Social TV Apps - The Future of Multiplatform Television, Transmedia, Social TV, Smart TV and Connected TV
TV apps, widgets and two-screen solutions: Augmenting TV experiencies
Originally published on the Agora Media Group blog
We write extensively on Augmented Reality and Social TV on AppMarket.tv and the Agora Media Group blog, being emerging and disruptive technologies (and also altered "behavior") that have a bright future according to MIT and Gartner, to name a few.
Q: Where do these two mutually intersect?
A: On the level of two-screen solutions and applications/widgets.
Wikipedia says on two-screen solutions:
"Two-screen", or "synchronous solutions", are a form of interactive TV that enables information about a TV show to be accessed via the internet on a mobile phone, laptop or desktop PC. Unlike one-screen interactive TV solutions, where all of the interactivity is on the television, two-screen applications are typically done from a computer, and are free to the user. In these cases, users are not changing the content on the television, they are accessing supplementary information about the show. The difference between two-screens and normal web pages are the two-screens are relevant to the live programming, refreshed in real-time, and often provide social networking around live broadcasts.
Augmenting the TV experience in a one-screen solution is happening, sure, think of teletext or subtitles for instance.
But the augmentation is up to a certain level, due to the content and focus it has on that certain time.
Two-screen solutions on the other hand enable augmentating of the TV experience to a new level, where it comes into its own.
These kind of solutions are great for multitaskers and the information hungry society we live in.
Social complementary solutions which will connect you with friends and recommendations on the second screen, whilst consuming the core content via TV.
One can ask him-/herself if the TV content is primary or simply the reason for social activity.
Six Amazing Concept TVs
- The Microwave TV
This concept television was developed by Whirlpool. As the name implies, this cool household appliance actually combines a microwave with a television. Instead of watching your TV dinner rotate as it’s hit with microwave radiation, the glass screen is replaced by a thin LCD monitor. This allows you watch the game while you heat up that left over meatloaf.
- The Double Screen LED TV
This TV was shown off by Lowe’s at a recent trade show. This television, in fact, has two screens. One is a larger anamorphic screen we have come to expect on all new HD televisions. However, connected to this screen at a slight angle is a second, skinnier one. The concept of this second screen is that it can be used for checking out additional content, the web, or even a second channel.
- The Swivel TV
At the same show, Lowe’s also introduced a number of swivel TVs. These televisions come on mounted stands that have the ability to swivel to any angle a person prefers to watch their programs at. Swivels have been available for computer monitors for quite some time. This is an obvious evolution for TVs based on the same technology.
- The Mirror TV
This is another television developed by Lowe's. This one has a pretty interesting concept. When the television is switched off, it acts as a mirror. It is a pretty large mirror as well. The entire front of the television is one flat, reflective surface.
- The Life Wall
This was a concept TV introduced by Panasonic. This is a screen that literally would take up an entire wall in a room. Hilariously, this idea is not too far off from a similar television that appeared in Back to the Future Part II. Like that futuristic television, it can be used to watch direct TV. It can also be used to create the facade of a wallpaper, fireplace, nature scene, or anything else you can imagine.
- The Alpha TV
This is another television that will probably never actually be mass produced. One cool thing about this TV from Brionvega is it has a very nostalgic design. It looks like something from science fiction of the 1960’s. It comes in a bright orange color that pops. It also sits on some piping that gives it that “future that never was” look.
Digitalsmiths and Tribune Media Services Announce Strategic Alliance to Bring API Platform to the Digital Entertainment Market
Tribune Media Services (TMS), a leading provider of entertainment metadata, and Digitalsmiths, the leader in video content discovery, today announced that the two companies are releasing a robust new set of data-delivery APIs enabling TMS customers to leverage TMS metadata in exciting new ways. Built on Digitalsmiths' Seamless Discovery™ platform that handles more than one billion API transactions per month, the new APIs will facilitate the development of enhanced content discovery and viewing experiences.
Through this new relationship, TMS' industry-leading metadata for TV shows, movies and celebrities will be made available through an intuitive application-programming interface (API) that significantly reduces the engineering and training requirements for developers. As a result, customers can quickly innovate and test new consumer applications that meet the changing behaviors of today's entertainment fans. The first release of these APIs will be designed to support consumer experiences such as searching for celebrities on TV or discovering new episodes of favorite shows, and will soon to be followed by additional product updates.
"Consumers increasingly expect to discover and enjoy entertainment content on their own terms," said John Kelleher, President and Chief Operating Officer of TMS. "Because our data is a critical fuel for many of the new connected devices, applications and experiences proliferating in the market, that data must also be easily connected and accessible. Digitalsmiths' proven leadership in content discovery allows us to work closely with a trusted provider, accelerate our time-to-market, and deliver a truly superior development toolset for our customers."
"We are very pleased to strengthen our long relationship with TMS," said Ben Weinberger, Chief Executive Officer of Digitalsmiths. "These new solutions provide a seamless combination of rich entertainment metadata and intelligent delivery technologies to drive the accelerated development of enhanced discovery experiences."
