility, drive traffic, generate leads, and ultimately boost sales, ensuring your business thrives in the competitive digital landscape.
1. designing the future
of broadcasting
ServDes 2012
DAYTO N A C OMMU N IC AT IO N A B
Riddargatan 17D, 114 57 Stockholm, Sweden
Phone +46 8 579 397 50, Fax +46 8 579 397 55
www.daytona.se, info@daytona.se
15. example:
catch-up behavior
Number of VoD views of a particular video over time
VoD views
days after broadcast
0 1 2 3 4 5 6 7
16. analysis
traffic sources
Catch-up viewer Zapper
landing pages
The parent Archive grazer
# of videos watched
searches
Live viewer Clip surfer
...and much more behavioral groups
29. general What types of discussions takes place here?
discussion
What language is used?
tonality How do users express themselves?
Customary behavior
Pervasive themes
subject related
topics Typical questions
Terminology
Signifying communication capturing the
post examples
overall feeling of the conversation
What other sites and services do the users
environment
tend to use?
30. We only did observation.
No participation.
Upside = got a whole of information
Downside = Missed out on private
conversation