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Enhancing Emotional Awareness and Regulation in Movies and Music Based on Personality 基于人格的影视音乐情感意识与调节
D. Pereira, T. Chambel
Music and movies are powerful art forms that elicit deep feelings and emotions and help us reflect on our and other people's lives on subjects such as: dreams, mental states, routines, society and culture. The evolution of technology has been easing access to these forms of entertainment and education for everyone, everywhere in the world. Given the easy and frequent interaction with a huge amount of movies and music daily, and the impact of these in our emotions, it becomes more and more relevant to address and think of ways to augment people's emotional perception and awareness of multimedia content in and through movies and music. In this paper, we present the motivation and describe the background for these challenges, and propose an approach for the design, development and expansion of interactive features that allow users to visualize and access emotions felt while engaging with movies and music. A special focus is put on the content in these forms of entertainment that have in some way meant something or can be associated with a significant memory, providing insights and helping to manage and regulate emotions, allowing to revisit content with an increased awareness or even recommend new content, taking into account users’ personality.
音乐和电影是强大的艺术形式,能引发深刻的感受和情感,帮助我们反思自己和他人的生活,比如:梦想、精神状态、日常生活、社会和文化。科技的发展使世界上任何地方的每个人都能轻松地获得这些形式的娱乐和教育。考虑到每天与大量的电影和音乐进行简单而频繁的互动,以及这些对我们情绪的影响,解决和思考如何增强人们对电影和音乐中的多媒体内容的情感感知和意识变得越来越重要。在本文中,我们提出了这些挑战的动机和背景,并提出了一种设计、开发和扩展交互功能的方法,使用户能够在参与电影和音乐时可视化和访问情感。我们特别关注这些娱乐形式中的内容,这些内容在某种程度上意味着什么,或者可以与重要的记忆联系在一起,提供见解,帮助管理和调节情绪,允许在提高意识的情况下重新访问内容,甚至推荐新内容,考虑到用户的个性。
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引用次数: 0
Enhancing Engagement through Digital Cultural Heritage: A Case Study about Senior Citizens using a Virtual Reality Museum 通过数字文化遗产加强参与:老年人使用虚拟现实博物馆的案例研究
G. Vishwanath
As the use of Virtual Reality (VR) increases, museums have been using it to create simulations of their artefact collections. However, the level of accessibility, inclusiveness, and engagement of these simulations with senior citizens has been understudied. To address the problem, this case study presents the design of the “Pop-up VR Museum”, a VR experience based on cultural heritage artefacts from the Design Museum in Helsinki that attempts to engage with audiences of wide age ranges. Users can interact with virtual artefacts and listen to stories contributed by different communities. The Pop-up VR Museum has been tested with 254 users at the museum and taken to several elderly care homes. Evaluation is based on users’ gameplay data and their responses to post-experience questionnaires. Results indicate some variation in types of engagement based on users’ age groups. Despite potential limitations, this study provides valuable insights for other museums to create inclusive VR experiences.
随着虚拟现实技术(VR)应用的增加,博物馆已经开始使用它来模拟他们的文物收藏。然而,老年人模拟的可及性、包容性和参与程度还没有得到充分的研究。为了解决这个问题,本案例研究提出了“弹出式虚拟现实博物馆”的设计,这是一种基于赫尔辛基设计博物馆的文化遗产文物的虚拟现实体验,试图吸引不同年龄层的观众。用户可以与虚拟工件交互,并听取不同社区贡献的故事。快闪式虚拟现实博物馆已经在博物馆内对254名用户进行了测试,并被带到几家养老院。评估是基于用户的游戏玩法数据和他们对体验后问卷的回答。研究结果表明,用户的不同年龄群体在参与类型上存在差异。尽管存在潜在的局限性,但这项研究为其他博物馆创造包容性的VR体验提供了有价值的见解。
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引用次数: 0
Analysing and Understanding Embodied Interactions in Virtual Reality Systems 分析和理解虚拟现实系统中的具体交互
Florent Robert
Virtual reality (VR) offers opportunities in human-computer interaction research, to embody users in immersive environments and observe how they interact with 3D scenarios under well-controlled environments. VR content has stronger influences on users physical and emotional states as compared to traditional 2D media, however, a fuller understanding of this kind of embodied interaction is currently limited by the extent to which attention and behaviour can be observed in a VR environment, and the accuracy at which these observations can be interpreted as, and mapped to, real-world interactions and intentions. This thesis aims at the creation of a system to help designers in the understanding of the embodied user experience in VR environment: how they feel, what is their intentions when interacting with a certain object, provide them guidance based on their needs and attention. Controlled guided scenarios will help to reduce the gap of perception between the designer building an experience, and the user living it, leading to more efficient behaviour analysis in VR systems.
