Data and the City
Civic Tech, Participation and Society
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McMillan, Donald
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Engström, Arvid
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Lampinen, Airi
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Brown, Barry
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2933-2944
© Copyright 2016 ACM
Summary: We consider how data is produced and used in cities. We draw on our
experiences working with city authorities, along with twenty interviews across
four cities to understand the role that data plays in city government.
Following the development and deployment of innovative data-driven technology
projects in the cities, we look in particular at collaborations around open and
crowdsourced data, issues with the politicisation of data, and problems in
innovating within the highly regulated public sphere. We discuss what this
means for cities, citizens, innovators, and for visions of big data in the
smart city as a whole.
New interaction modes for rich panoramic live video experiences
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Barkhuus, Louise
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Zoric, Goranka
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Engström, Arvid
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Ruiz-Hidalgo, Javier
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Verzijp, Nico
Behaviour and Information Technology
2014-08-03
v.33
n.8
p.859-869
© Copyright 2014 Taylor and Francis
Summary: The possibilities of panoramic video are based on the capabilities of
high-resolution digital video streams and higher bandwidth's opportunities to
broadcast, stream and transfer large content across platforms. With these
opportunities also come challenges such as how to focus on sub-parts of the
video stream and interact with the content shown on a large screen. In this
paper, we present studies of two different interaction modes with a large-scale
panoramic video for live experiences; we focus on interactional challenges and
explore if it is (1) possible to develop new interactional methods/ways of
approaching this type of high-resolution content and (2) feasible for users to
interact with the content in these new ways. We developed prototypes for two
different interaction modes: an individual system on a mobile device, either a
tablet or a mobile phone, for interacting with the content on the same and a
non-touch gesture-based system for the home or small group interaction. We
present pilot studies where we explore the possibilities and challenges with
these two interaction modes for panoramic content.
Watching the footwork: second screen interaction at a dance and music
performance
Music, dance, and television
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Barkhuus, Louise
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Engström, Arvid
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Zoric, Goranka
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1305-1314
© Copyright 2014 ACM
Summary: Interactive mobile technologies have become part of audience experiences of
live performances in terms of both general media sharing and specific
(sometimes official) extra content. At the same time, high bandwidth affords
streaming of live events to mobile devices. We take advantage of these
technologies in our high resolution, panoramic image video stream and study a
scenario of audience members viewing the very same live event they are watching
on a tablet. The video stream on the tablet is navigational and enables
audience members to pan and zoom in the real-time video feed. We studied
audience interaction and impressions in three performances of a dance and music
show and found distinct uses of the second screen video stream. We emphasize
that despite initial reluctance, the observed utilization of the technology
opened up for new potential practices. Our study shows how working with
perceived conflict in technology can still open up design space for interactive
technologies.
Long tail TV revisited: from ordinary camera phone use to pro-am video
production
Music, dance, and television
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Juhlin, Oskar
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Engström, Arvid
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Önnevall, Elin
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1325-1334
© Copyright 2014 ACM
Summary: Pro-Am live video producers broadcast events on a regular basis. They are
here selected for an ethnographic study since their continuous content
generation can teach us something of what it takes for amateurs, who currently
struggle with mastering the video medium, to become proficient producers. We
learn from media theory that Pro-Ams are distinguished from professionals in
terms of inherent skills and identities, and have therefore focused on these
characteristics. We add to this research by showing on-going challenges that
the former face in their production, i.e. how their learning practices, such as
learning through instructions, are situated and related to particular settings.
Learning and development of skills were done as organizations, rather than as
individuals. Furthermore, the recurrent nature of both events and broadcasts
appears to be an important condition for establishing the terms needed to carry
out a production, and to learn the skills of a producer. This understanding may
explain in part why accounts in previous research, of single users struggling
with the affordances of live video, point to such difficulties in mastering the
medium. The findings guide design to better support activities contiguous with
the set-up of the production, rather than the broadcast per se.
The mobile vision mixer: a mobile network based live video broadcasting
system in your mobile phone
Mobile augmented reality and mobile video
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Engström, Arvid
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Zoric, Goranka
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Juhlin, Oskar
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Toussi, Ramin
Proceedings of the 2012 International Conference on Mobile and Ubiquitous
Multimedia
2012-12-04
p.18
© Copyright 2012 ACM
Summary: Mobile broadcasting services, allowing people to stream live video from
their cameraphones to viewers online, are becoming widely used as tools for
user-generated content. The next generation of these services enables
collaboration in teams of camera operators and a director producing an edited
broadcast. This paper contributes to this research area by exploring the
possibility for the director to join the camera team on location, performing
mixing and broadcasting on a mobile device. The Mobile Vision Mixer prototype
embodies a technical solution for connecting four camera streams and displaying
them in a mixer interface for the director to select from, under the bandwidth
constraints of mobile networks. Based on field trials with amateur users, we
discuss technical challenges as well as advantages of enabling the director to
be present on location, in visual proximity of the camera team.
