Interactive television
Interactive television is a form of
History
Prior to the development of interactive television, interaction could only be simulated. In the 1950s, there were limited efforts to provide an illusion of interactive experience, most overtly with
An interactive
Sega Channel, a service that allowed Sega Genesis owners to download video games on demand via cable television signals, began rolling out in the United States in 1994 and was discontinued in 1998. It has been described as a form of interactive television.[5]
The first patent of interactive connected TV was granted in 1999 in the United States; it expired in 2015.[6]
ATSC 3.0, also known as "NextGen TV", adds interactivity features to terrestrial television. As of April 2022, broadcasters in 60 media markets in the United States were using ATSC 3.0.[7]
Forms of interaction
Interactive TV includes programs that directly incorporate polls, questions, comments, and other forms of audience response back into the show. For example, Australian media producer
"One-screen" formats involve interaction on the TV screen, using the remote control. Remote-control user interfaces are known in
Interactive TV features in smart TVs have drawn criticism because they allow TV manufacturers to collect and transmit data about customer behavior for the purposes of targeted advertising.[13]
See also
- BBC Red Button
- CE-HTML
- DVB-H
- Hybrid Broadcast Broadband TV
- Integrated digital television
- IP over DVB
- MHEG-5 (Multimedia Hypermedia Experts Group - Part 5)
- Multimedia Home Platform (MHP)
- Personalised television
- Project Canvas
- Social television
- Sonifi Solutions (formerly LodgeNet)
- WTVML
References
- .
- ^ Bob Greene (March 31, 2013). "Winky Dink and ... Bill Gates?". CNN. Retrieved March 27, 2018.
- ^ Rogers, Everett M. Communication Technology: The New Media in Society. New York: Free Press, 1986, p. 63.
- ^ Lea, William (9 May 1994). Video on demand: Research Paper 94/68. House of Commons Library. Archived from the original on 20 September 2019. Retrieved 20 September 2019.
- ^ Rossen, Jake (March 24, 2022). "When '90s Gamers Tuned into the Sega Channel". Mental Floss. Retrieved September 18, 2022.
- ^ "Espacenet - Bibliographic data". Archived from the original on 2015-09-04.
- ^ Schelle, Anne (April 25, 2022). "NextGen TV spurs a renaissance of interactive television—how broadcasters can gain from it". NewscastStudio. Retrieved September 18, 2022.
- ^ Kennedy, Jessica (10 February 2012). "Social TV on the rise". B&T Online. Archived from the original on 30 December 2012. Retrieved 16 February 2012.
- ISBN 9780203645789.
- ^ Kunert, Tibor. "User-Centered Interaction Design Patterns for Interactive Digital Television Applications". Springer. Retrieved 2009-07-06.
- ^ "Prediction: NanoGaming Will Replace Nielsen". Madisonavenuejournal.com. Retrieved 9 June 2018.
- ^ Moncreiff, Craig T. (Oct 27, 1998). "Computer network chat room based on channel broadcast in real time". Google.com. Retrieved 2016-01-16.
- ^ Lobato, Ramon; Scarlata, Alexa (September 5, 2022). "Smart TVs are watching what you watch and selling your data to advertisers". Choice. Retrieved September 18, 2022.