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Visual networking refers to an emerging class of user applications that combine digital video and social networking capabilities. It is based upon the premise that visual literacy, "the ability to interpret, negotiate and make meaning from information presented in the form of a moving image", is a powerful force in how humans communicate, entertain and learn. The duality of visual networking—subsuming entertainment and communications, professional and personal content, video and other digital media, data networks and social networks to create immersive experiences, when, where and how the user wants it. These applications have changed video content from long-form movies and broadcast television programming to a database of segments or "clips", and social network annotations. And the generation and distribution of content takes on a new dimension with Web 2.0 applications—participatory social-networks or communities that facilitate interactive creativity, collaboration and sharing between users.
The rise of visual networking is relatively recent phenomenon driven by the emergence of social networking capabilities and the ability to deliver interactive video over a broadband network. It is a natural evolution of the current social networking phenomena whereby social networking annotations are layered over broadband video to create highly interactive and immersive experiences between individuals and their content. Until early 2005 this was not considered viable due to the lack of web and broadband infrastructure designed to support the transmission of web video and the still nascent stage of social networks like MySpace and Facebook. The introduction of YouTube in February 2005 marked the first significant combination of broadband video and social network systems designed to allow users to share, rate and tag user generated and premium content. From 2006 to 2008 this trend continued to gain steam as individuals and businesses pursued new combinations of video and social networking across a wide range of entertainment, communication and learning applications.
Video has largely been defined by its use as an entertainment medium. Since the commercial availability of the television in the late '30s video has become the dominant entertainment medium far eclipsing audio and text based entertainment both in terms of time and dollars spent. Within the past decade, video use has rapidly evolved across a broader range of devices, multiple locations and user applications. The popularization of the long-tail and user-generated video has further challenged people's ideas of what's possible with video. A key advantage of video relative to other media is its superior ability to communicate ideas and emotions economically. If a picture is worth a thousand words, then a video may be worth a thousand pictures. Video by its very nature is highly experiential, making communications more compelling, informative and memorable.
At the core of visual networking is the concept that people can participate in communities of content and communities of interest. A community of interest is defined as a community of people who share a common interest or passion. These people exchange ideas and thoughts about the given passion, but may know (or care) little about each other outside of this area. Participation in a community of interest can be compelling, entertaining and create a ‘sticky’ community where people return frequently and remain for extended periods. The unparalleled potential of the Internet to promote such connections is only now being fully recognized and exploited, through Web-based groups established for that purpose. Based on the six degrees of separation concept (the idea that any two people on the planet could make contact through a chain of no more than five intermediaries), social networking establishes interconnected Internet communities (sometimes known as personal networks) that help people make contacts that would be good for them to know, but that they would be unlikely to have met otherwise.
The phrase The Long Tail was, according to Chris Anderson, first coined by himself in October 2004. Anderson argued that products that are in low demand or have low sales volume can collectively make up a market share that rivals or exceeds the relatively few current bestsellers and blockbusters, if the store or distribution channel is large enough. The Long Tail also has implications for the producers of content; especially those whose products could not—for economic reasons—find a place in pre-Internet information distribution channels controlled by book publishers, record companies, movie studios, and television networks. Looked at from the producers' side, the Long Tail has made possible a flowering of creativity across all fields of human endeavor. One example of this is YouTube, where thousands of diverse videos—whose content, production value or lack of popularity make them inappropriate for traditional television—are easily accessible to a wide range of viewers. The benefit to the consumer is that they know have an almost infinite choice of content to select from able to create their own specific channels based upon their unique needs. A potential negative side effect of the long tail is the rapidly growing inventory of text, audio and video content. The storage and distribution systems of the past restricted the number of songs, video, and books making it easier to search for what was relevant to the individual. As the long-tail has grown, more and more relevant and irrelevant content passes an individual by without their knowledge. This is especially true for video because unlike text-based files which can searched and indexed for easy finding, video typically has only its title as a clue to what's in it. This lack of comprehensive meta-data has limited the applicability of traditional search models. Augmenting traditional search has been the emergence of content based discovery tools that make people aware of relevant content based upon their participation in communities of interest and/or communities of content. The idea is that users may or may not start out searching for something, but they soon begin reacting to things they find, exploring links on pages they stumble upon and taking cues from fellow surfers about where to go. Instead of the old, passive, lean-back style of watching video, viewers are actively seeking content through discovery. People interact with each other, posting comments on what they just saw. Many sites now allow people to vote on videos, ranking and rating them. Ranking is the result of one of a number of algorithms that measure how many people have watched something or how many sites link to it.
YouTube is the best early example of a visual networking experience. YouTube is a video sharing website where users can upload, view and share video clips. Unregistered users can watch most videos on the site, while registered users are permitted to upload an unlimited number of videos. Few statistics are publicly available regarding the number of videos on YouTube. However, in July 2006, the company revealed that more than 100 million videos were being watched every day, and 2.5 billion videos were watched in June 2006. 50,000 videos were being added per day in May 2006, and this increased to 65,000 by July. In January 2008 alone, nearly 79 million users watched over 3 billion videos on YouTube.
Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance that they were present, or to have an effect, at a location other than their true location. Telepresence requires that the senses of the user, or users, are provided with such stimuli as to give the feeling of being in that other location. Additionally, the user(s) may be given the ability to affect the remote location. In this case, the user's position, movements, actions, voice, etc. may be sensed, transmitted and duplicated in the remote location to bring about this effect. Therefore, information may be traveling in both directions between the user and the remote location. Critical the creating an in-person experience is the presence of high-definition video perfectly synchronized with stereophonic sound. A minimum system usually includes visual feedback. Ideally, the entire field of view of the user is filled with a view of the remote location, and the viewpoint corresponds to the movement and orientation of the user's head. In this way, it differs from television or cinema, where the viewpoint is out of the control of the viewer.
While still in its infancy, visual networking applications are beginning to emerge that span both consumer and business markets.
Proliferation of multi-function mobile devices, particularly those with built-in digital cameras and/or video cameras is making it easier for individuals to share first person photos and videos in real-time with their friends
Interactive television represents a continuum from low interactivity (TV on/off, volume, changing channels) to moderate interactivity (simple movies on demand without player controls) and high interactivity in which, for example, an audience member affects the program being watched. The most obvious example of this would be any kind of real-time voting on the screen, in which audience votes create decisions that are reflected in how the show continues.
Video on demand (VOD) is a media distribution system that allows users to access videos without a traditional video playback device and the constraints of a typical static broadcasting schedule. In the 20th century, broadcasting in the form of over-the-air programming was the most common form of media distribution. As Internet and IPTV technologies continued to develop in the 1990s, consumers began to gravitate towards non-traditional modes of content consumption, which culminated in the arrival of VOD on televisions and personal computers.
Technological convergence, also known as digital convergence, is the tendency for technologies that were originally unrelated to become more closely integrated and even unified as they develop and advance. For example, watches, telephones, television, computers, and social media platforms began as separate and mostly unrelated technologies, but have converged in many ways into interrelated parts of a telecommunication and media industry, sharing common elements of digital electronics and software.
Social software, also known as social apps, include communications and interactive tools that are often based on the Internet. Communication tools typically handle the capturing, storing and presentation of communication, usually written but increasingly including audio and video as well. Interactive tools handle mediated interactions between a pair or group of users. They focus on establishing and maintaining a connection among users, facilitating the mechanics of conversation and talk. Social software generally refers to software that makes collaborative behaviour, the organisation and moulding of communities, self-expression, social interaction and feedback possible for individuals. Another element of the existing definition of social software is that it allows for the structured mediation of opinion between people, in a centralized or self-regulating manner. The most improved area for social software is that Web 2.0 applications can all promote cooperation between people and the creation of online communities more than ever before. The opportunities offered by social software are instant connection and the opportunity to learn.An additional defining feature of social software is that apart from interaction and collaboration, it aggregates the collective behaviour of its users, allowing not only crowds to learn from an individual but individuals to learn from the crowds as well. Hence, the interactions enabled by social software can be one-on-one, one-to-many, or many-to-many.
Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance or effect of being present via telerobotics, at a place other than their true location.
Telerobotics is the area of robotics concerned with the control of semi-autonomous robots from a distance, chiefly using television, wireless networks or tethered connections. It is a combination of two major subfields, which are teleoperation and telepresence.
Interactive television is a form of media convergence, adding data services to traditional television technology. It has included on-demand delivery of content, online shopping, and viewer polls. Interactive TV is an example of how new information technology can be integrated vertically into established technologies and commercial structures.
Streaming television is the digital distribution of television content, such as TV shows, as streaming media delivered over the Internet. Streaming TV stands in contrast to dedicated terrestrial television delivered by over-the-air aerial systems, cable television, and/or satellite television systems.
Videotelephony, also known as videoconferencing and video teleconferencing, is the two-way or multipoint reception and transmission of audio and video signals by people in different locations for real time communication. A videophone is a telephone with a video camera and video display, capable of simultaneous video and audio communication. Videoconferencing implies the use of this technology for a group or organizational meeting rather than for individuals, in a videoconference. Telepresence may refer either to a high-quality videotelephony system or to meetup technology, which can go beyond video into robotics. Videoconferencing has also been called "visual collaboration" and is a type of groupware.
Citizen media is content produced by private citizens who are not professional journalists. Citizen journalism, participatory media and democratic media are related principles.
User-generated content (UGC), alternatively known as user-created content (UCC), is any form of content, such as images, videos, text, and audio, that has been posted by users on online platforms such as social media, discussion forums and wikis. It is a product consumers create to disseminate information about online products or the firms that market them.