Amateur vision and recreational orientation: creating live video together
Media production
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Engström, Arvid
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Perry, Mark
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Juhlin, Oskar
Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work
2012-02-11
v.1
p.651-660
© Copyright 2012 ACM
Summary: We explore the use of a live video broadcast system by a group of amateur
camera operators to film an event on networked cameraphones. Using an
interaction analysis of physical interactions and orientations to the work of
others, we examine their choice of camera angles and positions in their filming
as they attempt to provide interesting visual content and a coherent narrative.
Findings illustrate how users adapt their behaviour as co-ordination problems
occur by drawing from a set of everyday visual practices ('amateur vision').
They also show how the specifically temporal aspect of live video requires
extended attention on its production, and that this is at odds with the
'recreational orientation' of amateur film crews who simultaneously participate
in events for their own enjoyment and film them on behalf of other viewers.
Implications for the design of collaborative live broadcast media are made,
focusing on approaches to interaction design that augment users' visual
practices and allow users to look on behalf of others while experiencing places
and events themselves.
Mobile broadcasting: the whats and hows of live video as a social medium
Mobile social media and networks
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Juhlin, Oskar
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Engström, Arvid
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Reponen, Erika
Proceedings of 12th Conference on Human-computer interaction with mobile
devices and services
2010-09-07
p.35-44
Keywords: content analysis, live broadcast, mobile, social media, video, webcast
© Copyright 2010 ACM
Summary: A new type of social medium, which allows users to broadcast live video from
mobile devices to websites on the internet, is becoming increasingly popular.
We provide a qualitative content analysis of a sample from four such services.
The analysis specifically focuses on the topics presented, camerawork, and
coordination, in order to investigate the possibilities and barriers to wider
adoption of this new social medium. Although the services are growing in
numbers of users, the study reveals an immature application area. People
struggle to find interesting topics to broadcast and to manage the camera in a
way that presents them in an appealing form. But there are also examples of
topics such as artistic performances and tours, as well as ways to conduct live
transitions and coordination, that point to a more medium-specific way of using
these services. The results indicate that providing the opportunity to
broadcast live video is not enough, and that there is now a need to design for
amateurs' appropriation of camera handling techniques.
Temporal hybridity: footage with instant replay in real time
Looking with video
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Engström, Arvid
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Juhlin, Oskar
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Perry, Mark
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Broth, Mathias
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.1
p.1495-1504
Keywords: collaborative search, control room, editing, media production, social
interaction, streaming, television, video
© Copyright 2010 ACM
Summary: In this paper we explore the production of streaming media that involves
live and recorded content. To examine this, we report on how the production
practices and process are conducted through an empirical study of the
production of live television, involving the use of live and non-live media
under highly time critical conditions. In explaining how this process is
managed both as an individual and collective activity, we develop the concept
of temporal hybridity to explain the properties of these kinds of production
system and show how temporally separated media are used, understood and
coordinated. Our analysis is examined in the light of recent developments in
computing technology and we present some design implications to support amateur
video production.
Lean collaboration through video gestures: co-ordinating the production of
live televised sport
Gesture UIs
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Perry, Mark
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Juhlin, Oskar
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Esbjörnsson, Mattias
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Engström, Arvid
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.2279-2288
Keywords: live tv collaboration communication indexical gestures mobile technology
video production sport
© Copyright 2009 ACM
Summary: This paper examines the work and interactions between camera operators and a
vision mixer during an ice hockey match, and presents an interaction analysis
using video data. We analyze video-mediated indexical gestures in the
collaborative production of live sport on television between distributed team
members. The findings demonstrate how video forms the topic, resource and
product of collaboration: whilst it shapes the nature of the work (editing), it
is simultaneously also the primary resource for supporting mutual orientation
and negotiating shot transitions between remote participants (coordination), as
well as its end product (broadcast). Our analysis of current professional
activities is used to develop implications for the design of future services
for live collaborative video production.
Mobile collaborative live video mixing
Full papers
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Engström, A.
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Esbjörnsson, M.
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Juhlin, O.
Proceedings of 10th Conference on Human-computer interaction with mobile
devices and services
2008-09-02
p.157-166
Keywords: VJ, club, collaborative, hybrid media, mobile video, nighttime, production,
public displays, real time editing, socializing, visualization
© Copyright 2008 ACM
Summary: We report on design research investigating a possible combination of mobile
collaborative live video production and V Jing. In an attempt to better
understand future forms of collaborative live media production, we study how
VJs produce and mix visuals live. In the practice of producing visuals through
interaction with both music and visitors, VJing embodies interesting properties
that could inform the design of emerging mobile services. As a first step to
examine a generation of new applications, we tease out some characteristics of
VJ production and live performance. We then decide on the requirements both for
how visitors could capture and transmit live video using their mobile phones
and how this new medium could be integrated within VJ aesthetics and
interaction. Finally, we present the SwarmCam application, which has been
implemented to investigate these requirements.