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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
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
Construction of immersive and interactive methodology based on physiological indicators to subjectively and objectively assess comfort and performances in work offices 构建基于生理指标的沉浸式互动方法,主客观评价办公场所的舒适度和性能
Charlotte Scarpa, G. Haese, Toinon Vigier, P. Le Callet
The building sector and the indoor environment conception is undergoing major changes. There is a need to reconsider the way offices are built from a user’s centric point of view. Research has shown the influence of perceived comfort and satisfaction on performance in the workplace. By understanding how multi-sensory information is integrated into the nervous system and which environmental parameters influence the most perception, it could be possible to improve work environments. With the emergence of new virtual reality (VR) and augmented reality (AR) technologies, the collection and processing of sensory information is rapidly advancing, moving forward more dynamic aspects of sensory perception. Through simulated environments, environmental parameters can be easily manipulated at reasonable costs, allowing control and guiding the user’s sensory experience. Moreover, the effects of contextual and surrounding stimuli on users can be easily collected throughout the test, in the form of physiological and behavioral data. Through the use of indoor simulations, this doctoral research goal is to develop a multi-criteria comfort scale based on physiological indicators under performance constraints. In doing this, it would be possible to define new quality indicators combining the different physical factors adapted to the uses and space. In order to achieve the objectives of this project, the first step is to develop and validate an immersive and interactive methodology for the assessment of multisensory information on comfort and performance in work environments.
建筑领域和室内环境观念正在发生重大变化。从以用户为中心的角度出发,需要重新考虑办公室的建造方式。研究表明,感知舒适和满意度对工作场所的表现有影响。通过了解多感官信息是如何整合到神经系统中的,以及哪些环境参数对感知的影响最大,有可能改善工作环境。随着新的虚拟现实(VR)和增强现实(AR)技术的出现,感官信息的收集和处理正在迅速发展,推动了感官感知的更多动态方面。通过模拟环境,可以很容易地以合理的成本操纵环境参数,从而控制和引导用户的感官体验。此外,在整个测试过程中,可以很容易地以生理和行为数据的形式收集上下文和周围刺激对用户的影响。通过室内模拟,本博士的研究目标是在性能约束下,开发基于生理指标的多标准舒适量表。在这样做的过程中,可以结合适应用途和空间的不同物理因素,确定新的质量指标。为了实现该项目的目标,第一步是开发和验证一种沉浸式交互式方法,用于评估工作环境中舒适度和性能的多感官信息。
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引用次数: 0
LIFT - A System to Create Mixed 360° Video and 3D Content for Live Immersive Virtual Field Trip LIFT -一个为现场沉浸式虚拟实地考察创建混合360°视频和3D内容的系统
Liangding Li, Stephanie Carnell, Katherine Harris, Linda J. Walters, D. Reiners, C. Cruz-Neira
Our paper presents LIFT, a system that enables educators to create immersive virtual field trip experiences for their students. LIFT overcomes the challenges of enabling non-technical educators to create their own content and allows educators to act as guides during the immersive experience. The system combines live-streamed 360° video, 3D models, and live instruction to create collaborative virtual field trips. To evaluate LIFT, we developed a field trip with biology educators from the University of Central Florida(UCF) and showcased it at a science festival. Our results suggest that LIFT can help educators create immersive educational content while out in the field. However, our pilot observational study at the museum highlighted the need for further research to explore the instructional design of mixed immersive content created with LIFT. Overall, our work provides an application development framework for educators to create immersive, hands-on field trip experiences.
