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Handbook of Multimedia for Digital Entertainment and Arts- P5: The advances in computer entertainment, multi-player and online games,technology-enabled art, culture and performance have created a new form of entertainmentand art, which attracts and absorbs their participants. The fantastic successof this new field has influenced the development of the new digital entertainmentindustry and related products and services, which has impacted every aspect of ourlives.
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Handbook of Multimedia for Digital Entertainment and Arts- P54 Personalization on a Peer-to-Peer Television System 107a 4 b c 3.5 x 10 9000 18000 8000 16000 3 7000 14000 2.5 6000 12000 Count Count 2 5000 10000Count 1.5 4000 8000 3000 6000 1 2000 4000 0.5 1000 2000 0 0 0 0 10 20 30 40 50 60 70 80 90 100 0 10 20 30 40 50 60 70 80 90 100 0 10 20 30 40 50 60 70 80 90 100 Wach Time (Percentage) Wach Time (Percentage) Wach Time (Percentage) Programs on-air 1 time Programs on-air 5 times Programs on-air 9 timesFig. 8 Percentage of watching time for programs with different on-air timesFig. 9 Program on-air times 4during Jan.1 to Jan 30,2003 3.5 3 2.5 log(count) 2 1.5 1 0.5 0 0 50 100 150 200 250 On−air Timesnumber of watching users dropped. This is because some users left the channelwhen commercials began and zapped back again when they had supposedly ended. Figure 8 shows the number of users with respect to their percentages of watchingtimes (WatchLenght.k; m//OnAirlength(m)) for programs with different number oftimes that they are broadcast (on-air times of 1, 5 and 9). This shows clearly two peaks: the larger peak on the left indicates a large numberof users who only watched small parts of a program. The second smaller peak onthe right indicates that a large number of users watched the whole programs onceregardless of the number of times that the program was broadcast. That is, the rightpeak happens in 20% of the programs that are broadcast five times (one fifth), andin 11% of the programs that are broadcast nine times (1 ninth), etc. There is a thirdpeak which happens in 22% in the programs which are broadcast nine times. Thisindicates that there are still a few users who watched the entire program twice, forexample to follow a series. These observations motivated us to normalize the percentage of watching time bythe number of broadcastings of a program as explained in Eq. 2, in order to arrive atthe measure of interest within a TV program. This normalized percentage is shownin Fig. 10. Now all the second peaks are located at the 100% position.108 J. Wang et al.Fig. 10 Normalized percent- 5.2age of watching time 5 4.8 4.6 log(Count) 4.4 4.2 4 3.8 3.6 3.4 3.2 0 10 20 30 40 50 60 70 80 90 100 Watch %Learning the User Interest ThresholdThe threshold level, T , above which the normalized percentage of watching time isconsidered to express interest in a TV program (Eq. (3)) is determined by evaluatingthe performance of the recommendation for diff ...