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Hypervideo, or hyperlinked video, is a displayed video stream that contains embedded, interactive anchors, [1] allowing navigation between video and other hypermedia elements. Hypervideo is similar to hypertext, which allows a reader to click on a word in one document and retrieve information from another document, or another place in the same document. Hypervideo combines video with a non-linear information structure, allowing a user to make choices based on the content of the video and the user's interests.
A crucial difference between hypervideo and hypertext is the element of time. Text is normally static, while a video is dynamic; the content of the video changes with time. Consequently, hypervideo has different technical, aesthetic, and rhetorical requirements than a static hypertext page. For example, hypervideo might involve the creation of a link from an object in a video that is visible for only a certain duration. It is therefore necessary to segment the video appropriately and add the metadata required to link from frames—or even objects—in a video to the pertinent information in other media forms.
Kinoautomat (1967) was advertised as the world's first interactive movie. [2] Modern hypervideo systems implement some of core concepts of this movie such as nonlinear narrative and interactivity.
Video-to-video linking was demonstrated by the Interactive Cinema Group at the MIT Media Lab. Elastic Charles [3] was a hypermedia journal developed between 1988 and 1989, in which annotations, called "micons", were placed inside a video, indicating links to other content. When implementing the Interactive Kon-Tiki Museum, [4] Listol used micons to represent video footnotes. Video footnotes were a deliberate extension of the literary footnote applied to annotating video, thereby providing continuity between traditional text and early hypervideo. [5] In 1993, Hirata et al. [6] considered media-based navigation for hypermedia systems, where the same type of media is used as a query as for the media to be retrieved. For example, a part of an image (defined by shape, or color, for example) could link to a related image. In this approach, the content of the video becomes the basis of forming the links to other related content.
HotVideo was an implementation of this kind of hypervideo, developed at IBM's China Research Laboratory in 1996. [7] Navigation to associated resources was accomplished by clicking on a dynamic object in a video. In 1997, a project of the MIT Media Lab's Object-Based Media Group called HyperSoap further developed this concept. It was a short soap opera program in which a viewer could click with an enhanced remote control on objects in the video to find information on how they could be purchased. The company Watchpoint Media was formed to commercialize the technology involved, resulting in a product called Storyteller oriented towards interactive television.
Illustrating the progression to hypervideo from hypertext, Storyspace, [8] a hypertext writing environment, employs a spatial metaphor for displaying links. It utilizes 'writing spaces', generic containers for content, which link to other writing spaces. in 1996 HyperCafe, [9] a popular experimental prototype of hypervideo, made use of this tool to create "narrative video spaces". It was developed as an early model of a hypervideo system, placing users in a virtual cafe where the user dynamically interacts with the video to follow different conversations.
In 1997, the Israeli software firm Ephyx Technologies released a product called v-active, [10] one of the first commercial object-based authoring systems for hypervideo. This technology was not a success though: Ephyx changed its name to Veon in 1999, at which time it shifted focus away from hypervideo to the provision of development tools for web and broadband content. [11]
Eline Technologies, founded in 1999, developed a hypervideo solution called VideoClix [12] that supports support QuickTime, Flash, MPEG-4 and HTML5 formats and has been used as a Software as a Service solution to distribute and monetize clickable video on the web and mobile devices on online video platforms such as Brightcove, ThePlatform, and Ooyala.[ citation needed ]
The first steps in hypervideo were taken in the late 1980s. Many experiments (HyperCafe, HyperSoap) have not been extensively explored further, and authoring tools are currently only available from a small number of providers.[ citation needed ]
Smith et al. wrote in 2002 "Digital libraries are growing in popularity and scope, and video is an important component of such archives. All major news services have vast video archives, valuable footage that would be of use in education, historical research, even entertainment" [1] Direct searching of pictures or videos, a much harder task than indexing and searching text, could be greatly improved by hypervideo methods.[ citation needed ]
Hypervideo is challenging, compared to hyperlinked text, due to the unique difficulty video presents in node segmentation; that is, separating a video into algorithmically identifiable, linkable content.
Videos, fundamentally, are a sequence of images displaying information. In order to segment a video into meaningful pieces (objects in images, or scenes within videos), it is necessary to provide a context, both in space and time, to extract meaningful elements from this image sequence. Humans are naturally able to perform this task, but it's desirable to do so algorithmically. Developing a method to achieve this, however, is a complex problem. At an NTSC frame rate of 30 frames per second, [13] even a short video of 30 seconds comprises 900 frames. The identification of distinct video elements would be tedious if human intervention were required for every frame. For moderate amounts of video material, manual segmentation is clearly unrealistic.
