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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
Subjective Test Environments: A Multifaceted Examination of Their Impact on Test Results 主观测试环境:对测试结果影响的多方面考察
Jingwen Zhu, Ali Ak, Charles Dormeval, P. Le Callet, K. Rahul, S. Sethuraman
Quality of Experience (QoE) in video streaming scenarios is significantly affected by the viewing environment and display device. Understanding and measuring the impact of these settings on QoE can help develop viewing environment-aware metrics and improve the efficiency of video streaming services. In this ongoing work, we conducted a subjective study in both laboratory and home settings using the same content and design to measure QoE in Degradation Category Rating (DCR). We first analyzed subject inconsistency and confidence intervals of the Mean Opinion Scores (MOS) between the two settings. We then used statistical models such as ANOVA and t-test to analyze the differences in subjective tests on video quality between the two viewing environments. Additionally, we employed the Eliminated-By-Aspects (EBA) model to quantify the influence of different settings on the measured QoE. We conclude with several research questions that could be further explored to better understand the impact of the viewing environment on QoE.
视频流场景下的体验质量受观看环境和显示设备的影响较大。理解和测量这些设置对QoE的影响可以帮助开发观看环境感知指标,并提高视频流服务的效率。在这项正在进行的工作中,我们在实验室和家庭环境中进行了一项主观研究,使用相同的内容和设计来测量降解类别评级(DCR)中的QoE。我们首先分析了受试者的不一致性和两种设置之间的平均意见分数(MOS)的置信区间。然后,我们使用方差分析和t检验等统计模型来分析两种观看环境下视频质量主观测试的差异。此外,我们采用各方面消除(EBA)模型来量化不同设置对测量的QoE的影响。为了更好地理解观看环境对QoE的影响,我们提出了几个可以进一步探索的研究问题。
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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
A VR Intervention Based on Social Story™ to Develop Social Skills in Children with ASD 基于社会故事™的VR干预发展ASD儿童的社交技能
Yujing Zhang, Conor Keighrey, Niall Murray
Social interactions and communication play a crucial role in people’s lives. Those with autism spectrum disorder (ASD), especially children, may have difficulties participating in social interactions. Such challenges can be characterised by displaying atypical behaviours and limited sharing intention in social settings. Sharing is an important part of social interaction, and a lack of awareness or limited willingness to share undermines the development of social skills. These characteristics may be related to the impaired theory of mind (ToM). This means that it is difficult to understand people’s wishes and feelings. A range of interventions have been created to help develop social communication skills. The Social Story™ intervention is one such example, and it provides clear visual narratives to explain social situations and concepts to help children with ASD. The narratives provide a mechanism to visually communicate typical communication behaviours. The social story intervention approach is book-based. As such, it is dependent on a reader to communicate well the concepts and demands a certain level with respect to the listener’s imagination capacity. With the limitation of the paper-based medium in mind, this work-in-progress paper outlines the steps, approach, and end application to translate the Social Story™ into a virtual reality (VR) experience. The Social Story™ experience in VR potentially offers a more interactive, immersive and flexible intervention.
社会交往和沟通在人们的生活中起着至关重要的作用。那些患有自闭症谱系障碍(ASD)的人,尤其是儿童,可能在参与社会互动方面有困难。这种挑战的特点是在社会环境中表现出非典型行为和有限的分享意愿。分享是社交互动的重要组成部分,缺乏分享的意识或有限的分享意愿会破坏社交技能的发展。这些特征可能与心智受损理论(ToM)有关。这意味着很难理解人们的愿望和感受。一系列的干预措施已经被创造出来,以帮助发展社会沟通技能。社会故事干预就是这样一个例子,它提供了清晰的视觉叙事来解释社会情境和概念,以帮助患有自闭症的儿童。叙述提供了一种以视觉方式传达典型沟通行为的机制。社会故事干预方法以书籍为基础。因此,它依赖于读者很好地传达这些概念,并要求听众的想象力有一定的水平。考虑到纸质媒介的局限性,这篇正在进行中的论文概述了将Social Story™转化为虚拟现实(VR)体验的步骤、方法和最终应用。VR中的Social Story体验可能会提供更具互动性、身临其境性和灵活性的干预。
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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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