948 resultados para Interaction Human-Digital TV


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Pós-graduação em Comunicação - FAAC

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Em 2003, quando da publicação do decreto nº 4.901, que institui o Sistema Brasileiro de Televisão Digital SBTVD , o panorama vislumbrado era imenso e inspirador: o que despontava era a possibilidade de se ter acesso à internet e todas as vantagens decorrentes dela em cada aparelho de TV do país. Com as discussões sobre qual sistema adotar e posteriormente com as indefinições sobre o middleware, houve tempo suficiente para a internet se afirmar como mídia essencialmente interativa, deixando, por hora, para a TV Digital a qualidade de imagem . O que vemos agora é a qualidade da imagem que alcança em banda larga a tela do computador, seduzindo ainda mais os usuários de TV. Com o Plano Nacional de Banda Larga que visa à popularização da internet de alta velocidade no Brasil, prometido pelo Governo Lula, a TV Digital pode de um lado garantir o canal de retorno necessário para a interatividade plena e, de outro lado, perder uma importante batalha para a internet, que se firmará de vez como mídia interativa.

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This article aims to map the development of the market of digital TV in Brazil, under the aspect of the relation among culture, technology and politics. We start with a history of analog TV, since its inception, showing matrices of Brazilian TV. Then we try to show current conditions of the TV market in the country, its ambiguous relation with the internet and the possible ways for survival of open digital TV: respect for cultural diversity, the observation of the habits acquired from other media, the consistent use of digital language and the modifi cation of public policies in favor of the collective and not protectionism of large private communication companies.

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This article presents considerations concerning the interaction between communication and digital platforms and applications developed to perform computerized climate monitoring and issue alerts about natural disasters. From work in the Center for Integrated Natural Disaster Alert (CIADEN), which processes meteorological data provided by Platform Monitoring, Analysis and Warning TerraMA2 designed by the National Institute for Space Research (INPE) to conduct monitoring and fi ring warning about climate risk environment, we propose the expansion of interactivity with the various possibilities of digital communication available today for signifi cant portion of society. On another front, the CIADEN has articulated teaching and research on climate monitoring and warning of natural disasters, weather, and geoprocessing environment, involving teachers and students both in school and in higher and technical.

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The ideal proposed by Decree No. 4901 of 26 November 2003 establishing the Brazilian System of Digital Television (SBTVD) still seems more remote from reality as possible in 2003, where it was believed more in digital inclusion (and social) through access Digital TV via internet than to the development of specifi c products for this media. The reality still shows up differently and it is possible to believe that there was an innocent vision and too optimistic a project that did not meet even the demands of society: SBTVD. The problem to be solved is to get Digital TV adds value to the needs of today’s consumers of content, space has been occupied quickly by computers and devices connected to the internet and even the informal trade of DVDs and video games.

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The aim of this paper is to describe and analyze the process of implementing the Digital Television in Argentina between November, 2011 and April, 2012, a period where this author has developed postdoctoral research entitled "Digital TV, T-Learning and Edutainment: An Assessment of the Argentine case" at the University of La Matanza in San Justo, City of Buenos Aires, Argentina.

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The deployment of Digital TV in Brazil opens up space for the development of educative content based on the concepts of t-learning and edutertainment. The study proposes the application of the gamification as a link of communication to encourage and modify the users’ behavior. However, bumps into itself on the conceptual problem, once the literature brings several definitions that vary according to the application context. The objective this study, exploratory, is to propose a conceptual approach, in order to build a delimited concept that substantiates the gamification system in Interactive Digital TV.

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This paper presents proposals for the use of interactivity in the telejournalism in an open television broadcaster and the consequences of this use. The issues raised here go beyond technical issues and also addresses issues of theoretical field. The fundamental purpose of this paper is to present interactive possibilities in television journalism as a way of providing this television format tools to keep up with technological changes in the field of production and sharing news. However, by using these tools, the television news is enabling reversal of two important hypotheses that describe the analog television journalism: Scheduling Hypothesis and the Spiral of Silence. To reach your main goal we used a theoretical framework relevant to the issues addressed here and a survey of some interactive applications for digital television developed specifically for TV newscast. From this instrument, we selected two sets of interactive features that can be employed, in general, newscasts, and how these features relate to the hypotheses of Scheduling and Spiral of Silence.