The Telly home entertainment server is range of computer systems designed to store, manage, and access all forms of digital media in the home. Based on Interact-TV's Linux Media Center software, it provides user managed libraries for music, photos, and all forms of video from recorded television programming to DVDs.
The Cooperative Web or Co-Web refers to a browser-based platform that promises to replicate the power of face-to-face communications via web-touch without sacrificing the quality of human interactions. A Co-Web enabled situational application exploits direct high-definition video mixed with web based telepresence to further increase conversational productivity. The objective of the Cooperative Web is to enrich collaborative web meetings with a browser metaphor that supports simultaneous interactions between meeting participants.
Social media marketing is the use of social media platforms and websites to promote a product or service. Although the terms e-marketing and digital marketing are still dominant in academia, social media marketing is becoming more popular for both practitioners and researchers. Most social media platforms have built-in data analytics tools, enabling companies to track the progress, success, and engagement of ad campaigns. Companies address a range of stakeholders through social media marketing, including current and potential customers, current and potential employees, journalists, bloggers, and the general public. On a strategic level, social media marketing includes the management of a marketing campaign, governance, setting the scope and the establishment of a firm's desired social media "culture" and "tone."
NyooTV is a video on demand platform built using adaptive streaming and customized mobile applications which is claimed to work even with low bandwidths. It aggregates and offers Indian entertainment content across new media platforms and digital entertainment devices currently to Indian audiences in US and India. Registered users can get news about movies by following NyooTV through social networking sites. NyooTV provides global video content like TV shows, Bollywood films, Bollywood news, New Bollywood songs, events and sports events of interest to Indian consumers.
A smart TV, also known as a connected TV (CTV), is a traditional television set with integrated Internet and interactive Web 2.0 features, which allows users to stream music and videos, browse the internet, and view photos. Smart TVs are a technological convergence of computers, televisions, and digital media players. Besides the traditional functions of television sets provided through traditional broadcasting media, these devices can provide access to over-the-top media services such as streaming television and internet radio, along with home networking access.
Online social entertainment blends entertaining interactive functionality and content including live video streaming, video chat communications, multi-player gaming, music and videos streaming, with social networking service such as social graph management, forums, reviews, ratings, and geo-location options. It is the foundation for a more immersive, interactive, enriching and engaging content consumption experience through social channels. Social entertainment is distinct from social networking websites in that the former is based fundamentally on immersive engaging experiences with functionality, content and people, while the latter is based primarily on building and maintaining relationships with other users. Typically, social entertainment is defined by the individual sites dedicated to a particular type of entertainment experience incorporating basic social networking services.
Social media and television have a number of connections and interrelationships that have led to the phenomenon of Social Television, which is an emerging communication digital technology that centers around real-time interactivity involving digital media displayed on television. The main idea behind Social Television is to make television consumption a more active content experience for audiences. In the 2010s, social media platforms and websites allow for television shows to be accessed online on a range of desktop and mobile computer devices, smartphones and smart TVs that are still evolving today in the 2020s. Alongside this, online users can use social media websites to share digital video clips or excerpts from TV shows with fellow fans or even share an entire show online. Many social media websites enable users to post online comments on the programs—both negative and positive—in a variety of ways. Viewers can actively participate while watching a TV program by posting comments online, and have their interactions viewed and responded to in real time by other viewers. Technologies such as smartphones, tablets, and laptop computers allow viewers to watch downloaded digital files of TV shows or "stream" digital files of TV shows on a range of devices, both in the home and while on the go. In the 2020s, many television producers and broadcasters encourage active social media participation by viewers by posting "hashtags" on the TV screen during shows; these hashtags enable viewers to post online comments about the show, which may either be read by other social media users, or even, in some cases, displayed on the screen during the show.
An online video platform (OVP), provided by a video hosting service, enables users to upload, convert, store and play back video content on the Internet, often via a structured, large-scale system that may generate revenue. Users generally will upload video content via the hosting service's website, mobile or desktop application, or other interfaces (API). An example of an OVP is YouTube. The type of video content uploaded might be anything from shorts to full-length TV shows and movies. The video host stores the video on its server and offers users the ability to enable different types of embed codes or links that allow others to view the video content. The website, mainly used as the video hosting website, is usually called the video-sharing website.
Automatic content recognition (ACR) is a technology to identify content played on a media device or present within a media file. Devices implementing ACR can allow the device or the manufacturer to collect content consumption information automatically at the screen level itself, without any user-based input or search efforts. This information may be collected for purposes such as personalized advertising, content recommendations, sale to customer data aggregators and other applications.
Visual Cloud is the implementation of visual computing applications that rely on cloud computing architectures, cloud scale processing and storage, and ubiquitous broadband connectivity between connected devices, network edge devices and cloud data centers. It is a model for providing visual computing services to consumers and business users, while allowing service providers to realize the general benefits of cloud computing, such as low cost, elastic scalability, and high availability while providing optimized infrastructure for visual computing application requirements.