From the standpoint of time, the smallest unit of a video is a single frame. [5] Node segmentation could be performed at the frame level—a straightforward task as a frame is easily identifiable. However, a single frame cannot contain video information, since videos are necessarily dynamic. Analogously, a single word separated from a text does not convey meaning. Thus, it is necessary to consider the scene, which is the next level of temporal organization. A scene can be defined as the minimum sequential set of frames that conveys meaning. This is an important concept for hypervideo, as one might wish a hypervideo link to be active throughout one scene, though not in the next. Scene granularity is therefore natural in the creation of hypervideo. Consequently, hypervideo requires algorithms capable of detecting scene transitions. One can imagine coarser levels of temporal organization: scenes can be grouped together to form a narrative sequence, which in turn are grouped to form a video. From the point of view of node segmentation, however, these concepts are not as critical.
Even if the frame is the smallest time unit, one can still spatially segment a video at a sub-frame level, separating the frame image into its constituent objects. This is necessary when performing node segmentation at the object level. Time introduces complexity in this case also, for even after an object is differentiated in one frame, it is usually necessary to follow the same object through a sequence of frames. This process, known as object tracking, is essential to the creation of links from objects in videos. Spatial segmentation of object can be achieved, for example, through the use of intensity gradients to detect edges, color histograms to match regions, [1] motion detection, [14] or a combination of these and other methods.
Once the required nodes have been segmented and combined with the associated linking information, this metadata must be incorporated with the original video for playback. The metadata is placed conceptually in layers, or tracks, on top of the video; this layered structure is then presented to the user for viewing and interaction. Thus, the display technology and the hypervideo player, should not be neglected when creating hypervideo content. For example, efficiency can be gained by storing the geometry of areas associated with tracked objects only in certain keyframes, and allowing the player to interpolate between these keyframes, as developed for HotVideo. [15] Furthermore, the creators of VideoClix emphasize the fact that its content plays back on standard players, such as Quicktime and Flash.[ citation needed ]
User replies to video content, traditionally in the form of text or image links which are not embedded into the playback sequence of the video, have been allowed through such video hosting services as Viddler to become embedded both within the imagery of the video and within portions of the playback (via selected time lengths inside the progress slider element); this feature has become known as "video comments" or "audio comments".
Hypertext is text displayed on a computer display or other electronic devices with references (hyperlinks) to other text that the reader can immediately access. Hypertext documents are interconnected by hyperlinks, which are typically activated by a mouse click, keypress set, or screen touch. Apart from text, the term "hypertext" is also sometimes used to describe tables, images, and other presentational content formats with integrated hyperlinks. Hypertext is one of the key underlying concepts of the World Wide Web, where Web pages are often written in the Hypertext Markup Language (HTML). As implemented on the Web, hypertext enables the easy-to-use publication of information over the Internet.
In computing, a hyperlink, or simply a link, is a digital reference to data that the user can follow or be guided to by clicking or tapping. A hyperlink points to a whole document or to a specific element within a document. Hypertext is text with hyperlinks. The text that is linked from is known as anchor text. A software system that is used for viewing and creating hypertext is a hypertext system, and to create a hyperlink is to hyperlink. A user following hyperlinks is said to navigate or browse the hypertext.
An HTML element is a type of HTML document component, one of several types of HTML nodes. The first used version of HTML was written by Tim Berners-Lee in 1993 and there have since been many versions of HTML. The current de facto standard is governed by the industry group WHATWG and is known as the HTML Living Standard.
This article presents a timeline of hypertext technology, including "hypermedia" and related human–computer interaction projects and developments from 1945 on. The term hypertext is credited to the author and philosopher Ted Nelson.
The Aspen Movie Map was a hypermedia system developed at MIT that enabled the user to take a virtual tour through the city of Aspen, Colorado. It was developed by a team working with Andrew Lippman in 1978 with funding from ARPA.
The Interactive Encyclopedia System, or TIES, was a hypertext system developed in the University of Maryland Human-Computer Interaction Lab by Ben Shneiderman in 1983. The earliest versions of TIES ran in DOS text mode, using the cursor arrow keys for navigating through information. A later version of HyperTIES for the Sun workstation was developed by Don Hopkins using the NeWS window system, with an authoring tool based on UniPress's Gosling Emacs text editor.
