Academic literature on the topic 'Personalized Viewing'

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Journal articles on the topic "Personalized Viewing"

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Tanaka, Kiyoshi, Tsutomu Sasaki, Yoshinobu Tonomura, Tadashi Nakanishi, and Noboru Babaguchi. "Media tray: Adaptive cafeteria-style viewing environment for personalized contents." Systems and Computers in Japan 38, no. 10 (2007): 21–33. http://dx.doi.org/10.1002/scj.20569.

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ITO, Yoshiki, Takahiro OGAWA, and Miki HASEYAMA. "Accurate Estimation of Personalized Video Preference Using Multiple Users' Viewing Behavior." IEICE Transactions on Information and Systems E101.D, no. 2 (2018): 481–90. http://dx.doi.org/10.1587/transinf.2017edp7178.

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Isobe, T., M. Fujiwara, H. Kaneta, T. Morita, and N. Uratani. "Development of a TV reception navigation system personalized with viewing habits." IEEE Transactions on Consumer Electronics 51, no. 2 (2005): 665–74. http://dx.doi.org/10.1109/tce.2005.1468017.

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Bas, Ozen, and Maria Elizabeth Grabe. "Personalized News and Participatory Intent." American Behavioral Scientist 60, no. 14 (2016): 1719–36. http://dx.doi.org/10.1177/0002764216676247.

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Political communication scholars have shown that nonverbal communication cues have the potential to influence political judgments. The bulk of this literature has focused on leader displays in the context of electoral politics. The study reported here aligns with that body of literature, but tests how facial displays of ordinary citizens might affect political participatory intentions among different demographic groups. The study reported here provides support for the idea that being exposed to audiovisual news that features emotional testimonies of people with firsthand experience of social i
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Ivanov, Rosen, and Victoria Velkova. "Tangible and Personalized Smart Museum Application." Digital Presentation and Preservation of Cultural and Scientific Heritage 13 (September 1, 2023): 97–106. http://dx.doi.org/10.55630/dipp.2023.13.9.

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This paper presents the architecture of a Web app designed to deliver personalized content to museum visitors both indoors and outdoors. The app uses a tangible type of interface to obtain information about the museum's exhibits. For this purpose, each exhibit can be associated with an NFC tag, a Bluetooth Low Energy (BLE) beacon or a geofence in open-air museums. The service automatically profiles its users based on statistics about the preferred type of exhibits, media formats and time spent viewing each exhibit. Visitors can get the information they want about an exhibit even when the app i
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Song, Yuan Xue, Pei Tian, and Yu Han Zhou. "Research on Advertising Program Based on IPTV Viewing Data." Applied Mechanics and Materials 631-632 (September 2014): 288–91. http://dx.doi.org/10.4028/www.scientific.net/amm.631-632.288.

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As an interactive and on-demand service, IPTV meets the need of the current broadband network of value-added services. IPTV’s bidirectionality makes the viewing data available, and these data have objectivity and authenticity. According to the massive IPTV viewing data, this article applies module maximization algorithm to excavate useful patterns or knowledge of useful, potential and previously unknown. Maximize the role of user data which can make the advertisers to develop personalized, targeted advertising program, so as to reduce the advertising efforts, but they can get higher returns.
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Kim, Kyeongseon, Dohyun Kwon, Joongheon Kim, and Aziz Mohaisen. "Personalized Online Live Video Streaming Using Softmax-Based Multinomial Classification." Applied Sciences 9, no. 11 (2019): 2297. http://dx.doi.org/10.3390/app9112297.

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As the demand for over-the-top and online streaming services exponentially increases, many techniques for Quality of Experience (QoE) provisioning have been studied. Users can take actions (e.g., skipping) while streaming a video. Therefore, we should consider the viewing pattern of users rather than the network condition or video quality. In this context, we propose a proactive content-loading algorithm for improving per-user personalized preferences using multinomial softmax classification. Based on experimental results, the proposed algorithm has a personalized per-user content waiting time
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Moon, YangChan, and Mingyu Lim. "Personalized Video Prefetching Mechanism Based on User Viewing History in Edge Computing Environment." Transactions of The Korean Institute of Electrical Engineers 72, no. 5 (2023): 620–27. http://dx.doi.org/10.5370/kiee.2023.72.5.620.

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Sreemukhi, Adluri, Mekapothula Chandu Goud, Gade Tushitha Reddy, Nelli Sreevidya, and Subhani Shaik. "Natural Language Processing Based on Movie Rating System Using Microblogging." Asian Journal of Research in Computer Science 18, no. 6 (2025): 9–18. https://doi.org/10.9734/ajrcos/2025/v18i6676.

