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Author

Beate Siegel

Bio: Beate Siegel is an academic researcher from University of Passau. The author has contributed to research in topics: Interactive video & Smacker video. The author has an hindex of 4, co-authored 7 publications receiving 63 citations.

Papers
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Proceedings ArticleDOI
25 Oct 2010
TL;DR: An intuitive authoring system and player for interactive non-linear video called SIVA Suite is presented for demonstration and additional forms of interactivity are realized as clickable objects in the video and a table of contents for the video.
Abstract: In this paper, an intuitive authoring system and player for interactive non-linear video called SIVA Suite is presented for demonstration. Such videos are enriched by additional content. Possible forms of additional content are plaintext, richtext, images and videos. Interactivity is implemented based upon selection buttons which allow the user to follow different plotlines. Additional forms of interactivity are realized as clickable objects in the video and a table of contents for the video. The software provides a tool for manually cutting videos and an automated shot detection. The non-linear flow of the video can be designed using a scene graph with fork nodes. Editors for text and images support the user in adding information to the video. A finished video project is exported to an XML file with a specific schema and Flash video (flv) files. The player processes the XML file, plays the interactive video and shows additional contents. It can be customized to the requirements of the presentation of the video and the corporate design of the homepage the video is embedded in.

31 citations

Proceedings ArticleDOI
02 Dec 2013
TL;DR: This paper presents an HTML5 player for interactive non-linear videos using CSS and JavaScript, and provides extended navigation in the video, areas for additional information, opportunities for collaboration, and a logging function.
Abstract: With HTML5 becoming more and more standardized, it is possible to implement platform independent applications running on smartphones, tablets, laptops, and desktop PCs with different operating systems and screen resolutions. A combination of HTML5 with CSS and JavaScript allows the implementation of appealing user interfaces with advanced functionality. In this paper we present an HTML5 player for interactive non-linear videos using these technologies. In addition to standard player functions, our player provides extended navigation (button panels, table of contents, keyword search) in the video, areas for additional information, opportunities for collaboration, and a logging function. The latter allows analyses of the user behavior for further research questions. We also address first user studies.

15 citations

01 Jan 2009
TL;DR: Der Einsatz of Videomaterialien im traditionellen Unterrichtskontext ist seit langem beliebt anders als Naturdokumentation im Biologieunterricht oder als Spielfilm oder Nachrichtensendung im Rahmen der Fremdsprachenausbildung.
Abstract: Der Einsatz von Videos in E-Learning-Applikationen wird zunehmend forciert. Die Interaktivitat in diesen Applikationen ist dabei jedoch meist sehr gering. Sie beschrankt sich im Allgemeinen auf das Unterbrechen und das Springen in die nachste Szene des Videos, wodurch ein exploratives, situiertes und problemorientiertes Lernen kaum moglich ist. Mit Hilfe einer integrierten Losung fur die Produktion und den Einsatz von interaktiven Videos – der SIVA Suite – werden Autoren einer E-Learning-Applikation in die Lage versetzt, auf einfache Weise interaktive Lerninhalte zu erstellen, die auf bestehendem, „passivem“ Videomaterial aufbauen. Der Nutzer der Anwendung kann sich, ahnlich wie beim hypertext-basierten Lernen, die fur ihn relevanten Informationen mit Hilfe der interaktiven Funktionen heraussuchen und je nach verwendeten Interaktionselementen auch aktiv mit dem Video arbeiten. Im vorliegenden Beitrag wird ein prototypisches Autorensystem zur Entwicklung interaktiver Videos vorgestellt und die Funktionalitat des Systems fur zwei Anwendungsfelder bewertet. 1 Einfuhrung und Motivation Der Einsatz von Videomaterialien im traditionellen Unterrichtskontext ist seit langem beliebt. Beinahe in allen Unterrichtsfachern kommen Videos immer dann zum Einsatz, wenn der Stoff des Lehrplanes vertieft, veranschaulicht oder gefestigt werden soll – ob nun als Naturdokumentation im Biologieunterricht oder als Spielfilm oder Nachrichtensendung im Rahmen der Fremdsprachenausbildung. Ahnlich positiv wird der Einsatz von hypertext-basierten Anwendungen im Unterricht gesehen, da sie sowohl die Lerneffizienz als auch die Motivation der Lernenden unterstutzen konnen. Besonders im Fremdsprachenunterricht wird dem Lernen mit Internetquellen eine grose Bedeutung zugeschrieben, da hier Attribute wie Aktualitat, Abwechslungsreichtum, Authentizitat und Kommunikativitat zur Geltung kommen [SM04]. Die seit langem gern genutzten Videos konnten durch die Anreicherung mit Interaktivitat und Zusatzinformationen dem Internet den Weg in die Klassenzimmer ebnen. Lehrern, Dozenten und Trainern in allen Bereichen der Ausund Weiterbildung eroffnen sich damit neue didaktische Moglichkeiten. Zum einen kann Lernenden neben dem erprobten Lernstoff zugleich Medienkompetenz vermittelt werden. Zum anderen konnte durch die interaktiven Videos die Lernmotivation signifikant verstarkt werden.