虚拟现实(VR)为人机交互研究提供了机会,将用户体现在沉浸式环境中,并观察他们如何在良好控制的环境下与3D场景交互。与传统的2D媒体相比,VR内容对用户的身体和情绪状态有更强的影响,然而,目前对这种具身交互的更全面理解受到VR环境中可以观察到的注意力和行为的程度以及将这些观察解释为并映射为现实世界交互和意图的准确性的限制。本论文旨在创建一个系统,帮助设计师理解VR环境下的具身用户体验:他们在与特定对象交互时的感受,他们的意图是什么,并根据他们的需求和注意力为他们提供指导。受控制的引导场景将有助于减少设计师构建体验与用户体验之间的感知差距,从而在VR系统中实现更有效的行为分析。
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引用次数: 0
Validating Objective Evaluation Metric: Is Fréchet Motion Distance able to Capture Foot Skating Artifacts ? 验证客观评价指标:fr<s:1>运动距离能够捕获足滑伪影吗?
Antoine Maiorca, Youngwoo Yoon, T. Dutoit
Automatically generating character motion is one of the technologies required for virtual reality, graphics, and robotics. Motion synthesis with deep learning is an emerging research topic. A key component of the development of such an algorithm involves the design of a proper objective metric to evaluate the quality and diversity of the synthesized motion dataset, two key factors of the performance of generative models. The Fréchet distance is nowadays a common method to assess this performance. In the motion generation field, the validation of such evaluation methods relies on the computation of the Fréchet distance between embeddings of the ground truth dataset and motion samples polluted by synthetic noise to mimic the artifacts produced by generative algorithms. However, the synthetic noise degradation does not fully represent motion perturbations that are commonly perceived. One of these artifacts is foot skating: the unnatural foot slides on the ground during locomotion. In this work-in-progress paper, we tested how well the Fréchet Motion Distance (FMD), which was proposed in previous works, is able to measure foot skating artifacts, and we found that FMD is not able to measure efficiently the intensity of the skating degradation.
自动生成角色运动是虚拟现实、图形学和机器人技术所需的技术之一。基于深度学习的运动合成是一个新兴的研究课题。开发这种算法的一个关键组成部分涉及设计一个适当的客观度量来评估合成运动数据集的质量和多样性,这是生成模型性能的两个关键因素。目前,fracimchet距离是评估这种性能的常用方法。在运动生成领域,这些评价方法的验证依赖于计算地面真实数据集的嵌入与受合成噪声污染的运动样本之间的fr切距离来模拟生成算法产生的伪影。然而,合成噪声退化并不能完全代表通常感知到的运动扰动。其中之一就是用脚滑冰:在运动过程中,不自然的脚在地面上滑动。在这篇正在进行中的论文中,我们测试了在以前的工作中提出的fr运动距离(FMD)测量足部滑冰伪影的能力,我们发现FMD不能有效地测量滑冰退化的强度。
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引用次数: 0
The Green Notebook - A Co-Creativity Partner for Facilitating Sustainability Reflection 绿色笔记本-促进可持续发展反思的共同创意伙伴
Yawen Deng, Petra Jääskeläinen, V. Popova
AI is becoming increasingly popular in artistic work. Yet tools for calculating environmental impact of AI are more adapted for other contexts than creative practices, making them sometimes hard to comprehend for the non-expert. In this study, based on interviews with AI artists, a design artifact called The Green Notebook was developed: a physical notebook where the AI artist could discuss ideas and receive feedback of their expected environmental impact. The conversational experience between the artist and the interface was informed by online content analysis of artistic work processes. The Notebook was explored and assessed with five artists in Wizard-of-Oz and focus group studies. Generally, the participants found a co-creation process with the enhanced ability to reflect on sustainability an accessible way to engage with sustainability considerations of their AI artistic practices. We provide insights of the Notebook’s perceived role and the conversational strategies used by the artists. Furthermore, we discuss trade-offs between politeness vs. efficiency and focus vs. integration to inform future research.
