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Are we in sync?: synchronization requirements for watching online video together.

Published: 07 May 2011 Publication History

Abstract

Synchronization between locations is an important factor for enabling remote shared experiences. Still, experimental data on what is the acceptable synchronization level is scarce. This paper discusses the synchronization requirements for watching online videos together - a popular set of services that recreate the shared experience of watching TV together by offering tools to communicate while watching. It studies the noticeability and annoyance of synchronization differences of the video being watched, as well as the impact on users' feelings of togetherness, both for voice chat and text chat. Results of an experiment with 36 participants show that when using voice chat, users notice synchronization differences sooner, are more annoyed and feel more together than when using text chat. However, users with high text chat activity notice synchronization differences similar to participants using voice chat.

References

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  • (2024)Examining Technologies to Reduce Response Time in Hands-on Exercise Environment Over Widely Distributed Computer Network Utilizing RENsProceedings of the Asian Internet Engineering Conference 202410.1145/3674213.3674218(36-45)Online publication date: 9-Aug-2024
  • (2023)Enabling and Understanding Interactive Social VR360 Video ViewingProceedings of the 2023 ACM International Conference on Interactive Media Experiences10.1145/3573381.3597216(329-334)Online publication date: 12-Jun-2023
  • (2022)Toward Hyper-Realistic and Interactive Social VR Experiences in Live TV ScenariosIEEE Transactions on Broadcasting10.1109/TBC.2021.312349968:1(13-32)Online publication date: Mar-2022
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cover image ACM Conferences
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
May 2011
3530 pages
ISBN:9781450302289
DOI:10.1145/1978942
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 07 May 2011

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Author Tags

  1. entertainment
  2. online video
  3. social tv
  4. synchronization

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CHI '11 Paper Acceptance Rate 410 of 1,532 submissions, 27%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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Cited By

View all
  • (2024)Examining Technologies to Reduce Response Time in Hands-on Exercise Environment Over Widely Distributed Computer Network Utilizing RENsProceedings of the Asian Internet Engineering Conference 202410.1145/3674213.3674218(36-45)Online publication date: 9-Aug-2024
  • (2023)Enabling and Understanding Interactive Social VR360 Video ViewingProceedings of the 2023 ACM International Conference on Interactive Media Experiences10.1145/3573381.3597216(329-334)Online publication date: 12-Jun-2023
  • (2022)Toward Hyper-Realistic and Interactive Social VR Experiences in Live TV ScenariosIEEE Transactions on Broadcasting10.1109/TBC.2021.312349968:1(13-32)Online publication date: Mar-2022
  • (2022)Towards socialVR: evaluating a novel technology for watching videos togetherVirtual Reality10.1007/s10055-022-00651-526:4(1593-1613)Online publication date: 1-Dec-2022
  • (2021)Synchronizing Live Video Streaming Players Via Consensus2021 European Control Conference (ECC)10.23919/ECC54610.2021.9654969(1062-1067)Online publication date: 29-Jun-2021
  • (2021)“I Can’t Talk Now”: Speaking with Voice Output Communication Aid Using Text-to-Speech Synthesis During Multiparty Video ConferenceExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3451745(1-6)Online publication date: 8-May-2021
  • (2021)Evaluating the user Experience of a Photorealistic Social VR Movie2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR52148.2021.00044(284-293)Online publication date: Oct-2021
  • (2021)Social viewing in cinematic virtual reality: a design space for social movie applicationsVirtual Reality10.1007/s10055-020-00472-425:3(613-630)Online publication date: 1-Sep-2021
  • (2020)Multimedia quality evaluation model in streaming service environmentsInternational Journal of Ad Hoc and Ubiquitous Computing10.1504/ijahuc.2020.10666533:4(229-239)Online publication date: 1-Jan-2020
  • (2020)Again, Together: Socially Reliving Virtual Reality Experiences When SeparatedProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376642(1-12)Online publication date: 21-Apr-2020
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