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Movie recommendation systems help users quickly find movies that match their preferences, similar to platforms like Netflix, which personalize suggestions based on individual viewing habits. As digital content grows exponentially with technological advancements, users face challenges in discovering movies that align with their taste, sentiment, and genre. To address this issue, various software solutions have been developed to improve movie recommendations. However, traditional recommendation methods, such as content-based and collaborative filtering, often struggle to deliver highly personali
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Widora, Intan, Muhamad Laudy Armanda, Yuyun Yulia, and Agatha Christiyanti Manullang. "Enhancing Secondary Education Viewing Skills Through Differentiated Mobile Learning: A Lesson Learned from Teachers’ Perspective." Journal of Languages and Language Teaching 13, no. 2 (2025): 718. https://doi.org/10.33394/jollt.v13i2.13338.

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The proliferation of mobile learning has introduced a wide range of educational apps and flexible learning supports, extending education beyond traditional constraints of time and location. While mobile learning has proven effective for language acquisition, its potential extends into areas of digital engagement critical to modern education. Differentiated instruction, essential for personalized learning, can particularly benefit from mobile learning platforms, as demonstrated in this study’s focus on viewing skills, a component highlighted in Indonesia’s Independent Curriculum but less explor
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Dissertations / Theses on the topic "Personalized Viewing"

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Dolan, M. Cristina. "Not that they in or lose, but how you watch the game : personalized sports viewing." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/61084.

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Book chapters on the topic "Personalized Viewing"

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Smits, Jasper A. J., Mark B. Powers, and Michael W. Otto. "Fear of People." In Personalized Exposure Therapy. Oxford University Press, 2019. http://dx.doi.org/10.1093/med-psych/9780190602451.003.0006.

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Chapter 6 describes exposure therapy for the fear of people (fear of negative evaluation). Successful treatment shifts the perception of seeing other’s evaluations as harmful to viewing these evaluations as lacking true danger. The chapter includes the steps to plan, deliver, and process exposures to alleviate fears of people. Patients with these fears tend to overestimate the likelihood and cost of bad outcomes when they are the center of attention. Thus, different exposures are needed to address these two concerns. Example exposures are presented such as presentations, interactions, being ob
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Erdem, Serhat. "The Evolution of Binge-Watching." In Innovative Applications and Changing Framework in Digital Broadcasting. IGI Global, 2025. https://doi.org/10.4018/979-8-3373-1957-5.ch005.

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The study examines the binge-watching habits popularized with the rise of digital media platforms and the effects of these habits on media consumption habits. Platforms such as Netflix, Amazon Prime Video and Hulu have encouraged binge-watching by making content instantly accessible, offering viewers a seamless viewing experience. Thanks to technological innovations, personalized content recommendations and advanced algorithms, these habits may deepen in the future. AI-powered systems can reinforce binge-watching behaviors by recommending content based on viewers' moods and viewing history.
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Possos William, Cruz Robinson, Cerón Jesús D., López Diego M., and Sierra-Torres Carlos H. "Open Dataset for the Automatic Recognition of Sedentary Behaviors." In Studies in Health Technology and Informatics. IOS Press, 2017. https://doi.org/10.3233/978-1-61499-761-0-107.

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Background: Sedentarism is associated with the development of noncommunicable diseases (NCD) such as cardiovascular diseases (CVD), type 2 diabetes, and cancer. Therefore, the identification of specific sedentary behaviors (TV viewing, sitting at work, driving, relaxing, etc.) is especially relevant for planning personalized prevention programs.
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T, Margaret Mary, G. Prathap, Archita Tanu, Fuzail Kaazim V S, and Tanushka Hurshan. "Netflix User Engagement Analysis." In Future Frontiers: Mastering the Latest in Computer Technology. QTanalytics India, 2025. https://doi.org/10.48001/978-81-980647-0-7-3.

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Netflix has transformed viewing by pioneering streaming technology that deeply engages users, driven in part by its recommendation system aligning content with user interests. This research explores engagement drivers such as personalized recommendations, content variety, viewing behavior, and economic models. Netflix enhances user experience, retention, and reduces churn through machine learning. The article examines binge-watching culture, multi-device access, A/B testing for content optimization, and addresses ethical concerns like data privacy and algorithmic fairness, while highlighting e
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Kratky, Andreas. "Personal Touch." In Optimizing Human-Computer Interaction With Emerging Technologies. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-2616-2.ch009.