我们的论文介绍LIFT,一个系统,使教育工作者创造身临其境的虚拟实地考察经验,为他们的学生。LIFT克服了使非技术教育工作者能够创建自己的内容的挑战,并允许教育工作者在沉浸式体验中充当向导。该系统结合了360°直播视频、3D模型和现场指导,创建协作式虚拟实地考察。为了评估LIFT,我们与中佛罗里达大学(University of Central Florida, UCF)的生物学教育工作者进行了一次实地考察,并在一个科学节上展示了它。我们的研究结果表明,LIFT可以帮助教育工作者在户外创造沉浸式的教育内容。然而,我们在博物馆的试点观察研究强调了进一步研究的必要性,以探索使用LIFT创建的混合沉浸式内容的教学设计。总的来说,我们的工作为教育工作者提供了一个应用程序开发框架,以创建身临其境的动手实地考察体验。
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引用次数: 0
More Immersed but Less Present: Unpacking Factors of Presence Across Devices 沉浸感更强,临在感更弱:不同设备的临在感因素
Mila Bujić, M. Salminen, Juho Hamari
The production of immersive media often involves 360-degree viewing on mobile or immersive VR devices, particularly in the field of immersive journalism. However, it is unclear how the different technologies used to present such media affect the experience of presence. To investigate this, a laboratory experiment was conducted with 87 participants who were assigned to one of three conditions: HMD-360, Monitor-360, or Monitor-article, representing three distinct levels of technological immersion. All three conditions represented the same base content, with high and mid-immersion featuring a panoramic 360-video and low-immersion presenting an article composed of a transcript and video stills. The study found that presence could be considered a composite of Involvement, Naturalness, Location, and Distraction. Mid- and high-immersion conditions elicited both higher Involvement and higher Distraction compared to low immersion. Furthermore, the participants’ propensity for psychological immersion maximized the effects of technological immersion, but only through the aspect of Involvement. In conclusion, the study sheds light on how different technologies used to present immersive media affect the experience of presence and suggests that higher technological immersiveness does not necessarily result in a higher reported presence.
沉浸式媒体的制作通常涉及在移动设备或沉浸式VR设备上的360度观看,特别是在沉浸式新闻领域。然而,目前尚不清楚用于呈现此类媒体的不同技术如何影响在场体验。为了调查这一点,我们对87名参与者进行了一项实验室实验,他们被分配到三种条件中的一种:HMD-360、监视器-360或监视器-文章,代表三种不同的技术沉浸水平。所有三种条件都代表相同的基本内容,高浸入和中浸入以全景360视频为特色,低浸入呈现由文字记录和视频剧照组成的文章。研究发现,在场可以被认为是参与、自然、位置和分心的综合。与低浸入相比,中浸入和高浸入条件引起了更高的投入和更高的分心。此外,被试的心理沉浸倾向最大化了技术沉浸的效果,但仅通过涉入方面。总之,该研究揭示了用于呈现沉浸式媒体的不同技术如何影响在场体验,并表明更高的技术沉浸性并不一定导致更高的报告在场。
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引用次数: 0
Influence of Multi-Modal Interactive Formats on Subjective Audio Quality and Exploration Behavior 多模态交互格式对主观音频质量和探索行为的影响
T. Robotham, Ashutosh Singla, A. Raake, Olli S. Rummukainen, Emanuël Habets
This study uses a mixed between- and within-subjects test design to evaluate the influence of interactive formats on the quality of binaurally rendered 360° spatial audio content. Focusing on ecological validity using real-world recordings of 60 s duration, three independent groups of subjects () were exposed to three formats: audio only (A), audio with 2D visuals (A2DV), and audio with head-mounted display (AHMD) visuals. Within each interactive format, two sessions were conducted to evaluate degraded audio conditions: bit-rate and Ambisonics order. Our results show a statistically significant effect (p < .05) of format only on spatial audio quality ratings for Ambisonics order. Exploration data analysis shows that format A yields little variability in exploration, while formats A2DV and AHMD yield broader viewing distribution of 360° content. The results imply audio quality factors can be optimized depending on the interactive format.
