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Proceedings of the 2023 ACM International Conference on Interactive Media Experiences最新文献

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Towards the Creation of Scalable Tools for automatic Quality of Experience Evaluation and a Multi-Purpose Dataset for Affective Computing 面向创建可扩展的自动体验质量评估工具和情感计算的多用途数据集
Juan Antonio De Rus Arance, M. Montagud, M. Cobos
Traditional tools used to evaluate the Quality of Experience (QoE) of users after browsing an ad, using a product, or performing any kind of task typically involves surveys, user testing, and analytics. However, these methods provide limited insights and have limitations due to the need of users’ active cooperation and sincerity, the long testing time, the high cost, and the limited scalability. On this work we present the tools we are developing to automatically evaluate QoE in different use cases such as dashboards that show on real time reactions to different events in the form of emotions and affections predicted by different models based on physiological data. To develop these tools, we require datasets on affective computing. We highlight some limitations of the available ones, the difficulties during the creation of such data, and our current work in the confection of a new one with automatic annotation of ground truth.
用于评估用户在浏览广告、使用产品或执行任何任务后的体验质量(QoE)的传统工具通常包括调查、用户测试和分析。但是,由于需要用户的积极配合和诚意,测试时间长,成本高,可扩展性有限,这些方法提供的洞察力有限,并且存在局限性。在这项工作中,我们展示了我们正在开发的工具,用于在不同的用例中自动评估QoE,例如仪表板,它以基于生理数据的不同模型预测的情绪和情感的形式显示对不同事件的实时反应。为了开发这些工具,我们需要情感计算的数据集。我们强调了现有数据的一些局限性,在创建此类数据时的困难,以及我们目前在创建具有自动注释地面事实的新数据方面的工作。
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引用次数: 0
A Social Awareness Interface for Helping Immigrants Maintain Connections to Their Families and Cultural Roots: The Case of Venezuelan Immigrants 帮助移民与家庭和文化根源保持联系的社会意识界面:委内瑞拉移民的案例
Andreina Nunez Morales, Eleuda Nuñez, Masakazu Hirokawa, L. Imbesi, Ioannis Chatzigiannakis
International migration forces people into an unfamiliar reality in which their customs and values lose relevance. Moreover, former relationships are left behind, which makes immigrants more likely to experience loneliness. This study focuses particularly on Venezuelan immigrants by incorporating cultural aspects into a solution aimed at reducing loneliness and increasing social connectedness. Among Venezuelans, coffee is a staple of their daily routine and their favorite social beverage. We propose KEPEIN, a coffee maker-shaped interface to transfer a sense of presence and share coffee over distance. Through an experimental study, we evaluated the user’s perception and reaction when communicating through the interface. The results show potential added value to communication by including KEPEIN in a traditional remote interaction scenario. We discuss the benefits and limitations of this type of tangible communication interface and the importance of incorporating culture into the design of solutions for immigrants.
国际移徙迫使人们进入一种陌生的现实,在这种现实中,他们的习俗和价值观失去了相关性。此外,以前的关系被抛在身后,这使得移民更容易感到孤独。这项研究特别关注委内瑞拉移民,将文化方面纳入旨在减少孤独感和增加社会联系的解决方案。对委内瑞拉人来说,咖啡是他们日常生活的主食,也是他们最喜欢的社交饮料。我们提出了KEPEIN,一个咖啡机形状的界面,传递一种存在感,并跨越距离分享咖啡。通过实验研究,我们评估了用户在通过界面进行交流时的感知和反应。结果表明,通过在传统的远程交互场景中包含KEPEIN,可以增加通信的潜在价值。我们讨论了这种有形交流界面的好处和局限性,以及将文化融入移民解决方案设计的重要性。
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引用次数: 0
Optimization and Evaluation of Emerging Codecs 新兴编解码器的优化与评价
Syed Uddin, M. Leszczuk, M. Grega
Video streaming is growing exponentially. High-resolution videos require high bandwidth to transport the videos over the network. There is a great demand for compression technologies to compress video and maintain quality. Video codecs are used to encode and decode video streams. These codecs have been developed by MPEG, Google, Microsoft, and Apple Inc. The goal of this research is to develop a technology that will realize contribution transmission through connecting the latest methods generation of single and multi-way video encoding with the new protocols that will provide transmission reliability and keep low latency. A literature review will be carried out. The literature covers different video codecs and transmission techniques and the methods used to evaluate the quality of those techniques and codecs. Based on the literature review, the theoretical framework will be formed, and a video encoding method prototype will be developed. The developed method will be for one-way and multi-way software that will automatically optimize the settings of the video codec to set its operating conditions at optimal. The new transmission software will use newer codecs, such as H265/HEVC, VP9, and AV1, MPEG5, which will allow additional reduction of the bit stream and deliver secure, reliable, and quality video with low latency.
