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Automatic Generation of Sport Video Highlights Based on Fan's Emotions and Content.

, , , , and . ACE, page 29:1-29:6. ACM, (2016)

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An event-driven workflow framework to develop context-aware mobile applications., , and . MUM, page 22. ACM, (2012)Building mobile context-aware applications for leisure and entertainment., , , and . Advances in Computer Entertainment Technology, page 29. ACM, (2011)InStory: a system for mobile information access, storytelling and gaming activities in physical spaces., , , , , , , , , and . Advances in Computer Entertainment Technology, page 102-109. ACM, (2005)Testing the Usability of a Platform for Rapid Development of Mobile Context-Aware Applications., , and . INTERACT (3), volume 6948 of Lecture Notes in Computer Science, page 521-536. Springer, (2011)Engaging remote fans in live sports., , and . Int. J. Arts Technol., 8 (4): 325-345 (2015)Practical auditability in trusted messaging systems., , and . e-Business and Telecommunication Networks, Springer, (2006)Exploring the Use of Second Screen Devices During Live Sports Broadcasts to Promote Social Interaction., , , and . ACE, volume 10714 of Lecture Notes in Computer Science, page 318-338. Springer, (2017)From the lab to the world: studying real-time second screen interaction with live sports., , and . Advances in Computer Entertainment, page 14:1-14:10. ACM, (2014)Changing Environmental Behaviors through Smartphone-Based Augmented Experiences., , , , and . Advances in Computer Entertainment, volume 7624 of Lecture Notes in Computer Science, page 553-556. Springer, (2012)When Away Applaud Anyway., , and . Advances in Computer Entertainment, volume 7624 of Lecture Notes in Computer Science, page 473-476. Springer, (2012)