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Interactive television

Interactive television is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Interactive television rather than just read about it. In short: 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 television — main illustration
Interactive television — illustration

Key takeaways

  • Interactive television belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Interactive television to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Interactive television from memory before moving on to harder problems.

Reference excerpt

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.

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 Winky Dink and You, which encouraged viewers to draw on a vinyl sheet they would attach to a television set. QUBE operated an interactive cable television service in Ohio from 1977 to 1984. An interactive video-on-demand (VOD) television service was proposed in 1986 in Japan, where there were plans to develop an "Integrated Network System" service. It was intended to include various interactive services, including videotelephony, home shopping, online banking, remote work, and home entertainment services. However, it was not possible to practically implement such an interactive VOD service until the adoption of DCT and ADSL technologies made it possible in the 1990s. In early 1994, British Telecommunications (BT) began testing an interactive VOD television trial service in the United Kingdom. It used the DCT-based MPEG-1 and MPEG-2 video compression standards, along with ADSL technology. 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. The first patent of interactive connected TV was granted in 1999 in the United States; it expired in 2015. 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.

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 Yahoo!7's Fango mobile app allows viewers to provide material that producers can insert into live programming. During the 2012 Australian Open, viewers used the app to suggest questions for commentator Jim Courier to ask players in post-match interviews. "One-screen" formats involve interaction on the TV screen, using the remote control. Remote-control user interfaces are known in human-computer interaction research as "lean back" interaction, and as a 10-foot user interface. Second screen interactive TV, also called Enhanced TV by ABC and ESPN, uses a personal computer or mobile application. Chat Television, developed in 1996, was the first example of a second screen interactive TV format. The system synchronized online services with television broadcasts, grouping users by time zone and program, so that all real-time viewers could participate in a chat or interactive gathering during the show's airing. 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.

See also BBC Red Button CE-HTML Datacasting 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) Teletext WTVML

References

Illustrations

Interactive television: Digital TV set-top box
Digital TV set-top box

Worked examples

Example 1 — a first encounter with Interactive television

Start with the simplest possible case. Write down what Interactive television claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Interactive television before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Interactive television ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Interactive television

In research
Interactive television appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Interactive television in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Interactive television is common in secondary-school and first-year university syllabi. It links to neighbouring topics Interactive television, Television technology, so understanding it makes those chapters shorter.
In everyday life
Look for Interactive television outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Interactive television in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Interactive television means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Interactive television out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Interactive television in simple terms?

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.

Why does Interactive television matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Interactive television?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Interactive television.

Tags

  • Interactive television
  • Television technology

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