视频流正在呈指数级增长。高分辨率视频需要高带宽才能通过网络传输。人们对压缩技术有很大的需求,以压缩视频并保持质量。视频编解码器用于对视频流进行编码和解码。这些编解码器是由MPEG、谷歌、微软和苹果公司开发的。本研究的目标是开发一种技术,通过将最新的单路和多路视频编码方法与新协议连接起来,实现贡献传输,从而提供传输可靠性和低延迟。将进行文献综述。文献涵盖了不同的视频编解码器和传输技术以及用于评估这些技术和编解码器质量的方法。在文献综述的基础上,形成理论框架,开发视频编码方法原型。所开发的方法将用于单向和多路软件,该软件将自动优化视频编解码器的设置,使其工作条件处于最佳状态。新的传输软件将使用较新的编解码器,如H265/HEVC、VP9和AV1、MPEG5,这将允许进一步减少比特流,并以低延迟提供安全、可靠和高质量的视频。
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引用次数: 0
Identifying the Developmental Challenges of Creating Virtual Reality Theatre: This paper reports on the identified challenges of creating virtual reality theatre from the practitioner's perspective. 识别创建虚拟现实剧院的发展挑战:本文从实践者的角度报告了创建虚拟现实剧院所识别的挑战。
Daniel Lock, B. Kirman
Virtual Reality Theatre continues to grow as a form of digital creative output for theatre practitioners. However, understanding the common challenges faced during the development of productions by practitioners and the barriers to entry produced by the complexity of platforms is under-researched. This paper provides an in-depth analysis of several challenges identified through semi-structured interviews of practitioners and a thematic review.
虚拟现实戏剧作为戏剧从业者的一种数字创意输出形式不断发展。然而,对于从业者在产品开发过程中所面临的共同挑战以及平台复杂性所产生的进入壁垒的理解还没有得到充分的研究。本文通过对从业者的半结构化访谈和专题审查,对确定的几个挑战进行了深入分析。
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引用次数: 0
Virtual Rehearsal Suite: An Environment and Framework for Virtual Performance Practice 虚拟排练套件:虚拟表演练习的环境和框架
Zachary Mckendrick, Lior Somin, Patrick Finn, E. Sharlin
Contemporary performance artists use Virtual Reality (VR) tools to create immersive narratives and extend the boundaries of traditional performance mediums. As the medium evolves, performance practice is changing with it. Our work explores ways to leverage VR to support the creative process by introducing the Virtual Rehearsal Suite (VRS) that provides users with the experience of a large-scale rehearsal or performance environment while occupying limited physical space and minimal real-world obstructions. In this paper, we discuss findings from scene study experiments conducted within the VRS. In addition, we contribute our thresholding protocols a framework designed to support user transitions into and out of VR experiences. Our integrated approach to digital performance practice and creative collaboration combines traditional and contemporary acting techniques with HCI research to harness the innovative capabilities of virtual reality technologies creating accessible, immersive experiences for actors while facilitating user presence through state change protocols.
当代行为艺术家使用虚拟现实(VR)工具来创造身临其境的叙事,并扩展传统表演媒介的边界。随着媒介的发展,表演实践也在随之变化。我们的工作探索了利用VR来支持创作过程的方法,通过引入虚拟排练套件(VRS),为用户提供大规模排练或表演环境的体验,同时占用有限的物理空间和最小的现实世界障碍。在本文中,我们讨论了在VRS内进行的场景研究实验的结果。此外,我们还提供了阈值协议框架,旨在支持用户进入和退出VR体验。我们的数字表演实践和创造性合作的综合方法将传统和现代表演技术与HCI研究相结合,利用虚拟现实技术的创新能力,为演员创造可访问的沉浸式体验,同时通过状态变化协议促进用户的存在。
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引用次数: 0
Enhancing VR Gaming Experience using Computational Attention Models and Eye-Tracking 利用计算注意力模型和眼球追踪增强VR游戏体验
E. Ennadifi, T. Ravet, M. Mancas, Mohammed El Amine Mokhtari, B. Gosselin
This study explores the potential of enhancing interaction experiences, such as virtual reality (VR) games, through the use of computational attention models. Our proposed approach utilizes a saliency map generated by attention models to dynamically adjust game difficulty levels and to help in the game level design, resulting in a more immersive and engaging experience for users. To inform the development of this approach, we present an experimental setup that is able tp collect data in a VR environment and intends to be able to validate the adaptation of attention models to this domain. Through this work, we aim to create a framework for VR game design that leverages attention models to offer a new level of immersion and engagement for users. We believe our contributions have significant potential to enhance VR experiences and advance the field of game design.
