VERTIGO: Find, Enjoy and Share Media Trails Across Physical and Social Contexts

Total Page:16

File Type:pdf, Size:1020Kb

VERTIGO: Find, Enjoy and Share Media Trails Across Physical and Social Contexts VERTIGO: Find, Enjoy and Share Media Trails across Physical and Social Contexts Luca Galli1, Renata Guarneri1, and Jukka Huhtamaki2 1 CREATE-NET, Trento, Italy 2 Hypermedia Laboratory, Tampere University of Technology, Tampere, Finland [email protected], [email protected], [email protected] Abstract. On the grounds of media sharing in social networks, visualisation mash-ups and early hypertext idea of associative “trails”, the opportunity for a new system to explore and enjoy connections among mainly linear media is de- vised. A novel system called VERTIGO is to be crafted to tackle the current limitations in media consumption across different contexts. On the end-user side, VERTIGO would provide a context-aware, personalised and proactive dashboard with innovative discovery and interaction capabilities; on the enter- prise side, media professionals would gain access to a common platform ena- bling new collaboration models in the value network. Keywords: Multimedia, Media consumption, Video, Television, Music, Con- text-awareness, Home, mobile, Geolocation, Social Network, Mashup, Visuali- sation, Scenarios, Business Model, Value Network. 1 Introduction The wave of social networks and Web 2.0 services is putting the media industries un- der an increasing pressure. Long standing models in broadcasting, movies and music sectors are threatened by the overwhelming success of the Internet. Yet there is lim- ited experience of successful endeavours in bringing the best out of the once clearly separated worlds of mass media and personal technologies. Interactive television ex- periments, for example, have been around for many years, but they have still to de- liver on the promise of a big change [1]. Of course, games make for a huge realm, but despite some contaminations they are not to be mixed with mainly linear media. In this respect, novel approaches to create more interactive media experiences are needed as ever before [2]. VERTIGO1 aims at tackling this challenge by focusing on the opportunity to expand and enrich the users’ capabilities in finding, enjoying and sharing media connections or “trails” across the different physical and social contexts. These media trails are now just part of the user personal experience, at individual 1 “Vertigo” is one of Alfred Hitchcock's most powerful, deep, and stunningly beautiful films (in widescreen 70 mm VistaVision); this classic 1958 noir, that functions on multiple levels simultaneously, has been a recurring case in the very initial project discussions and it is actu- ally included in one of the project original scenarios. L. Telesca et al. (Eds.): DigiBiz 2009, LNICST 21, pp. 64–73, 2009. © Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering 2009 VERTIGO: Find, Enjoy and Share Media Trails across Physical and Social Contexts 65 level or in the close social sphere of her immediate companionship (e.g. when watch- ing a movie with someone); social networks do have sharing features, but they are scattered among many services with limited interoperability and have little or no inte- gration with the linear media consumption setting. The VERTIGO vision is to trans- form such currently ephemeral “media trails” into a working technology. The system, currently in the early design stage, envisages providing people with a dashboard that would inherit the old-fashioned TV remotes function by reshaping this rigid tool, tied to the living room environment, into a personalised, context-aware, proactive media- rich interface. First, the “trail” concept in relation to media and social networks is introduced, as grounded in the historic developments of hypertext and illustrated with a mash-up ex- ample. Getting closer to market dynamics, a comparative perspective on multimedia consumption across the living room, desktop and mobile context allows highlighting key phenomena at the intersection of the technology and business dimensions. Then, following a scenario-based approach [3] VERTIGO is presented by means of two original stories then followed by some hints to related technology challenges and con- cluding remarks. 2 Visualising the Trails in Media and Social Networks One of the most prominent phenomena of Web 2.0 is the concept of a mashup, an ap- plication that is “generated by combining content, presentation, or application func- tionality from disparate Web sources” [4]. Whereas in its simplest form a mashup is a combination of a map or some other visual instrument and a set of data, the recent definition by Yu et al. [4] gives a more elaborate context to mashup development. In fact, mashup development can be seen as a form of information visualisation where the underlying objective is to provide visualisation users with expressive views that serve as an amplifier of the cognition of a user and give insight on a certain phenom- ena represented by the data [5]. Complemented with information visualisation