6 citations


Cited by
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Journal ArticleDOI
TL;DR: This work introduces an authoring tool called SIVA Producer, a specialization to one main medium, in this case video, that allows creating efficient authoring tools using well known paradigms and a distinction of the terms “interactive video”, ‘annotated video’, “non-linear video“ and “hypervideo” is given.
Abstract: With growing bandwidths in the Internet and seemingly unlimited storage capacities on web servers, media became more and more important in the daily use of the World Wide Web. While about ten years ago only text and images with small file sizes (and as a result small resolutions) could be used, it is possible to watch high quality multimedia presentations nowadays. But those rarely exist because of tedious to learn authoring tools. A specialization to one main medium, in our case video, allows creating efficient authoring tools using well known paradigms. This work introduces an authoring tool called SIVA Producer. An iterative process for improving the usability of the authoring tool is described. Furthermore, a distinction of the terms "interactive video", "annotated video", "non-linear video" and "hypervideo" is given.

51 citations

Journal Article
TL;DR: Results indicate that users' video perceptions (Likes and Dislikes) are indeed in- fluenced by the dispersion of valuable and inferior comments, and a new comment classification approach is proposed which captures salient aspects of YouTube comments.
Abstract: User comments are the most popular but also extremely controversial form of communication on YouTube. Their public image is very poor; users generally expect that most comments will be of little value or even in thorough- ly bad taste. Nevertheless, heaps of comments continue to be posted every day. We propose an explanation for this contradiction in user attitudes and behaviour based on a new comment classification approach which captures salient aspects of YouTube comments. We show that, based on our new classification, we are able to perform very fast lightweight semantic video analysis. In addition, our results indicate that users' video perceptions (Likes and Dislikes) are indeed in- fluenced by the dispersion of valuable and inferior comments.

45 citations

Journal ArticleDOI
TL;DR: This article analyzed more than 400 papers for relevant work in hypervideos and interactive multimedia presentations to discover a set of trends and unsolved problems, and propose directions for future research.
Abstract: Hypervideos and interactive multimedia presentations allow the creation of fully interactive and enriched video. It is possible to organize video scenes in a nonlinear way. Additional information can be added to the video ranging from short descriptions to images and more videos. Hypervideos are video-based but also provide navigation between video scenes and additional multimedia elements. Interactive multimedia presentations consist of different media with a temporal and spatial synchronization that can be navigated via hyperlinks. Their creation and description requires description formats, multimedia models, and standards—as well as players. Specialized authoring tools with advanced editing functions allow authors to manage all media files, link and arrange them to an overall presentation, and keep an overview during the whole process. They considerably simplify the creation process compared to writing and editing description documents in simple text editors. Data formats need features that describe interactivity and nonlinear navigation while maintaining temporal and spatial synchronization. Players should be easy to use with extended feature sets keeping elements synchronized. In this article, we analyzed more than 400 papers for relevant work in this field. From the findings we discovered a set of trends and unsolved problems, and propose directions for future research.

33 citations

Proceedings ArticleDOI
04 Sep 2012
TL;DR: A formal definition of the term "interactive non-linear video" is given to clarify the elements and possible relations between elements contained in such videos and a new event-based XML format is introduced to describe this form of video.
Abstract: A literature review on the term "interactive video" and "interactive non-linear video" revealed different levels of interaction in varying definitions. We give a formal definition of the term "interactive non-linear video" to clarify the elements and possible relations between elements contained in such videos. Furthermore, we introduce a new event-based XML format consisting of four required and two optional elements to describe this form of video. A scene graph consisting of scenes with triggers for annotations builds the core of the format. Formal definition and XML format are both illustrated by a real world example.