本研究通过使用计算注意力模型来探索增强交互体验的潜力,例如虚拟现实(VR)游戏。我们提出的方法利用由注意力模型生成的显著性地图来动态调整游戏难度级别,并帮助游戏关卡设计,从而为用户带来更具沉浸感和吸引力的体验。为了为这种方法的发展提供信息,我们提出了一个能够在VR环境中收集数据的实验装置,并打算能够验证注意力模型对该领域的适应性。通过这项工作,我们的目标是为VR游戏设计创建一个框架,利用注意力模型为用户提供一个新的沉浸和参与水平。我们相信我们的贡献在增强VR体验和推动游戏设计领域的发展方面具有巨大的潜力。
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引用次数: 0
Kinetic particles : from human pose estimation to an immersive and interactive piece of art questionning thought-movement relationships. 动态粒子:从人体姿势估计到一个沉浸式和互动的艺术作品,质疑思想运动关系。
Mickael Lafontaine, Julie Cloarec-Michaud, Kévin Riou, Yujie Huang, Kaiwen Dong, P. Le Callet
Digital tools offer extensive solutions to explore novel interactive-art paradigms, by relying on various sensors to create installations and performances where the human activity can be captured, analysed and used to generate visual and sound universes in real-time. Deep learning approaches, including human detection and human pose estimation, constitute ideal human-art interaction mediums, as they allow automatic human gesture analysis, which can be directly used to produce the interactive piece of art. In this context, this paper presents an interactive work of art that explores the relationship between thought and movement by combining dance, philosophy, numerical arts, and deep learning. We present a novel system that combines a multi-camera setup to capture human movement, state-of-the-art human pose estimation models to automatically analyze this movement, and an immersive 180° projection system that projects a dynamic textual content that intuitively responds to the users’ behaviors. The demonstration being proposed consists of two parts. Firstly, a professional dancer will utilize the proposed setup to deliver a conference-show. Secondly, the audience will be given the opportunity to experiment and discover the potential of the proposed setup, which has been transformed into an interactive installation. This allows multiple spectators to engage simultaneously with clusters of words and letters extracted from the conference text.
数字工具提供了广泛的解决方案来探索新的互动艺术范式,依靠各种传感器来创造装置和表演,在这些装置和表演中,人类的活动可以被捕捉、分析并用于实时生成视觉和声音世界。深度学习方法,包括人体检测和人体姿势估计,构成了理想的人类艺术互动媒介,因为它们允许自动的人类手势分析,可以直接用于产生交互式艺术品。在此背景下,本文呈现了一件互动艺术作品,通过结合舞蹈、哲学、数字艺术和深度学习来探索思想与动作之间的关系。我们提出了一个新的系统,该系统结合了多摄像头设置来捕捉人体运动,最先进的人体姿势估计模型来自动分析这种运动,以及一个沉浸式180°投影系统,该系统可以投影动态文本内容,直观地响应用户的行为。所提出的示范由两部分组成。首先,一名专业舞者将利用提议的设置来进行会议表演。其次,观众将有机会尝试和发现拟议装置的潜力,该装置已转变为互动装置。这允许多个观众同时参与从会议文本中提取的单词和字母集群。
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引用次数: 0
Feedback Driven Multi Stereo Vision System for Real-Time Event Analysis 实时事件分析的反馈驱动多立体视觉系统
Mohamed Benkedadra, M. Mancas, S. Mahmoudi
2D cameras are often used in interactive systems. Other systems like gaming consoles provide more powerful 3D cameras for short range depth sensing. Overall, these cameras are not reliable in large, complex environments. In this work, we propose a 3D stereo vision based pipeline for interactive systems, that is able to handle both ordinary and sensitive applications, through robust scene understanding. We explore the fusion of multiple 3D cameras to do full scene reconstruction, which allows for preforming a wide range of tasks, like event recognition, subject tracking, and notification. Using possible feedback approaches, the system can receive data from the subjects present in the environment, to learn to make better decisions, or to adapt to completely new environments. Throughout the paper, we introduce the pipeline and explain our preliminary experimentation and results. Finally, we draw the roadmap for the next steps that need to be taken, in order to get this pipeline into production.