tools such as Prefuse Flare [6] and others [7], mashup technologies and other Web tech- nologies enable the development of highly interactive information visualisations that, according to Kosara, Hauser and Gresh [8] “allows the user to implicitly form mental models of the correlations and relationships in the data, through recognition of pat- terns, marking or focusing in on those patterns, forming mental hypotheses and test- ing them, and so on”. From the very beginning, the concept of a trail has been present in hypertext. While describing a fictional device memex, Vannevar Bush was the first to present the idea of hyperlink connecting pieces of information by association (instead of in- dexing) back in 1945, so in a similar fashion than the human mind operates: “The human mind does not work that way. It operates by association. With one item in its grasp, it snaps instantly to the next that is suggested by the association of thoughts, in accordance with some intricate web of trails carried by the cells of the brain. It has other characteristics, of course; trails that are not frequently followed are prone to fade, items are not fully permanent, memory is transitory. Yet the speed of action, the intricacy of trails, the detail of mental pictures, is awe-inspiring beyond all else in na- ture.” [9] Indeed, Bush added that “[m]an cannot hope fully to duplicate this mental 66 L. Galli, R. Guarneri, and J. Huhtamaki process [the intricacy of trails in human mind] artificially, but he certainly ought to be able to learn from it”. However, different levels of association (e.g. geo-location, so- cial ties, personal mood, activities) are already made explicit in social networks, even though it is difficult to trace and make use of them in the current scattered multimedia consumption landscape. To reuse McGonigal’s [10] excellent metaphor inspired by Lewis Carroll, it would be possible to craft “rabbit holes” through which multimedia consumers are drawn into new multimedia landscapes beyond their imagination to find new, interesting piece of multimedia or a similar-minded fellow consumer [11]. The easy-to-access Web information (Web APIs) and text-based data formats (e.g. Extensible Markup Language) introduces great possibilities to implement such applications. An example of a possible application is the (still fictional) Multimedia Trails. Col- lecting pieces of multimedia as hubs composing a set in interrelated multimedia, say a concert by Mondo Cane performing new versions of the Italian pop music of the 50’s and 60s’s. The setlist of the concert can be retrieved from Setlist.fm, the live re- cordings are available e.g. at http://concertlive.co.uk (in addition to unlicensed sources including BitTorrent), attendees of the concert from Last.fm, related videos can be collected from YouTube, images and trivia of the band from Last.fm API et cetera. In the screen capture (Fig. 1) we can see that the keyword-based filtering of videos expose both performances by Mondo Cane as versions by other actors. Fig. 1. Example mashup of a Mondo Cane concert Whereas individual interest hubs of multimedia can be visualised with methods of traditional mash-ups, the connections between the hubs or between individual ap- preciators of the digitalised culture can be represented e.g. as graphs in the tradition of social network analysis and visualisation [12] [13]. An excerpt of a social network is included in Figure 1: two users of Multimedia trails, Luca and Jukka, are connected to each other. Further, Jukka is interested in Mondo Cane that performs modern versions of Italian pop, one of Luca’s favourite genres. 3 A Comparative Perspective on Multimedia Consumption across Three Key Contexts Today, there are still clear boundaries between different multimedia consumption con- texts. Each context has seen the growth of distinct ecosystems, very heterogeneous in VERTIGO: Find, Enjoy and Share Media Trails across Physical and Social Contexts 67 terms of business models, openness of markets and role of the user. Yet at the edges they start to overlap and build interfaces between each other. This is quite evident from the following discussion on three generic contexts corresponding to the main segments in the media business: broadcasting, the Internet and mobile telecommunications. 3.1 The Living Room Context The living room is still dominated by classical mass media, even though various forms of interactive entertainment are making increasing inroads into it. Its traditional strength lies in creating high-quality laid-back entertainment and information experi- ences, focused on consumption: going beyond this legacy is an open challenge for those willing to innovate the interactive TV experience [14]. There are a number of multimedia solutions on the market targeting the living room, based on streaming ac- cess or personal digital libraries. Apart from large TV screens, set-top-boxes, game consoles or PCs in adapted design [15] have already gained a prominent role there. Proprietary platform solutions include the entire range of “media centre” software, e.g.
