2.10 Interactive Sports Scenario


2.10.1 Multiple Cameras and Statistics

The viewer watches a televised sporting event. The viewer first identifies the sporting event he or she wants to watch (e.g., via an EPG), selects the event (see Figures 2.22, 2.23), and then directs the TV to view the event (see Figure 2.24). Once tuned to the game, the viewer chooses to review his or her viewing preferences saved from the last viewing of the program. These preferences include choices such as which and how many cameras his TV is to render (e.g., pitcher cam, catcher cam, network cam, and dugout cam), and what type of statistics is to be presented (e.g., pitcher name, runner name , at bat, RBI, errors, outs, and balls) in an information window. The viewer modifies the camera angles he wants to view and what statistics the application will render. Viewers may choose to temporarily switch the primary camera to the pitcher cam. As the game progresses, the viewer can request more specific information on certain players (see Figure 2.25).

Figure 2.22. Sample interactive Wimbeldon application from BBC Sport.

Figure 2.23. Sample interactive Olympic application courtesy of Microsoft [MSTV].

Figure 2.24. Sample interactive soccer application courtesy of Alticast (www.alticast.com).

Figure 2.25. Sample SkyLife Interactive Soccer courtesy of Alticast (www.alticast.com).

2.10.2 View Highlights

The viewer would like to shorten the length of a game by viewing plays only and skipping time periods during which no action occurred; under typical broadcast conditions, this could significantly reduce the duration of a game. At the end of each play, a Skip option is presented, the selection of which fast-forwards the video to the next play. If the entire game is recorded and stored at the receiver, some simple play start logic could often be executed at the receiver to automatically detect the beginning of a play. If the game video is not stored at the receiver, the broadcaster (or cable program provider) may perform preprocessing of the program to contain plays only.

This scenario could be enhanced to provide effective multi-camera angles for plays only. This reduces bandwidth consumption as it transmits multiple video streams for a small fraction of the game's duration (e.g., usually about 25% of a football game). A variation on this scenario provides play library services, in which a library of plays by the same player or having similar properties is made available to viewers. This scenario and its variants could be implemented using VOD, or using large video storage (e.g., see TiVo receivers).

2.10.3 Sports TV-Commerce

During the sporting event, the application offers the viewer the opportunity to purchase various team and sponsoring products. A passive advertisement might be something like text or an icon linking to something like the Team's online sports store. An active advertisement is where the iTV application asks the viewer whether to make certain purchases.

Some issues exist. During the program, full screen advertisements may interrupt the game, and in addition, smaller less obtrusive banner advertisements may be presented. During the presentation of an advertisement, the viewer may interact only with that advertisement. After such advertisements terminate, whether full screen or otherwise , the viewer resumes his interaction with the sporting event application in the same state as before the interruption.

2.10.4 Fantasy Football

Periodically (e.g., once a week), a private group of people may play in a fantasy football league, assembling virtual teams by selecting players from a variety of NFL teams . Each game earns them points against other players within their group .

This scenario is as follows : This group decides that while they are watching the Sunday and Monday football games , they would also like to set up a private group on iTV to bet against each other for more real-time entertainment value. One member of the group agrees to set up the group. They turn on their TVs and go directly to the sports channel that will be hosting the game. They click on the icon, which says bet now to win and opts for create a private group . They add their friends from their buddy list. They all receive notification when they turn on their TVs and join in. The group spends the entire game making bets and posting messages to the group members . At the end of the game, players click the Email results now button that sends an email to allow printing of all the bets along with the standings of each member of the group. There are a large number of variations to this scenario.



ITV Handbook. Technologies and Standards
ITV Handbook: Technologies and Standards
ISBN: 0131003127
EAN: 2147483647
Year: 2003
Pages: 170

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