本研究采用受试者之间和受试者内部的混合测试设计来评估交互格式对双耳渲染360°空间音频内容质量的影响。为了研究生态效度,研究人员对三组独立的受试者()进行了三种格式的录音:纯音频(A)、2D音频(A2DV)和头戴式显示器音频(AHMD)。在每种交互格式中,进行了两次会议来评估降级的音频条件:比特率和立体声顺序。我们的结果显示,格式仅对立体声顺序的空间音频质量评级有统计学显著影响(p < 0.05)。勘探数据分析表明,A格式的勘探变异性较小,而A2DV和AHMD格式的360°内容观看分布更广。结果表明,音频质量因素可以根据交互格式进行优化。
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引用次数: 0
Object-Based Access: Enhancing Accessibility with Data-Driven Media 基于对象的访问:增强数据驱动媒体的可访问性
Alexandre Nevsky
Audiovisual media is an integral part of many people’s everyday lives. People with accessibility needs, especially people with complex accessibility needs, however, may face challenges accessing this content. This doctoral work addresses this problem by investigating how complex accessibility needs can be met by content personalisation by leveraging data-driven methods. To this end, I will collaborate with people with aphasia, a complex language impairment, as an exemplar community of people with complex accessibility needs. To better understand the needs of people with aphasia, I will use collaborative design techniques to meet the needs of end users. This will involve them in the design, development and evaluation of systems that demonstrate the benefits of content personalisation as an accessibility intervention. This paper outlines the background and motivation to this PhD, the work that has already been completed, and current planned future work.
视听媒体是许多人日常生活中不可或缺的一部分。然而,有可访问性需求的人,尤其是有复杂可访问性需求的人,在访问这些内容时可能会面临挑战。这项博士工作通过研究如何利用数据驱动的方法通过内容个性化来满足复杂的可访问性需求来解决这个问题。为此,我将与失语症患者合作,这是一种复杂的语言障碍,作为有复杂无障碍需求的人的典范社区。为了更好地了解失语症患者的需求,我将使用协作设计技术来满足最终用户的需求。这需要他们参与系统的设计、开发和评估,以证明内容个性化作为可访问性干预的好处。本文概述了攻读博士学位的背景和动机,已经完成的工作,以及目前计划的未来工作。
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引用次数: 0
Tap or Swipe? Effects of Interaction Gestures for Retrieval of Match Statistics via Second Screen on Watching Soccer on TV 轻触还是滑动?交互手势对第二屏幕比赛数据检索的影响
Ege Sezen, Emmanuel Tsekleves, A. Mauthe
Accessing match statistics through second screen while watching soccer matches on TV has grown into a popular practice. Although early works have shown how gestures on touch screens performed under distracting environments, little is known regarding how specific gestures (swiping and tapping) to retrieve information on second screen affect the viewing experience of soccer games on TV. For this, a mixed-method user study, which included prototype tests of watching short clips of a soccer match, questionnaires and short interviews, was conducted with 28 participants. The results revealed that the number of people who preferred tapping was more than the number of people who favored swiping under two different second screen activity time scenarios i.e. On-Play or Off-Play. However, neither swiping nor tapping yield better performance of recalling verbatim match stats and exact comparisons in both On-Play and Off-Play. Participant evaluations in On-Play and interviews give us clues regarding such difference.
在电视上观看足球比赛时,通过第二屏幕查看比赛数据已经成为一种流行的做法。尽管早期的研究已经表明,在分散注意力的环境下,触摸屏上的手势是如何表现的,但对于在第二个屏幕上检索信息的特定手势(滑动和点击)如何影响电视上足球比赛的观看体验,我们知之甚少。为此,对28名参与者进行了一项混合方法的用户研究,其中包括观看足球比赛短片的原型测试、问卷调查和简短访谈。结果显示,在两种不同的第二屏幕活动时间场景下,即打开或关闭时,喜欢敲击的人数多于喜欢滑动的人数。然而,无论是滑动还是轻击都不能更好地回忆比赛数据和准确比较比赛状态。参与者在比赛和访谈中的评价为我们提供了有关这种差异的线索。
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引用次数: 0
ScenaConnect: an original device to enhance experiences with multisensoriality ScenaConnect:一个原创的设备,以提高体验与多感官
Justin Debloos, C. Jost, D. Archambault
This demonstration aims at presenting ScenaConnect, a multisensory device which allows people to live various several multisensory experiences. ScenaConnect is inexpensive, compact, easy to install and allows to improve experiences in added new interactions. The demonstration will present two cases of use. The first one is an interactive math exercise and the second one is a multisensory experience that will take the visitor on a journey through history. Moreover, ScenaConnect could be used in museums for immersive and interactive experiences or by a teacher who can use it to make the learning of his students more interactive and adapted. The perspectives are to allows non-expert in computer science to quickly integrate ScenaConnect in several and various experiences thanks to the software ScenaProd, which is, like ScenaConnect, a goal of the PRIM project presented in more detail on this paper.