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Large format touch screens have become an important means of interaction for collaborative and shared environments. This type of display is particularly useful for public information display in museums and similar contexts. Similarly augmented reality displays have become popular in this context. Both systems have benefits and drawbacks. Personal Touch is an augmented-reality display system combining real objects with superimposed interactive graphics. With increasing display sizes and users moving in front of the display user tracking and viewing angle compensation for the interactive display
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Dogan, Sahika. "Brand Characteristics, Perceived Quality of Freemium Users, and Premium Service Purchase Intention." In Advances in Electronic Commerce. IGI Global, 2024. http://dx.doi.org/10.4018/979-8-3373-0086-3.ch013.

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The rising popularity of online video streaming services challenge the dominancy of traditional television channels due to changing television viewing trends, as personalized individual services have also been integrated into online video streaming. This study aims to explore potential relationships between brand related characteristics, perceived quality and purchase intention among freemium online video streaming service users in the context of Netflix. Considering the changes in television viewing trends and the impressive amount of revenue drawn by the Netflix company from the Turkish audi
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S, Ms Swathika Sundaran. "THE ROLE OF ARTIFICIAL INTELLIGENCE IN ENHANCING USER EXPERIENCE ON OTT PLATFORMS." In AI in Industry 5.0: Revolutionizing Business and Technology. Royal Book Publishing, 2025. https://doi.org/10.26524/royal.239.11.

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Artificial Intelligence (AI) plays a pivotal role in enhancing user experience on Over-The-Top (OTT) platforms by enabling personalized, efficient, and engaging content delivery. Through advanced algorithms, AI analyzes vast amounts of user data—such as viewing history, preferences, and behavior patterns—to provide personalized recommendations and curated watchlists. Machine learning models help predict user interests, reducing content discovery time and increasing viewer satisfaction. Natural Language Processing (NLP) enhances voice search and subtitle generation, while computer vision suppor
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Hori, Hikari. "Photography’s Aura." In Promiscuous Media. Cornell University Press, 2018. http://dx.doi.org/10.7591/cornell/9781501714542.003.0002.

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It is impossible to understand the media-scape of Japan from the 1920s through 1945 without analyzing the implications of representations of the emperor as well as the effects of state-led- and voluntary self-censorship on their production and reception. The emperor’s portrait photograph (goshin’ei) was too sacred to gaze upon, and citizens and soldiers even died to protect it. It was preserved with extreme care in public institutions and battleships. On the other hand, paradoxically, Hirohito was the first emperor whose public appearances were covered by multiple mass media, ranging from pers
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Yilmaz, Derya Uzelli, Sevil Hamarat Tuncalı, and Yusuf Yilmaz. "Nursing Education in the Era of Virtual Reality." In Research Anthology on Nursing Education and Overcoming Challenges in the Workplace. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-9161-1.ch009.

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Today's new technologies have impacted many different areas of education, with nursing education one such area. Nursing education, as a learning process, targets the combination of cognitive, affective, and psychomotor learning domains. However, traditional teaching methods may not meet all of the Y and Z generations' learning needs. Today's learners are accustomed to multimedia learning environments and have come to expect a certain level of technology integrated into their curricula. Virtual Reality (VR) technology enables students to become immersed within a 360-degree view experience of sc
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Yilmaz, Derya Uzelli, Sevil Hamarat Tuncalı, and Yusuf Yilmaz. "Nursing Education in the Era of Virtual Reality." In Virtual and Augmented Reality in Education, Art, and Museums. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1796-3.ch003.

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Today's new technologies have impacted many different areas of education, with nursing education one such area. Nursing education, as a learning process, targets the combination of cognitive, affective, and psychomotor learning domains. However, traditional teaching methods may not meet all of the Y and Z generations' learning needs. Today's learners are accustomed to multimedia learning environments and have come to expect a certain level of technology integrated into their curricula. Virtual Reality (VR) technology enables students to become immersed within a 360-degree view experience of sc
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Conference papers on the topic "Personalized Viewing"

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Naemura, Masahide, Masaki Takahashi, Simon Clippingdale, Yuko Yamanouchi, and Hiroshi Fujisawa. "Constructing personalized user profiles through TV viewing." In 2016 IEEE International Symposium on Broadband Multimedia Systems and Broadcasting (BMSB). IEEE, 2016. http://dx.doi.org/10.1109/bmsb.2016.7521929.

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Roque, Jónatas, Pedro Almeida, Telmo Silva, Ana Velhinho, and Mariana Alves. "Personalized story-viewing experiences on the Polariscope platform." In Proceedings of the ACM International Conference on Interactive Media Experiences Workshops. Sociedade Brasileira de Computação, 2025. https://doi.org/10.5753/imxw.2025.3888.