Under the expanded relationship, TMS will also have the ability to market Digitalsmiths' Seamless Discovery platform. Seamless Discovery is a robust set of content-discovery technologies that includes integrated search, recommendations and a business-rules engine powered by a data framework that includes the world's largest collection of frame-level metadata for Movies and TV.
Service providers, content providers and consumer electronics manufacturers can use Seamless Discovery to develop entertainment applications that allow consumers to instantly discover the most relevant, personalized content anytime, anywhere, on any device. TMS metadata is integrated within Seamless Discovery and available for mutual customers. Seamless Discovery will also be used to enhance personalized user experiences on TMS' consumer-facing website Zap2it.com.
Representatives from Tribune Media Services and Digitalsmiths will jointly attend The Cable Show from May 21 – 23, 2012 in Boston, MA. Conference attendees can schedule meetings in advance to ask questions and learn more about TMS/Digitalsmiths API development plans.
Simon Staffans: Transmedia and the Audience
In a post in February I talked about what I
saw as the ”Five pillars of transmedia”, the different types of people that
need to work together to successfully develop, produce and launch a transmedia
project. There was a sixth pillar as well, which was the Audience. This is what
I wrote back then:All of this |the five pillars written about earlier in the post] leads to one thing; the need to create a transmedia experience that will engage, excite, enable and enrich an audience. This, while all the people representing the five pillars above need to communicate fully and thoroughly with each other, communication which may or may not include the use of translators and glossaries to assist with the understanding.
What it all boils down to is that everyone must strive to understand everyone else and open one's eyes to the possibilities and challenges that will arise. Or, rather, open one eye to possibilities and challenges, as the other eye needs to stay constantly fixed on the audience, ready to adapt, respond, re-develop and communicate. The audience is the foundation that all these pillars need to be grounded on, else we’ll just have a heap of rabble in the end. More on them in another post.
Simon Staffans: Closed or Open Participation in Transmedia?
We recently hosted our bi-monthly MindClub in Vasa, Finland, the other day, and had the great pleasure of welcoming Christy Dena as our main speaker. Something in particular stuck to my mind from the chat with Christy and other participants afterwards, and that’s what this brief post is about.
Transmedia is , in many instances (and in my opinion most often should be), inclusive of the audience and encouraging audience participation in one way or another (just googling ”audience participation in transmedia” yields 80k+ hits, for instance). However, opinions start to differ, especially regarding the level and the way and the openness of the participation.
Now, any participation must, naturally, make sense within the scope of the project and as a part of the story world. If this is a given, however, we come to the question of the nature of the participation.
Will it be a closed participation, where the audience is given a set number of choices or alternatives to play around with, a participation that is 100% in the hands of the creators? The bonus is of course that the audience will experience more or less exactly what the creators have intended, the story arch will continue as planned and there will be no deviations, no trouble ahead, and the next installment that follows will continue along a logical path and not confuse any member of the audience. The drawback is that it might be less engaging, as people do not invest anything of themselves in the content, and that the creators miss out on a potential huge mass of creativity by not encouraging the audience to create anything within the ramifications of the story world. The very interesting Rides engine by 4th Wall Studios could be considered to fall into this category.
Will it be a closed participation which gives the appearance of an open participation? This is most commonly referred to as ”sandboxes” or perhaps Jeff Gomez’ ”Swiss Cheese Model”, where certain ares, places or gaps in the narrative and/or the story world have been set aside for the audience to create stuff themselves. The bonus is a more engaged audience, a creative output within the context of the story world and the narrative superstructure and possibilities to spread the ”gospel” of the story world through eager audience members sharing their creations with their friends, becoming evangelists in the process. The drawback is an added need to create more in order to accommodate these sandboxes or cheese holes; they need to have logical places in the narrative superstructure. Another drawback is an added need for more manpower in order to moderate contributions and creations – a need that, with time, can be handed out to credible and reliiable members of the audience, but in the beginning probably must be in the hands of the production team.
Or, will it be an open participation that also gives the appearance of an open participation? This then would go somewhere in the direction of the Shared Storyworlds propagated for by Scott Walker, for instance. I.e., the story world is created, a narrative superstructure is in place, and the audience is given more or less free reins within these parameters, to create, collaborate, share and design. Bonuses include a vastly increased mass of creativity around the content, the possibilities for new and unexpected (and brilliant) stories and facets to emerge and basically work power for free. Drawbacks include the need to be able to let go of the control of the content; either you don’t control it, and it’s open participation, or you try to control it, and it’s not. Can’t have it both ways. Moderation might still be implemented though.
Now, there is no way to say which of these is the right choice. Many I’ve spoken to would never go along with a totally open participation, which I understand perfectly. If I would propagate for any one model, it would be for an overarching strategy, planned for the very beginning, which gradually opens up the story more and more for participants. What starts off as a series of novels that no one can influence grows into an online experience with sandboxes for people to create their own characters and their own villages/cities/areas, which evolves into a shared story world where stories are told from all corners, within the parameters of the story world.
Continue reading the rest of "Simon Staffans: Closed or Open Participation in Transmedia?"

