Reflecting on the Workshop on Interactive Content Consumption (WSICC) Series

Rene Kaiser, Britta Meixner, Joscha Jager
2017 IEEE Multimedia  
T he level of interactivity can vary when watching TV or online media. It can range from simple-where secondscreen applications extend passive consumption with unsynchronized information about a program-to complex-where highly synchronized methods provide haptic feedback to actors of a remote live performance. Although simpler versions of interactive content enhancements are publicly available, more advanced methods and prototypes are still in the testing phase and thus stand to benefit from
more » ... to benefit from discourse in the community involving both researchers and practitioners. Enabling interactive access to multimedia content and evaluating content-consumption behaviors and experiences involve several different research areas, which are covered at many different conferences. To enable a more focused discussion on interactive content consumption and its manifold factors and facets, during a project plenary meeting in Graz in 2012, the idea was born to conduct a related workshop at a scientific conference, which turned into the Workshop on Interactive Content Consumption (WSICC) series (https:// New technologies, devices, media formats, and consumption paradigms keep emerging that allow for new types of interaction with media content. Such advances affect the user experience, its design, and scientific assessments. The timespan of the workshop series witnessed several innovations and trends, including high-resolution video, second-screen interaction, and audience feedback, all of which changed the complexion of the attention economy in content consumption and had implications on the user experience. WSICC offered a forum for exploring various approaches to interactive multimedia content consumption, with contributions from not only research institutions but also industry leaders. With this mixed audience, we discussed recent technological advances and how they enabled new forms of content interaction-focusing on audiovisual media but also other modalities. We analyzed industry case studies, considering and evaluating user needs and the impact of technological advances. We also looked into more research-oriented, user-centric studies, which evaluated new types of audiovisual content interaction, especially in the realm of societal trends and mediaconsumption paradigm shifts. The workshop's scope remained fairly constant over the years and can be categorized along four dimensions: enabling technologies, interactive content, user experience, and user interaction.
doi:10.1109/mmul.2017.3051513 fatcat:e3zdbgjbgvadhkfsmp36xqhpnq