二维摄像机常用于交互式系统中。游戏机等其他系统提供更强大的3D摄像头,用于短距离深度感应。总的来说,这些摄像头在大型、复杂的环境中并不可靠。在这项工作中,我们提出了一个基于3D立体视觉的交互式系统管道,它能够处理普通和敏感的应用,通过强大的场景理解。我们探索多个3D相机的融合做全场景重建,这允许执行广泛的任务,如事件识别,主题跟踪和通知。使用可能的反馈方法,系统可以从环境中存在的主体接收数据,以学习做出更好的决策,或者适应全新的环境。在整个论文中,我们介绍了管道,并说明了我们的初步实验和结果。最后,我们为接下来需要采取的步骤绘制路线图,以便将该管道投入生产。
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引用次数: 0
ICAMUS: Evaluation Criteria of an Interactive Multisensory Authoring Tool ICAMUS:交互式多感官创作工具的评估标准
C. Jost, Justin Debloos, Brigitte Le Pévédic, G. Uzan
This paper presents the advancement of the PRIM project that aims at giving the power to non-computer experts to create digital and interactive scenarios. For this purpose, we explored the strengths and limitations of the visual programming languages and the mulsemedia editors chosen for their ease of use. Results led to a criteria list that our final solution should meet, named the ICAMUS criteria for Interface, Combinatorics, Affordance, Modularity, Ubiquity, and Synoptic. This paper proposes a scale based on the ICAMUS criteria that may assess the Interactive and Multisensory Authoring Tools (IMAT scale). Last, this paper discusses how to compute a score based on three metrics (presence/absence of elements, number of clicks to do an action, and time needed to do this action) and the visual representation of this score that has to give a complete profile of the tool. We hypothesize that this scale will be able to highlight the complementarities of visual programming languages and mulsemedia editors as well as the challenges to face.
本文介绍了PRIM项目的进展,该项目旨在赋予非计算机专家创建数字和交互式场景的能力。为此,我们探讨了可视化编程语言和多媒体编辑器的优点和局限性,因为它们易于使用。结果导致我们的最终解决方案应该满足的标准列表,命名为ICAMUS标准的接口,组合,功能,模块化,普遍性和概要。本文提出了一个基于ICAMUS标准的量表,可以评估交互式和多感官创作工具(IMAT量表)。最后,本文讨论了如何基于三个指标(元素的存在/缺失,执行操作的点击次数,执行该操作所需的时间)计算分数,以及该分数的可视化表示,这必须给出工具的完整概况。我们假设,这种规模将能够突出可视化编程语言和多媒体编辑器的互补性以及面临的挑战。
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引用次数: 0
Sensorial Immersive Experiences using MPEG Haptic and Scene Description Standards 使用MPEG触觉和场景描述标准的感官沉浸式体验
Tom Roy, Quentin Galvane, Gurvan Lécuyer, Etienne Faivre D'Arcier, P. Hirtzlin, Pierrick Jouet, P. Guillotel, Patrick Fontaine
This paper presents a demonstration showcasing the capabilities of the upcoming MPEG-I standards on Haptics and Scene Description. The demonstration is a sensorial immersive experience using a virtual reality headset, haptic-enabled controllers and a haptic vest. The proposed experience is an interactive go-kart race-like game where interactions with the environment will trigger spatialized haptic feedback to provide an enhanced sense of immersion. By implementing the MPEG-I standards on Haptics and Scene Description, and by designing this demonstration using exclusively these standards, this work showcases part of the research and standardization efforts produced through the MPEG ecosystem.
本文展示了即将到来的MPEG-I标准在触觉和场景描述方面的功能。演示使用虚拟现实耳机,触觉控制器和触觉背心进行感官沉浸式体验。这是一款类似于卡丁车比赛的互动式游戏,玩家与环境的互动将触发空间化的触觉反馈,从而增强沉浸感。通过在触觉和场景描述上实现MPEG- i标准,并通过专门使用这些标准设计此演示,该工作展示了通过MPEG生态系统产生的部分研究和标准化工作。
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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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