Recommended publications
  • NETFLIX SOCIAL **Fictional Project
    NETFLIX SOCIAL **fictional project The Client The Task Netflix is looking to significantly increase • Understand how people find & share social activity and share on their mobile movies & TV shows apps between users. They would like to • Determine key features to be start with an MVP that can implement these implemented features, and integrate with their current • Design key screens using the look & feel app. of the current Netflix app. NETFLIX SOCIAL TV and Movies Survey - Google Drive Notebook: General Assembly Created: January 9, 2014 at 3:20:48 PM Ideation Updated: January 9, 2014 at 3:20:48 PM Tags: project 3 URL: https://docs.google.com/forms/d/11gDCvWTR0YFQxbwUHG82dPZxWiQlIsFCOWmeFU52v2c/viewanalyticsSurvey Summary Do you watch TV or movies online? Yes 92 99% No 1 1% Survey Which services do you use to watch movies and TV shows online? User Interviews Netflix 81 24% Hulu 47 14% Youtube 47 14% Amazon Prime Instant Video 33 10% Slingbox 5 1% Google Play 4 1% Network websites or apps (ABC, CBS, NBC, Fox) 29 9% HBO Go 39 12% SideReel 10 3% Online on-demand service via cable TV provider (AT&T U-Verse, Cox, Dish, Optimum, Verizon FiOS, etc) 20 6% Other 22 7% Which devices do you use to watch TV and movies online? Laptop 79 34% Desktop 23 10% Phone 22 9% Tablet 42 18% Game console (XBox, Playstation, etc.) 34 14% Apple TV / Roku / Boxee / Chromecast / Other set top box 29 12% Other 6 3% Where are you when you watch TV and movies online? At home 92 76% At work 9 7% In public 6 5% In transit 9 7% Other 5 4% How many hours a week do you
    [Show full text]
  • Private Enterprise in American Education
    Private Enterprise in American Education A MERICAN E NTERPRISE I NSTITUTE Special Report 7 Focus on For-Profits in K–12 Education Misses the Real Divide Alex Hernandez | November 2012 Special Report 7 Private Enterprise in American Education Foreword For decades, for-profit educational provision has been merely tolerated, often grudgingly. In the world of charter schooling, for-profit providers are lambasted and sometimes prohibited. In higher education, for- profit institutions have grown rapidly, enrolling millions of nontraditional students and earning enmity, suspicion, and now investigative and regulatory actions from the federal government. When it comes to student lending, teacher quality, and school turnarounds, there is a profound preference for nonprofit or public alternatives. All of this is so familiar as to be unremarkable. The problem is that K–12 and higher education are desperately in need of the innovative thinking and nimble adaptation that for-profits can provide in a landscape characterized by healthy markets and well-designed incentives. As critics have noted, for-profits do indeed have incentives to cut corners, aggres- sively pursue customers, and seek profits. But these traits are the flip side of valuable characteristics: the inclination to grow rapidly, readily tap capital and talent, maximize cost effectiveness, and accommodate customer needs. Alongside nonprofit and public providers, for-profits have a crucial role to play in meeting America’s 21st-century educational challenges cost-effectively and at scale. However, we rarely address for-profit provision in this fashion. Most statutory and regulatory discus- sion focuses on how to rein in for-profit providers, largely ignoring what it would take to harness the potential of such providers while establishing the incentives and accountability measures to ensure a level, dynamic, and performance-oriented playing field.
    [Show full text]
  • 1.3 Energy Consumption
    JAIST Repository https://dspace.jaist.ac.jp/ Comparative analysis of overall energy Title consumption of storage architectures in home media players Author(s) ウィ, クリスティアント Citation Issue Date 2011-09 Type Thesis or Dissertation Text version author URL http://hdl.handle.net/10119/9928 Rights Supervisor: Associate Professor Xavier Defago, 情 Description 報科学研究科, 修士 Japan Advanced Institute of Science and Technology Comparative analysis of overall energy consumption of storage architectures in home media players By Christianto Oeij A thesis submitted to School of Information Science, Japan Advanced Institute of Science and Technology, in partial fulfillment of the requirements for the degree of Master of Information Science Graduate Program in Information Science Written under the direction of Associate Professor Xavier D´efago September, 2011 Comparative analysis of overall energy consumption of storage architectures in home media players By Christianto Oeij (9210202) A thesis submitted to School of Information Science, Japan Advanced Institute of Science and Technology, in partial fulfillment of the requirements for the degree of Master of Information Science Graduate Program in Information Science Written under the direction of Associate Professor Xavier D´efago and approved by Associate Professor Xavier D´efago Professor Mizuhito Ogawa Associate Professor Kiyofumi Tanaka August, 2011 (Submitted) Copyright c 2011 by Christianto Oeij Abstract In home entertainment, reducing energy is highly desirable. Our motivations stem from the important factors like the running cost, noise, heat, and energy consumption from the storage as the main component of it. Home theater PC is a good choice of home entertainment since it can provide high quality video output and be affordable in term of cost.