Hypermedia, an extension of the term hypertext, is a nonlinear medium of information that includes graphics, audio, video, plain text and hyperlinks. This designation contrasts with the broader term multimedia, which may include non-interactive linear presentations as well as hypermedia. It is also related to the field of electronic literature. The term was first used in a 1965 article written by Ted Nelson.
Inline linking is the use of a linked object, often an image, on one site by a web page belonging to a second site. One site is said to have an inline link to the other site where the object is located.
Hypertext fiction is a genre of electronic literature, characterized by the use of hypertext links that provide a new context for non-linearity in literature and reader interaction. The reader typically chooses links to move from one node of text to the next, and in this fashion arranges a story from a deeper pool of potential stories. Its spirit can also be seen in interactive fiction.
Intermedia was the third notable hypertext project to emerge from Brown University, after HES (1967) and FRESS (1969). Intermedia was started in 1985 by Norman Meyrowitz, who had been associated with sooner hypertext research at Brown. The Intermedia project coincided with the establishment of the Institute for Research in Information and Scholarship (IRIS). Some of the materials that came from Intermedia, authored by Meyrowitz, Nancy Garrett, and Karen Catlin were used in the development of HTML.
Jane Yellowlees Douglas is a pioneer author and scholar of hypertext fiction. She began writing about hypermedia in the late 1980s, very early in the development of the medium. Her 1993 fiction I Have Said Nothing, was one of the first published works of hypertext fiction.
Web Modeling Language, (WebML) is a visual notation and methodology for the design of a data-intensive web applications. It provides a graphical means to define the specifics of web application design within a structured design process. This process can be enhanced with the assistance of visual design tools.
Adaptive hypermedia (AH) uses hypermedia which is adaptive according to a user model. In contrast to regular hypermedia, where all users are offered the same set of hyperlinks, adaptive hypermedia (AH) tailors what the user is offered based on a model of the user's goals, preferences and knowledge, thus providing links or content most appropriate to the current user.
KMS, an abbreviation of Knowledge Management System, was a commercial second generation hypermedia system, originally created as a successor for the early hypermedia system ZOG. KMS was developed by Don McCracken and Rob Akscyn of Knowledge Systems, a 1981 spinoff from the Computer Science Department of Carnegie Mellon University.
The Electronic Document System (EDS) was an early hypertext system – also known as the Interactive Graphical Documents (IGD) hypermedia system – focused on creation of interactive documents such as equipment repair manuals or computer-aided instruction texts with embedded links and graphics. EDS was a 1978–1981 research project at Brown University by Steven Feiner, Sandor Nagy and Andries van Dam.
Hypertext is text displayed on a computer or other electronic device with references (hyperlinks) to other text that the reader can immediately access, usually by a mouse click or keypress sequence. Early conceptions of hypertext defined it as text that could be connected by a linking system to a range of other documents that were stored outside that text. In 1934 Belgian bibliographer, Paul Otlet, developed a blueprint for links that telescoped out from hypertext electrically to allow readers to access documents, books, photographs, and so on, stored anywhere in the world.
Microcosm was a hypermedia system, originally developed in 1988 by the Department of Electronics and Computer Science at the University of Southampton, with a small team of researchers in the Computer Science group: Wendy Hall, Andrew Fountain, Hugh Davis and Ian Heath. The system pre-dates the web and builds on early hypermedia systems, such as Ted Nelson's Project Xanadu and work of Douglas Engelbart. And like Intermedia or Hyper-G, which were other hypermedia systems created around the same time, Microcosm stores links between documents in a separate database.
Social navigation is a form of social computing introduced by Paul Dourish and Matthew Chalmers in 1994, who defined it as when "movement from one item to another is provoked as an artifact of the activity of another or a group of others". According to later research in 2002, "social navigation exploits the knowledge and experience of peer users of information resources" to guide users in the information space, and that it is becoming more difficult to navigate and search efficiently with all the digital information available from the World Wide Web and other sources. Studying others' navigational trails and understanding their behavior can help improve one's own search strategy by guiding them to make more informed decisions based on the actions of others.
In computer vision, object co-segmentation is a special case of image segmentation, which is defined as jointly segmenting semantically similar objects in multiple images or video frames.
Six Sex Scenes is a hypertext novella created by Adrienne Eisen and published on the web in 1996.
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