本次演示旨在展示ScenaConnect,一种多感官设备,可以让人们体验多种多感官体验。ScenaConnect价格低廉,结构紧凑,易于安装,并允许在添加的新交互中改进体验。演示将展示两个使用案例。第一个是互动数学练习,第二个是多感官体验,将带领游客穿越历史。此外,ScenaConnect可以在博物馆中用于身临其境的互动体验,也可以由教师使用,使学生的学习更具互动性和适应性。这些观点是为了让计算机科学方面的非专业人员能够快速地将ScenaConnect集成到几个不同的经验中,这要感谢ScenaProd软件,这和ScenaConnect一样,是PRIM项目的一个目标,在本文中有更详细的介绍。
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引用次数: 0
Towards the Creation of Tools for Automatic Quality of Experience Evaluation with Focus on Interactive Virtual Environments 面向交互式虚拟环境的自动体验质量评估工具的创建
Juan Antonio De Rus Arance, M. Montagud, M. Cobos
This paper contains the research proposal of Juan Antonio De Rus presented at the IMX 23 Doctoral Symposium. Virtual Reality (VR) applications are already used to support diverse tasks such as online meetings, education, or training, and the usages grow every year. To enrich the experience VR scenarios, include multimodal content (video, audio, text, synthetic content) and multi-sensory stimuli are typically included. Tools to evaluate the Quality of Experience (QoE) of such scenarios are needed. Traditional tools used to evaluate the QoE of users performing any kind of task typically involves surveys, user testing or analytics. However, these methods provide limited insights for our tasks with VR and have shortcomings and a limited scalability. In this doctoral study we have formulated a set of open research questions and objectives on which we plan to generate contributions and knowledge in the field of Affective Computing (AC) and Multimodal Interactive Virtual Environments. Hence, in this paper we present a set of tools we are developing to automatically evaluate QoE in different use cases. They include dashboards to monitor in real time reactions to different events in the form of emotions and affections predicted by different models based on physiological data, as well as the creation of a dataset for AC and its associated methodology.
本文包含Juan Antonio De Rus在imx23博士研讨会上提出的研究计划。虚拟现实(VR)应用程序已经用于支持各种任务,如在线会议、教育或培训,并且其使用每年都在增长。为了丰富VR场景的体验,通常包括多模态内容(视频、音频、文本、合成内容)和多感官刺激。需要评估这些场景的体验质量(QoE)的工具。用于评估用户执行任何类型任务的QoE的传统工具通常包括调查、用户测试或分析。然而,这些方法对我们的VR任务提供的见解有限,并且存在缺点和有限的可扩展性。在这项博士研究中,我们制定了一套开放的研究问题和目标,我们计划在情感计算(AC)和多模态交互虚拟环境领域产生贡献和知识。因此,在本文中,我们展示了一组我们正在开发的工具,用于在不同用例中自动评估QoE。它们包括仪表板,用于实时监控人们对不同事件的反应,这些反应以基于生理数据的不同模型预测的情绪和情感的形式出现,以及创建AC数据集及其相关方法。
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引用次数: 0
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Proceedings of the 2023 ACM International Conference on Interactive Media Experiences
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