    [Show full text]
  • Digital Media: Rise of On-Demand Content 2 Contents
    Digital Media: Rise of On-demand Content www.deloitte.com/in 2 Contents Foreword 04 Global Trends: Transition to On-Demand Content 05 Digital Media Landscape in India 08 On-demand Ecosystem in India 13 Prevalent On-Demand Content Monetization Models 15 On-Demand Content: Music Streaming 20 On-Demand Content: Video Streaming 28 Conclusion 34 Acknowledgements 35 References 36 3 Foreword Welcome to the Deloitte’s point of view about the rise key industry trends and developments in key sub-sectors. of On-demand Content consumption through digital In some cases, we seek to identify the drivers behind platforms in India. major inflection points and milestones while in others Deloitte’s aim with this point of view is to catalyze our intent is to explain fundamental challenges and discussions around significant developments that may roadblocks that might need due consideration. We also require companies or governments to respond. Deloitte aim to cover the different monetization methods that provides a view on what may happen, what could likely the players are experimenting with in the evolving Indian occur as a consequence, and the likely implications for digital content market in order to come up with the various types of ecosystem players. most optimal operating model. This publication is inspired by the huge opportunity Arguably, the bigger challenge in identification of the Hemant Joshi presented by on-demand content, especially digital future milestones about this evolving industry and audio and video in India. Our objective with this report ecosystem is not about forecasting what technologies is to analyze the key market trends in past, and expected or services will emerge or be enhanced, but in how they developments in the near to long-term future which will be adopted.
    [Show full text]
  • NAS 131 Introduction to Boxee
    NAS 131 Introduction to Boxee Turn your NAS into a multimedia player with Boxee ASUSTOR COLLEGE NAS 131: Introduction to Boxee COURSE OBJECTIVES Upon completion of this course you should be able to: 1. Install and use Boxee on an ASUSTOR NAS using a USB keyboard, mouse or mobile device. PREREQUISITES Course Prerequisites: None Students are expected to have a working knowledge of: N/A OUTLINE 1. Introduction to Boxee 1.1 Introduction to Boxee 2. Installing and Using Boxee 2.1 Installing Boxee 2.2 Connecting your NAS to an HDMI compatible display 2.3 Using Boxee with a USB mouse or keyboard 2.4 Using Boxee with AiRemote ASUSTOR COLLEGE / 2 NAS 131: Introduction to Boxee 1. Introduction to Boxee 1.1 Introduction to Boxee Boxee is one of the numerous Apps that can be found in App Central and can turn your ASUSTOR NAS into a multimedia player. After installing Boxee and connecting your NAS to an HDMI compatible display or TV you will be able to play all the multimedia content stored on your NAS including video, audio and images. In addition to using a USB mouse or keyboard to operate Boxee, you can also use your mobile device as a remote control for Boxee by installing the AiRemote mobile App. AiRemote is available for both Android and iOS and can be downloaded from Google Play or the Apple App Store. Furthermore, you are also free to use a Boxee or XBMC compatible third party App for remote control as well. Note: In order to use Boxee you must have an HDMI compatible TV or display.