人工智能在艺术作品中越来越受欢迎。然而,计算人工智能对环境影响的工具更适合于其他环境,而不是创造性的实践,这使得非专业人士有时很难理解它们。在这项研究中,基于对人工智能艺术家的采访,开发了一种名为“绿色笔记本”的设计工具:一个实体笔记本,人工智能艺术家可以在其中讨论想法并收到有关其预期环境影响的反馈。艺术家与界面之间的对话体验是通过对艺术工作过程的在线内容分析来实现的。在《绿野仙踪》和焦点小组研究中,五位艺术家对笔记本进行了探索和评估。总的来说,参与者发现了一个共同创造的过程,增强了反思可持续性的能力,这是一种方便的方式,可以让他们在人工智能艺术实践中考虑到可持续性。我们提供了笔记本的感知角色和艺术家使用的对话策略的见解。此外,我们还讨论了礼貌与效率、专注与整合之间的权衡,为未来的研究提供信息。
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引用次数: 0
AI-Human Collaboration for in Situ Interactive Exploration of Behaviours From Immersive Environment 人工智能-人类协作:沉浸式环境中行为的现场交互探索
Victor Roger, Yves Duvivier, Matthieu Perreira da Silva, Yannick Prié
Experiments in immersive environments allow the collection of large amounts of data that are closely related to individual behaviour. The recording of such experiments allows for the complex study of under-constrained tasks. That is, tasks that allow for a high degree of contingency in their resolution. This contingency allows for better discrimination of individual behaviour. However, the high complexity of the tasks makes them difficult to analyse. My thesis aims to discuss the advantages of Immersive Analytics for analysing hybrid sequential data (trajectory and events) generated in immersive environments. The analysis needs to be performed at a very high level of abstraction due to the high contingency of behaviours extracted from immersive environments. The massive amount of data generated highlights the need to build a model that allows feature extraction at a high level of abstraction. Since the exploration scheme is unknown in advance, the visualisations provided to the analyst should be highly interactive and adaptable to follow the analyst’s queries as he or she searches for new insights in the data.
在沉浸式环境中进行实验,可以收集到与个体行为密切相关的大量数据。这样的实验记录允许对约束不足的任务进行复杂的研究。也就是说,任务在其解决方案中允许高度的偶然性。这种偶然性可以更好地区分个体行为。然而,任务的高度复杂性使得它们难以分析。我的论文旨在讨论沉浸式分析在沉浸式环境中生成的混合顺序数据(轨迹和事件)分析的优势。由于从沉浸式环境中提取的行为具有很高的偶然性,因此需要在非常高的抽象级别上执行分析。生成的大量数据突出表明需要构建一个允许在高抽象级别提取特征的模型。由于勘探方案事先是未知的,提供给分析师的可视化应该是高度互动的,并且在分析师搜索数据中的新见解时,可以根据分析师的查询进行调整。
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引用次数: 0
Quality Assessment of Video Services in the Long Term 长远视像服务质素评估
Natalia Cieplińska, L. Janowski, K. De Moor
In traditional subjective video quality experiments, the presented sequences are short and quality ratings are based on a single interaction with a service (i.e., one session). However, in real-life scenarios, users interact with a video service for a longer period of time. If decisions are made, such as to abandon a service, they are formulated based on longitudinal multi-episodic interaction. Therefore, it is important to better understand how quality is perceived in a longer interaction and how quality perception is linked to behavioral implications. My PhD work encompasses a longitudinal study of users’ interactions with a video service using a mobile device. In our study, which consists of six phases, we use different study designs to investigate how users perceive quality in a more ecologically valid setting. The study is carried out using a previously validated setup, which consists of compression software and a mobile application.
在传统的主观视频质量实验中,呈现的序列很短,质量评级基于与服务的单个交互(即一个会话)。然而,在现实场景中,用户与视频服务交互的时间更长。如果做出决定,比如放弃某项服务,它们是基于纵向多情景交互制定的。因此,重要的是要更好地理解质量是如何在更长的互动中被感知的,以及质量感知是如何与行为影响联系在一起的。我的博士工作包括对用户使用移动设备与视频服务交互的纵向研究。在我们的研究中,由六个阶段组成,我们使用不同的研究设计来调查用户如何在更生态有效的环境中感知质量。该研究使用先前验证的设置进行,该设置由压缩软件和移动应用程序组成。
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引用次数: 0
Video Consumption in Context: Influence of Data Plan Consumption on QoE 情境下的视频消费:数据计划消费对QoE的影响
Ali Ak, Anne-Flore Perrin, Denise Noyes, I. Katsavounidis, P. Le Callet
User expectations are one of the main factors on providing satisfactory QoE for streaming service providers. Measuring acceptability and annoyance of video content, therefore, provide a valuable insight when measured under a given context. In this ongoing work, we measure video QoE in terms of acceptability and annoyance for the remaining data in a mobile data plan context.. We show that simple logos can be used during the experiment to prompt the context to subjects and the different context levels may impact the user expectations and consequently their satisfactions. Finally, we show that objective metrics can be used to determine the acceptability and annoyance thresholds for a given context.