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Digital storytelling is increasingly used to enrich digital content, and personalization features may add significant value to the story-viewing experiences. This research focuses on enhancing digital storytelling using personalized filtering and recommendation methods to support the development of a media visualization mode integrated into the Polariscope platform, aimed at bringing people together by sharing and co-creating collective memories. These personalization features intend to enable more dynamic and immersive story-viewing experiences based on user preferences and customized paramet
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Zhao, Xiaojian, Huanbo Luan, Junjie Cai, Jin Yuan, Xiaoming Chen, and Zhoujun Li. "Personalized video recommendation based on viewing history with the study on YouTube." In the 4th International Conference. ACM Press, 2012. http://dx.doi.org/10.1145/2382336.2382382.

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Ito, Yoshiki, Takahiro Ogawa, and Miki Haseyama. "Personalized video preference estimation based on early fusion using multiple users' viewing behavior." In 2017 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP). IEEE, 2017. http://dx.doi.org/10.1109/icassp.2017.7952708.

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Jeelani, Idris, Kevin Han, and Alex Albert. "Automating Analysis of Construction Workers' Viewing Patterns for Personalized Safety Training and Management." In 34th International Symposium on Automation and Robotics in Construction. International Association for Automation and Robotics in Construction (IAARC), 2018. http://dx.doi.org/10.22260/isarc2018/0131.

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Xu, Yanyu, Nianyi Li, Junru Wu, Jingyi Yu, and Shenghua Gao. "Beyond Universal Saliency: Personalized Saliency Prediction with Multi-task CNN." In Twenty-Sixth International Joint Conference on Artificial Intelligence. International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/543.

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Saliency detection is a long standing problem in computer vision. Tremendous efforts have been focused on exploring a universal saliency model across users despite their differences in gender, race, age, etc. Yet recent psychology studies suggest that saliency is highly specific than universal: individuals exhibit heterogeneous gaze patterns when viewing an identical scene containing multiple salient objects. In this paper, we first show that such heterogeneity is common and critical for reliable saliency prediction. Our study also produces the first database of personalized saliency maps (PSM
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Patrikakis, C., N. Papaoulakis, C. Stefanoudaki, A. Voulodimos, and E. Sardis. "Handling multiple channel video data for personalized multimedia services: A case study on soccer games viewing." In 2011 IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops). IEEE, 2011. http://dx.doi.org/10.1109/percomw.2011.5766952.

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Palomino, Paula T., Ana Carolina Tomé Klock, Luiz Rodrigues, et al. "Redefining Gamification: From Elements to Experiences." In Workshop sobre Interação e Pesquisa de Usuários no Desenvolvimento de Jogos. Sociedade Brasileira de Computação - SBC, 2024. http://dx.doi.org/10.5753/wiplay.2024.245180.

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This article challenges traditional approaches to gamification by advocating a paradigm shift toward viewing gamification as an immersive and transformative experience, acknowledging its potential not just as a tool for incentivizing behaviours, but as an experience that can enhance engagement, learning, and personal growth. Drawing on research in narrative gamification and personalized strategies, we advocate holistic, context-specific approaches to redefine gamification beyond simple game elements, allowing the creation of meaningful gamified experiences across domains. We recommend interdis
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Abdul, Usamah, Victor Akingbehin, Taofiq Oladejo, Ebun Fasina, and Victor Odumuyiwa. "A Comparative Study of LDA and PCA Feature Extraction Techniques for Content Based Movie Recommendation Systems." In International Conference on Artificial Intelligence and Robotics. Machine Intelligence Research Group (MIRG), 2023. https://doi.org/10.52968/15067118.

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With the rapid growth of digital streaming platforms and the ever-expanding catalogue of movies, effective movie recommendation systems have become crucial to enhance user engagement and satisfaction. Content-based recommendation models offer a personalized approach by leveraging intrinsic movie features to suggest relevant films to users based on their preferences. This paper compares two content-based movie recommendation models that utilizes movie attributes to generate tailored movie suggestions. The proposed models based on Principal Component Analysis (PCA) and Linear Discriminant Analys
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Wang, Zhenchen, Stefan Poslad, Charalampos Z. Patrikakis, and Alan Pearmain. "Personalised Live Sports Event Viewing on Mobile Devices." In 2009 Third International Conference on Mobile Ubiquitous Computing, Systems, Services and Technologies (UBICOMM). IEEE, 2009. http://dx.doi.org/10.1109/ubicomm.2009.25.

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