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“Virtual Studio” is a system developed for the creation of virtual sets, as well as any threedimensional virtual objects that can be digitally integrated to the scenes captured on a real television studio. Through techniques such as chroma-key, computer graphics , augmented reality and virtual reality is possible flexibility in producing content for digital TV, reduce cost and meet 12.485/2011 law, the Brazilian “Law of Pay TV”, which has among its objectives “to increase the production and circulation of diverse and quality Brazilian audiovisual content, generating jobs, income, royalties, professionalism and strengthening of national culture” (ANCINE , Brazilian Nacional Cinema Agency ). Based on this background, an overview of the benefits of using the technologies mentioned for the production of content for digital television is presented. This work involves the development of a system of Interactive Virtual Studio called ARSTUDIO per team of researchers from the Posgraduate Program in Digital Television: Information and Knowledge at UNESP, São Paulo State University in Bauru, State of São Paulo, Brazil.

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The goal of this article is to describe the production of “Interactive Reality” program, prototype for interactive Digital TV newscast based on the concept of infotainment, defined as a genre hybrid television show between information and entertainment. Therefore, it is proposed a script with interactive content, a prototype of the newscast, its results and implications for future researches.

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This text reflects on the techniques and the process of image production and its artistic composition to digital television in high defini- tion, whereas the 4:3 and 16:9 formats will exist until shutdown of the analog signal. Within this period, consumers of television programming that have analog receivers will continue to see the images in 4:3 format. That fact determines that the productions in high definition, while capturing images with larger viewing area and have high contrast ratio (>1000:1) must be main- tain the elements of visual storytelling within the smallest area and with the contrast ratio of the analog tv (30:1), at the risk of distorting visually the messages produced by the directors.

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Virtual Studio is a system developed for the creation of virtual sets , as well as any three-dimensional virtual objects that can be digitally integrated to the scenes captured on a real television studio . Through techniques such as chroma-key , computer graphics , augmented reality and virtual reality is possible flexibility in producing content for digital TV , reduce cost and meet 12.485/2011 law , the Brazilian Law of Pay TV , which has among its objectives to increase the production and circulation of diverse and quality Brazilian audiovisual content, generating jobs, income , royalties, professionalism and strengthening of national culture (ANCINE , Brazilian Nacional Cinema Agency ). Based on this background , an overview of the benefits of using the technologies mentioned for the production of content for digital television is presented . This work involves the development of a system of Interactive Virtual Studio called ARSTUDIO per team of researchers from the Posgraduate Program in Digital Television: Information and Knowledge at UNESP , São Paulo State University in Bauru , State of São Paulo, Brazil .

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This paper proposes an extension to the televisionwatching paradigm that permits an end-user to enrich broadcast content. Examples of this enriched content are: virtual edits that allow the order of presentation within the content to be changed or that allow the content to be subsetted; conditional text, graphic or video objects that can be placed to appear within content and triggered by viewer interaction; additional navigation links that can be added to structure how other users view the base content object. The enriched content can be viewed directly within the context of the TV viewing experience. It may also be shared with other users within a distributed peer group. Our architecture is based on a model that allows the original content to remain unaltered, and which respects DRM restrictions on content reuse. The fundamental approach we use is to define an intermediate content enhancement layer that is based on the W3C’s SMIL language. Using a pen-based enhancement interface, end-users can manipulate content that is saved in a home PDR setting. This paper describes our architecture and it provides several examples of how our system handles content enhancement. We also describe a reference implementation for creating and viewing enhancements.