    [Show full text]
  • Xtreamer Ultra Specification
    Xtreamer Ultra Specification Operating System Linux Pre-Compiled, Optimized and Configured for the Ultra is inside the USB Stick ready for booting Microsoft® Windows® 7 / 7 64-bit / Vista™ / Vista™ 64-bit / XP / XP 64-bit compliant - Not Included. Drivers Supplied inside the USB stick. MCE Addons and Community Packages nVidia 3DTV Play Trial Edition (for windows 7) X-Aiwi Software (for windows 7) CamTrax Software (for windows 7) Memory Samsung 4GB DDR3 (SO-DIMM/204pin/DDR3-1333/PC3-10600) *Due to the operating system limitation, the actual memory size may be less than 4GB for the reservation for system usage under Windows® 32-bit OS. For Windows® 64-bit OS with 64-bit CPU, there is no such limitation. Hard Disk Supports 1 x 2.5-inch SATA 3.0 Gb/s HDD/SSD CPU Intel® Atom® D525 (dual-core, 1.8 GHz) GPU NVIDIA® GT218-ION Graphics, NVIDIA® 3DTV Play Capable Chipset IO NM10, NCT5577D Video Memory 512MB DDR3 Display Options HDMI (w/audio), DVI-I, VGA (with included adapter) SATA eSATA 3.0 Gb/s port Gigabit LAN Ethernet 10/100/1000Mbps (RTL8111E) WiFi External USB Antenna 802.11n WiFi (Optional) USB Ports 6 USB 2.0 (4 on back panel, 2 on front panel) Audio Onboard analog stereo high-definition audio (ALC892) 7.1-Channel LPCM digital audio (HDMI) Optical Digital S/PDIF audio output IR port IRDA 1.0 DirectX® Support DirectX® 10.1 with Shader Model 4.1 Other Features OpenCL compliant, OpenGL® 3.2 compatible, NVIDIA® PhysX® ready, NVIDIA® CUDA™ ready, NVIDIA® PureVideo™ HD technology DHCP: Yes Software Features nView® Multi-Display Aiwi (for Win7) nVidia 3DTV Play Trial (for Win) Camtrax Windows Controller App *Due to VGA driver limitation, 3D function only supports Windows® 7 / 7 64-bit / Vista™ / Vista™ 64-bit.
    [Show full text]
  • Streamer QSG Walmart VS.Indd 1-6 06-03-19 12:11 URC7935 R00 RDN-1271118 711941 – UK TV
    TV COLOR MATCH PREPARE YOUR REMOTE FOR INSTALLATION SETUP SETUP SETUP SETUP Fully customizable ENGLISH I II III IV The OFA Streamer Remote is pre-programmed to control a TCL brand Roku TV. Just insert To set up your device: batteries and it will work directly. It can also work directly if you have a Roku TV by Element, STREAMER BOX SOUND BAR / AUDIO RECEIVER 1. Turn on your device (not on standby) and point the OFA remote towards it. If you are Philips, Magnavox, JVC, LG or Haier. If you have a Roku TV by Hisense or RCA, this may work too. setting up a Streaming device, make sure a movie or TV show is playing. TV Power ...............................................APPLE Replay ........................................MICROSOFT TV Power .......................................................................... BOSE Replay ..............................................................PANASONIC OFA STREAMER 4 X AAA If not, or you have a Roku TV from the brands Sharp Sanyo or Insignia, see the section “Setting TV Input ................................................BOXEE Options ...................................................ROKU URC 7935 up a Roku TV”. TV Input ...................................................................... DENON Options ....................................................................PIONEER 2. To set up: TV The Streamer can also be programmed to control many brands of Streaming Set Top Boxes as Streamer Power ....................................ASUS Rewind ......................................................KODI
    [Show full text]
  • Internet Connected TV, Often Referred to As Smart TV Or Hybrid TV, Is a SpeciC Web Content Or Services On-Demand
    R APE P E WHIT Trinet Tips: Internet Connected TV Channeling the Bigger Picture LA-(949) 442.8900 DC-(703) 548.8900 www.trinetsolutions.com ©Trinet Internet Solutions, Inc. 2011 WHITE PAPER Channeling the Bigger Picture With competition for consumer attention at an all-time high, many companies are focusing on creating the perfect website and mobile application to dierentiate themselves from the rest. But while all the focus is devoted to the small screen, companies are neglecting the largest and most popular screen in a person’s home - the TV! The Signicance of TV According to Nielsen, the average American watches 142 hours of Boxee television a month. In the last year alone, TV viewership has increased 22 minutes per person per month adding to its dominance as the Since 2009, Yahoo’s competitors have created other Internet TV devices, primary source of video content for all demographics. Similarly, the such as Boxee (above), Roku, Google TV, and Apple TV. Smart TV number of TVs per U.S. household is constantly increasing, with 55% technology can also be found in appliances such as Blu-ray players, owning 3 or more sets in 2010. As a result, the total amount of TV gaming consoles, home theater systems, audio products and set-top viewing for 2011 is expected to increase to 4.49 trillion hours. boxes. What Are TV Applications? Nielsen’s Television Audience Report (2010) What is Connected TV? A TV application is a product that allows your television to access Internet Connected TV, often referred to as Smart TV or Hybrid TV, is a specic web content or services on-demand.