29 citations

Dissertation
18 Nov 2011
TL;DR: In this article, the authors propose a model for the analysis of the relationship between action, activite, and inscriptions in the context of lecture active audiovisuelle.
Abstract: Ce memoire est l'occasion de presenter nos travaux a l'Universite Claude Bernard Lyon 1. Il est compose de trois parties, la premiere visant a proposer une thematisation originale des liens entre activite et inscriptions numeriques de l'activite sous la forme de structures informationnelles, les deux suivants etant consacres a nos thematiques principales de recherche qui sont, d'une part la lecture active audiovisuelle et les systemes d'interpretation, et d'autre part les systemes a base de traces modelisees. Le premier chapitre est consacre a l'exploration des liens entre l'activite informatiquement mediee et les representations qui y sont impliquees. Une premiere etude critique decrit la notion d'inscription de connaissances proposee par B. Bachimont au sein d'une theorie du support pour permettre de penser la rencontre ou l'experience qu'une conscience fait des dispositifs technologiques et des inscriptions. Cette proposition vise a thematiser la numericite des inscriptions et nous interesse donc a ce titre, mais elle se revele a notre sens insuffisante pour penser un individu actif engage dans un processus de manipulation d'inscriptions. Une seconde etude est alors consacree aux liens entre action, activite et inscriptions dans les theories dites " post-cognitivistes " de la cognition. Les inscriptions soutiennent l'activite et la sous-tendent tout a la fois, et nous nous interesserons particulierement aux inscriptions dans leur perception et leur manipulation par un etre humain suivant la theorie instrumentale. Cependant, les inscriptions en tant qu'elles peuvent etre numeriques ne sont que peu thematisees. Notre derniere etude est orientee autour de la proposition de penser la notion de structure informationnelle et les instruments associes comme permettant d'articuler le monde numerique a l'activite humaine et l'activite humaine au monde numerique. Une structure informationnelle est une inscription numerique en acte, objectivable, mais non obligatoirement canonique, c'est-a-dire manipulee explicitement par le systeme. Cette proposition permet de penser le cote humain de l'activite instrumentee tout en conservant le calcul et les representations associees comme preoccupation informatique. Nous presentons egalement la notion d'espace informationnel qu'un utilisateur enacte, et les directions de recherche ouvertes par nos propositions. Le deuxieme chapitre est principalement consacre a la presentation de nos travaux sur les systemes de lecture active audiovisuelle. Nous proposons d'abord une etude rapide sur le cadre general des technologies intellectuelles comme soutenant le travail intellectuel, l'activite ouverte d'interpretation et de manipulation d'inscriptions de connaissances personnelles. De telles inscriptions et reinscriptions se font au sein de ce que nous proposons d'appeler des systemes d'interpretation qui offrent aux utilisateurs la possibilite de manipuler consciemment des structures informationnelles de toutes sortes, par exemple sous la forme de donnees, de schemas ou de feuilles de style et de formulaires, et de partager celles-ci comme reifications de pratiques. La lecture active audiovisuelle est une activite intellectuelle qui s'effectue dans un systeme d'interpretation permettant de construire des hypervideos a partir d'annotations. Nous presentons alors nos travaux autour du projet Advene (Annotate Digital Video, Exchange on the NEt), notamment les modeles associes, l'outil generique Advene pour l'annotation et la construction d'hypervideos, ainsi que quelques applications de lecture active associees a l'analyse des interactions et la critique filmique. Nous pouvons alors tirer un bilan des presque dix ans de ce projet et proposer quelques directions pour la suite. Le troisieme et dernier chapitre presente essentiellement nos travaux sur les traces numeriques. Nous definissons d'abord la notion de trace en general comme inscription permettant de viser le passe au cours d'une interpretation et presentons comment les traces d'activite mediees sont largement utilisees au sein de systemes varies allant de l'analyse a la reflexivite. Nous considerons que l'enjeu est de manipuler des traces numerique explicites definies comme " inscriptions canoniques temporellement orientees " dans des systemes d'interpretation orientes trace. Nous pouvons alors presenter la notion de trace modelisee comme un certain type de trace explicite, ainsi que nos travaux dans ce cadre depuis plus de dix ans : l'approche Musette, le cadre general des systemes de base de traces modelisees (SBTm) ainsi que la formalisation des traces et des transformations pour construire des systemes de gestion de bases de traces (SGBT). Differents travaux applicatifs sont ensuite presentes qui permettent d'illustrer les differentes utilisations des traces modelisees dans des contextes applicatifs varies, visant notamment le support a l'awareness, a la rememoration, a la reflexivite, a la redocumentation et au partage, ou encore a la reprise d'activite.

27 citations