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Esta tesis se suma a los intentos teóricos de clarificar la impronta del dominio digital en lo arquitectónico. Propone una cartografía crítica para reconstruir el proceso de tal convergencia considerando aquellos acontecimientos reveladores que lo han pautado. La integración de la extensión digital propia las tecnologías de la información y la comunicación en el contexto tradicional arquitectónico ha supuesto el advenimiento de un ecosistema artificial complejo. A esta realidad o proceso concurrente se la denomina el Entorno Aumentado. La línea principal de investigación explora el desarrollo de la interacción hombre-máquina, en sendas trayectorias sincrónicas convergentes. El análisis se aborda por tanto desde la consideración de esa naturaleza dual, atendiendo simultáneamente a la humanización del dominio digital o cómo la computación se adapta a la condición natural de ser humano, y a la digitalización del ser humano o cómo éste asume el imperativo digital. El análisis resulta vertebrado desde la condición panóptica del punto de observación del acontecimiento: la cuarta pared, entendida como pantalla y punto de inflexión que estructura la convergencia de los entornos físico y digital. La reflexión acometida sobre la construcción del Entorno Aumentado procura la verificación de la tesis, que es central en esta investigación: la multiplicación dimensional del lugar físico mediante su extensión con un campo informacional procedente del dominio digital, y sus efectos en la construcción de la nueva ecología digital propia del Entorno Aumentado. Esta circunstancia se produce tras la eclosión de la Revolución Digital en la segunda mitad del siglo XX, el consecuente incremento de la interacción entre los entornos digital y físico, y el alcance de un nivel superior de comunicación en los procesos arquitectónicos. Los síntomas del Entorno Aumentado se hacen notar en nuestra contemporaneidad; en ese sentido, la tesis alcanza un diagnóstico del cambio. La fractura y obsolescencia del límite espacio-temporal establecido por las dicotomías históricas privado-público, casa-ciudad, trabajo-ocio,…etc., o la vigencia del proyecto procedimental son algunas de sus consecuencias en el modo de abordar la disciplina arquitectónica. Abstract This dissertation aims to complete the theoretical attempts to clarify the digital domain imprint on the architectural realm. It constructs a critical cartography to reconstruct the process of such convergence, considering those principal events who have scheduled it. The integration of TIC’s digital extension through the traditional architectural context has meant the advent of an artificial complex ecosystem. This reality or concurrent process is called The Augmented Environment. The key research attempt explores man-machine interaction process in both synchronous converging trajectories. The analysis therefore addresses from the consideration of this dual nature, focusing simultaneously in humanizing digital domain process or how the computer fits the natural condition of human beings, and in digitalizing human beings or how it affords the digital imperative. The analysis is structured from the panoptic condition of the event scope: the fourth wall as screen that structures the convergence of physical and digital environments. The examination of The Augmented Environment’s assembly pretends the verification of the central point of this research: the dimensional multiplication of physical space by extending informational fields from the digital domain, and its effects on the construction of the Augmented Environment new digital ecology. This circumstance occurs after the arrival of the Digital Revolution in the second half of the twentieth century, with the consequent increase in the interaction between digital and physical environments, and the reach of a higher level of communication in architectural processes. The Augmented Environment signs are alive nowadays; in that sense, the thesis reaches a diagnostic of the changes. The fracture and obsolescence of the time-space limit established by historic dichotomies as private-public, home-city, working-leisure...etc., or the validity of the procedural design are some of its consequences on the architectural discipline.

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A televisão nos dias atuais tem sofrido inúmeras inovações tecnológicas nos campos das transmissões multimídia, qualidade audio-visual e diversidade de funcionalidades. Entretanto, esta essencialmente mantêm sua característica de fornecer informações de forma quase que instantânea à população. O ambiente atual da televisão digital é caracterizado pela coexistência de inúmeros dispositivos capazes de oferecerem uma experiência televisa, associando-se computadores pessoais, smartphones, tablets e outros eletrônicos de consumo. Ainda, pode se incluir a este cenário a disponibilidade de inúmeras redes de transporte de dados tais como a radiodifusão, satélite, cabo e redes em banda larga. Este cenário diversificado, em termos de dispositivos e redes, é denominado de cenário de televisão digital híbrida, a qual destaca-se a interação do expectador com os diversos dispositivos. Estes cenários, por sua vez, motivam o desenvolvimento de tecnologias que permitem o aperfeiçoamento da pervasividade e dos meios pelos os quais os aplicativos possam ser suportados em diferentes plataformas. Este trabalho propõe ambientes interoperáveis envolvendo a televisão digital interativa e outros eletrônicos de consumo, aos quais foram realizados estudos e experimentos para se observar diferentes técnicas de sincronização e comunicação entre plataformas de interatividade para a televisão digital híbrida. Os resultados apontam para a possibilidade de cenários interoperáveis envolvendo o uso de marcadores e também recursos de redes e serviços TCP/IP, levando em consideração a eficiência e eficácia nos diferentes métodos. Conclui-se que os resultados odem motivar o desenvolvimento de cenários diferenciados envolvendo a televisão digital interativa e dispositivos de segunda tela, o que incrementa a interatividade e as formas de entretenimento.