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Interactive television

From Wikipedia, the free encyclopedia
Form of broadcast media
Not to be confused withinteractive television (narrative technique).
Digital TV set-top box

Interactive television is a form ofmedia convergence, adding data services to traditionaltelevision technology. It has included on-demand delivery of content, online shopping, and viewer polls. Interactive TV is an example of how new information technology can beintegrated vertically into established technologies and commercial structures.[1]

History

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Prior to the development of interactive television, interaction could only be simulated. In the 1950s, there were limited efforts to provide an illusion of interactive experience, most overtly withWinky Dink and You, which encouraged viewers to draw on a vinyl sheet they would attach to a television set.[2]QUBE operated an interactivecable television service in Ohio from 1977 to 1984.[3]

An interactivevideo-on-demand (VOD) television service was proposed in 1986 in Japan, where there were plans to develop an "Integrated Network System" service. It was intended to include various interactive services, includingvideotelephony,home shopping,online banking,remote work, and home entertainment services. However, it was not possible to practically implement such an interactive VOD service until the adoption of DCT and ADSL technologies made it possible in the 1990s. In early 1994,British Telecommunications (BT) began testing an interactive VOD television trial service in the United Kingdom. It used the DCT-basedMPEG-1 andMPEG-2 video compression standards, along with ADSL technology.[4]

Sega Channel, a service that allowedSega Genesis owners to download video games on demand viacable television signals, began rolling out in the United States in 1994 and was discontinued in 1998. It has been described as a form of interactive television.[5]

The firstpatent of interactive connected TV was granted in 1999 in the United States; it expired in 2015.[6]

ATSC 3.0, also known as "NextGen TV", adds interactivity features toterrestrial television. As of April 2022, broadcasters in 60media markets in the United States were using ATSC 3.0.[7]

Forms of interaction

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Interactive TV includes programs that directly incorporate polls, questions, comments, and other forms of audience response back into the show. For example, Australian media producerYahoo!7's Fango mobile app allows viewers to provide material that producers can insert into live programming. During the2012 Australian Open, viewers used the app to suggest questions for commentatorJim Courier to ask players in post-match interviews.[8]

"One-screen" formats involve interaction on the TV screen, using the remote control. Remote-control user interfaces are known inhuman-computer interaction research as "lean back" interaction,[9] and as a10-foot user interface.[10]Second screen interactive TV, also calledEnhanced TV byABC andESPN, uses a personal computer or mobile application.[11] Chat Television, developed in 1996, was the first example of a second screen interactive TV format. The system synchronized online services with television broadcasts, grouping users by time zone and program, so that all real-time viewers could participate in a chat or interactive gathering during the show's airing.[12]

Interactive TV features insmart TVs have drawn criticism because they allow TV manufacturers to collect and transmit data about customer behavior for the purposes oftargeted advertising.[13]

See also

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References

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  1. ^Kim, Pyungho (1999). "A Story Of Failed Technology: Deconstructing Interactive TV Networks".Javnost-The Public.6 (3): 87.doi:10.1080/13183222.1999.11008720.
  2. ^Bob Greene (March 31, 2013)."Winky Dink and ... Bill Gates?".CNN. RetrievedMarch 27, 2018.
  3. ^Rogers, Everett M.Communication Technology: The New Media in Society. New York: Free Press, 1986, p. 63.
  4. ^Lea, William (9 May 1994).Video on demand: Research Paper 94/68.House of Commons Library. Archived fromthe original on 20 September 2019. Retrieved20 September 2019.
  5. ^Rossen, Jake (March 24, 2022)."When '90s Gamers Tuned into the Sega Channel".Mental Floss. RetrievedSeptember 18, 2022.
  6. ^"Espacenet - Bibliographic data". Archived fromthe original on 2015-09-04.
  7. ^Schelle, Anne (April 25, 2022)."NextGen TV spurs a renaissance of interactive television—how broadcasters can gain from it".NewscastStudio. RetrievedSeptember 18, 2022.
  8. ^Kennedy, Jessica (10 February 2012)."Social TV on the rise". B&T Online. Archived fromthe original on 30 December 2012. Retrieved16 February 2012.
  9. ^Dewdney, Andrew (2006).The Digital Media Handbook. Routledge. pp. 289.ISBN 9780203645789.
  10. ^Kunert, Tibor."User-Centered Interaction Design Patterns for Interactive Digital Television Applications". Springer. Retrieved2009-07-06.
  11. ^"Prediction: NanoGaming Will Replace Nielsen".Madisonavenuejournal.com. Archived fromthe original on 23 December 2007. Retrieved9 June 2018.
  12. ^Moncreiff, Craig T. (Oct 27, 1998)."Computer network chat room based on channel broadcast in real time".Google.com. Retrieved2016-01-16.
  13. ^Lobato, Ramon; Scarlata, Alexa (September 5, 2022)."Smart TVs are watching what you watch and selling your data to advertisers".Choice. RetrievedSeptember 18, 2022.
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