    [Show full text]
  • Weekly Roundup Episode 8 Media Center Software
    Weekly Roundup Episode 8 Media Center Software: 1. Windows Media Center PC users like having Windows Media Center (WMC) inside their home theatre PC. Whether you may have a trip for; music videos, vintage classics, tv-series, and anything you may want to watch online. With this single software program you can almost watch everything. WMC is among the most well-known media center because of Microsoft’s advertising campaigns and combining endeavors. There’s nothing overly technical about Windows Media Center, and it also plays nearly all media formats available. Windows Media Center is pre-equipped on all Windows 7 platforms, you just have to activate it. RATE: 3/5 2. JRiver Media Center JRiver Media Center is a jukebox-style media center similar to that of Windows Media Player, or iTunes. Regardless, it is costumed with an optimized interface Theater View, which works perfectly along with your HDTV’s. The best thing about JRiver is it supports, including the sophisticated codecs from recorded clips, and it’s also recognized to playback music with overall excellent audio quality. It even is sold with Netflix, Hulu and YouTube services integrated, so it will be suited to playing video recording content, too. It’s a perfect match for you, particularly if you are an audiophile and enjoy playing lossless formats of audio like, FLAC, APE, ALAC, WM, and WAV files. RATE: 3/5 3. Plex Plex Media Center is a media center substitute for Mac OS X which is integrated with iTunes; if you are being well experienced in using iTunes for syncing music and videos, then this application will be well suited for you.
    [Show full text]
  • DVR Meets Web with an “Air Time” and a Source Channel
    Desktop Integrating Web Video grams and subscriptions. For content de- livered via live broadcast, it is a neces- sity. MythVideo In previous generations of MythTV, all video content that was not recorded from hardware tuners was accessible only through a separate plugin, Myth- Video [2]. MythVideo could play back almost any media type, but the integra- tion it provided with the rest of the sys- tem was poor. It used a separate storage directory and a separate database table, and it was buried in a separate part of the menu structure – as was its comple- ment of settings and preferences. It even used a different interface for navigating between videos, more akin to a simple filesystem browser than MythTV’s user- friendly Recordings screen. If you ©Todd Arena, 123RF.com Arena, ©Todd wanted to associate metadata with your files (i.e., “cover” images, dates, or syn- opses), you had to add that for each in- dividual file. That said, one good thing that Myth- Video brought to the party was support for any and every media type: It didn’t matter where the video came from, how it got to your computer, or whether it Integrate web video with MythTV was from a series, a standalone work, or even something you shot with your phone. MythTV’s Recordings interface is built around items that can be associated DVR meets web with an “air time” and a source channel. As I’ll describe, several of the web video With MythTV and a couple of plugins, you can merge Internet-delivered solutions find ways to cope with that set of constraints, with varying degrees of video right into your DVR playlist.
    [Show full text]
  • A Look at Roku's New Line of Digital Media Players 11 August 2011, by Troy Wolverton
    A look at Roku's new line of digital media players 11 August 2011, By Troy Wolverton Getting video from the Internet to your TV used to movies, and even to private channels that can be be a difficult, costly procedure. That's no longer the set up by businesses or individual users. case. There are still some notable gaps in its lineup. Consumers have a large and growing number of You won't find YouTube in Roku's channel store, options for watching digital videos downloaded or for example. Nor will you find Vudu, the high-quality streamed from the Net, ranging from digital set-top video streaming service. And the device doesn't boxes to Blu-ray players to video game consoles to include a Web browser that would allow you to Internet-connected TVs. However, one of the best access videos found on less popular websites but choices has been Roku's line of digital media not in one of its channels. players, which are even more attractive now that the company has updated its line. Still, Roku's channel list compares favorably to what you'll find on Apple TV box or on the typical Introduced three years ago, Roku's players are Internet-connected TV. And the addition of games inexpensive, easy to use and simple to set up. The gives the Roku box digital content you can't find new models - collectively dubbed the Roku 2 - are with Apple TV and many other digital media smaller and more energy-efficient. The range of adapters.
    [Show full text]
  • Product Name Version 9.9 Release Notes
    CLIQ Supported Devices Product Bulletin Content Introduction ......................................................................................................... 1 Supported devices .............................................................................................. 2 Access ........................................................................................................................ 2 Audio ........................................................................................................................... 2 Climate ........................................................................................................................ 3 Entertainment Devices ................................................................................................ 4 Lighting ..................................................................................................................... 45 Power ........................................................................................................................ 47 Shades ...................................................................................................................... 47 Shutters ..................................................................................................................... 48 Surveillance ............................................................................................................... 48 Voice ........................................................................................................................
    [Show full text]