用户期望是流媒体服务提供商提供满意QoE的主要因素之一。因此,在给定的上下文中测量视频内容的可接受性和烦人性提供了有价值的见解。在这项正在进行的工作中,我们根据移动数据计划上下文中剩余数据的可接受性和烦人程度来衡量视频QoE。我们表明,在实验过程中可以使用简单的徽标来提示受试者上下文,不同的上下文水平可能会影响用户的期望,从而影响他们的满意度。最后,我们展示了客观指标可以用来确定给定上下文的可接受性和烦恼阈值。
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引用次数: 0
Enabling and Understanding Interactive Social VR360 Video Viewing 实现和理解交互式社交VR360视频观看
Miguel Fernández-Dasí, Mario Montagud Climent, Isaac Fraile, Josep Paradells, S. Fernández
This paper reports on the research being done towards enabling and understanding interactive social VR360 video viewing scenarios, by exclusively relying on web-based technologies, and using different types of consumption devices. After motivating the relevance of the research topic and associated impact, the paper elaborates on key requirements, features, and system components to effectively enable such scenarios, such as: adaptive and low-latency streaming, media synchronization, social presence, interaction channels, and assistive methods. For each of these features and components, different alternatives are assessed and proof of concept implementations are being provided. With an effective combination and integration of all these contributions, an end-to-end platform can be built and used as a research framework to explore the applicability and potential benefits of social VR360viewing in a variety of use cases, like education, culture or surveillance, by tailoring the technological components based on lessons learned from experimental studies. These use case studies can also provide relevant insights into activity patterns, behaviors, and preferences in Social Viewing scenarios.
本文报告了通过完全依赖基于web的技术和使用不同类型的消费设备,为实现和理解交互式社交VR360视频观看场景所做的研究。在激发了研究课题的相关性和相关影响之后,本文详细阐述了有效实现这些场景的关键需求、特征和系统组件,例如:自适应和低延迟流、媒体同步、社交存在、交互渠道和辅助方法。对于这些特性和组件中的每一个,都评估了不同的替代方案,并提供了概念实现的证明。通过有效地结合和整合所有这些贡献,可以构建一个端到端平台,并将其用作研究框架,通过根据实验研究的经验教训定制技术组件,探索社交vr360观看在各种用例(如教育、文化或监控)中的适用性和潜在优势。这些用例研究还可以提供对社交查看场景中的活动模式、行为和偏好的相关见解。
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引用次数: 0
Developing an Interactive Agent for Blind and Visually Impaired People 为盲人和视障人士开发一个互动代理
V. Stragier, Omar Seddati, T. Dutoit
The aim of this project is to create an interactive assistant that incorporates different assistive features for blind and visually impaired people. The assistant might incorporate screen readers, magnifiers, voice synthesis, OCR, GPS, face recognition, and object recognition among other tools. Recently, the work done by OpenAI and Be My Eyes with the implementation of GPT-4 is comparable to the aim of this project. It shows the development of an interactive assistant has become simpler due to recent developments in large language models. However, older methods like named entity recognition and intent classification are still valuable to build lightweight assistants. A hybrid solution combining both methods seems possible, would help to reduce the computational cost of the assistant, and would facilitate the data collection process. Despite being more complex to implement in a multilingual and multimodal context, a hybrid solution has the potential to be used offline and to consume less resources.
这个项目的目的是为盲人和视障人士创造一个包含不同辅助功能的互动助手。该助手可能包含屏幕阅读器、放大镜、语音合成、OCR、GPS、人脸识别和物体识别等工具。最近,OpenAI和Be My Eyes在实施GPT-4方面所做的工作与这个项目的目标相当。它表明,由于最近大型语言模型的发展,交互式助手的开发变得更加简单。然而,像命名实体识别和意图分类这样的老方法对于构建轻量级助手仍然很有价值。结合这两种方法的混合解决方案似乎是可能的,这将有助于减少助手的计算成本,并将促进数据收集过程。尽管在多语言和多模式上下文中实现起来更加复杂,但混合解决方案具有离线使用和消耗更少资源的潜力。
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引用次数: 0
期刊
Proceedings of the 2023 ACM International Conference on Interactive Media Experiences
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