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

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Survey on the Impact of Listening to Audio for Adaptive Japanese Subtitles and Captions Ruby 听音频对自适应日语字幕的影响研究
S. Abe, Shoko Fujii, Hideya Mino, Jun Goto, G. Ohtake, S. Fujitsu, Kinji Matsumura, H. Fujisawa
Subtitles and closed captions, which are prepared for hearing-impaired users, are now widely used by users without hearing concerns. In this paper, we focus on the adaptation of subtitles and captions for non-hearing-impaired users, particularly the adaptation of the kanji ruby. From our experiments on non-hearing-impaired adults, Welch’s t-test was used to clarify whether listening to audio with the same content affects the necessity of kanji ruby. In addition, we proposed and evaluated an adaptive model to predict whether ruby should be added to kanji captions based on the experimental results. The experimental results suggest that not only the difficulty of the kanji and the user’s kanji ability, but also the content of the audio is important for the optimization of kanji ruby.
为听障用户准备的字幕和字幕,现在被没有听力问题的用户广泛使用。本文主要研究非听障用户的字幕适配问题,特别是汉字红宝石的适配问题。从我们对非听力障碍成人的实验中,我们使用Welch’s t检验来澄清听相同内容的音频是否会影响汉字红宝石的必要性。此外,基于实验结果,我们提出并评估了一个自适应模型来预测是否应该在汉字字幕中添加ruby。实验结果表明,汉字的难度和用户的汉字能力以及音频的内容都是优化汉字ruby的重要因素。
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引用次数: 0
Zero-shot virtual product placement in videos 零镜头虚拟产品植入视频
D. Bhargavi, Karan Sindwani, Sia Gholami
Virtual Product Placement (VPP) is an advertising technique that digitally places branded objects into movie or TV show scenes. Despite being a billion-dollar industry, current ad rendering techniques are time-consuming, costly, and executed manually with the help of visual effects (VFX) artists. In this paper, we present a fully automated and generalized framework for placing 2D ads in any linear TV cooking show captured using a single-view camera with minimal camera movements. The framework detects empty spaces, understands the kitchen scene, handles occlusion, renders ambient lighting, and tracks ads. Our framework without requiring access to full video or production camera configuration reduces the time and cost associated with manual post-production ad rendering techniques, enabling brands to reach consumers seamlessly while preserving the continuity of their viewing experience.
虚拟产品植入(VPP)是一种广告技术,通过数字方式将品牌物品放置在电影或电视节目场景中。尽管这是一个价值数十亿美元的产业,但目前的广告渲染技术既耗时又昂贵,而且需要借助视觉特效(VFX)艺术家手动执行。在本文中,我们提出了一个完全自动化和通用的框架,用于在任何线性电视烹饪节目中放置2D广告,该广告使用单视图相机以最小的相机运动拍摄。该框架检测空白空间,理解厨房场景,处理遮挡,渲染环境照明和跟踪广告。我们的框架不需要访问完整的视频或生产摄像机配置,减少了与手动后期制作广告渲染技术相关的时间和成本,使品牌能够无缝地接触消费者,同时保持他们观看体验的连续性。
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引用次数: 0
Use of immersive and interactive systems to objectively and subjectively characterize user experience in work places 使用沉浸式和交互式系统来客观和主观地描述工作场所的用户体验
Charlotte Scarpa, G. Haese, Toinon Vigier, P. Le Callet
This demo’s objective is to display how simulated environments can be used in the evaluation of work-related indoor environments compared to physical environments. In fact, in indoor environment evaluations, Virtual Reality (VR) offers new possibilities for experimental design as well as a functional rapprochement between the laboratory and real life. With VR, environmental parameters (e.g light, color, furniture...) can be easily manipulated at reasonable costs, allowing to control and guide the user’s sensorial experience. One main challenge is to acknowledge to which extent simulated environments are ecologically valid and which functions would be more solicited in different environmental-simulation display formats. User-centric evaluation and sensory analysis in the building sector is in its beginning; this new tool could be of benefit for the building sector, on one hand for methodological facilitation purposes and on the other for cost reductions. In order to achieve the objectives of this project, a first step is to develop and validate the indoor simulations. In environmental simulations, one of the most used formats, for its visual realism and ease of use are 360° panoramic photos and videos, which permits capturing physical-world images. In an objective of validation of the format, 360° photos of workplaces were taken in the building of Halle 6 Ouest of Nantes University and an immersive and interactive test based on physiological indicators to subjectively and objectively assess comfort and performances in work offices was developed. The demo will comprise a head-mounted display with integrated eye-tracking and the measure of electrodermal activity, heart rate and galvanic skin response.
本次演示的目的是展示与物理环境相比,模拟环境如何用于评估与工作相关的室内环境。事实上,在室内环境评估中,虚拟现实(VR)为实验设计提供了新的可能性,并在实验室和现实生活之间建立了功能上的和解。有了VR,环境参数(如光线、颜色、家具等)可以以合理的成本轻松操纵,从而控制和引导用户的感官体验。一个主要的挑战是承认模拟环境在多大程度上是生态有效的,哪些功能将在不同的环境模拟显示格式中得到更多的征求。建筑领域以用户为中心的评价和感官分析才刚刚起步;这个新工具可以为建筑部门带来好处,一方面是为了方法上的便利,另一方面是为了降低成本。为了实现这个项目的目标,第一步是开发和验证室内模拟。在环境模拟中,最常用的格式之一是360°全景照片和视频,因为它的视觉真实感和易用性,它允许捕捉物理世界的图像。为了验证该格式,在南特大学Halle 6 west大楼拍摄了360°工作场所照片,并基于生理指标开发了一种沉浸式互动测试,以主观和客观地评估工作办公室的舒适度和性能。演示将包括一个头戴式显示器,集成了眼球追踪和皮肤电活动、心率和皮肤电反应的测量。
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引用次数: 0
Referencing in YouTube Knowledge Communication Videos 参考YouTube知识传播视频
Haeeun Kim, D. Gática-Pérez
In recent years, there has been widespread concern about misinformation and hateful content on social media that are damaging societies. Being one of the most influential social media that practically serves as a new search engine, YouTube has accepted criticisms of being a major conduit of misinformation. However, it is often neglected that there exist communities on YouTube that aim to produce credible and informative content - usually falling under the educational category. One way to characterize this valuable content is to find references entailed to each video. While such citation practices function as a voluntary gatekeeping culture within the community, how they are actually done varies and remains unquestioned. Our study aims to investigate common citation practices in major knowledge communication channels on YouTube. After investigating 44 videos manually sampled from YouTube, we characterized two common referencing methods, namely bibliographies and in-video citations. We then selected 129 referenced resources, assessed and categorized their availability as being immediate, conditional, and absent. After relating the observed referencing methods to the characteristics of the knowledge communication community, we show that the usability of references could vary depending on viewers’ user profiles. Furthermore, we witnessed the use of rich-text technologies that can enrich the usability of online video resources. Finally, we discuss design implications for the platform to have a standardized referencing convention that can promote information credibility and improve user experience, especially valuable for the young audiences who tend to watch this content.
近年来,人们普遍担心社交媒体上的错误信息和仇恨内容正在破坏社会。作为最具影响力的社交媒体之一,YouTube实际上是一个新的搜索引擎,它接受了被批评为错误信息的主要渠道。然而,人们常常忽略的是,YouTube上有一些旨在制作可信和信息丰富的内容的社区——通常属于教育类别。描述这些有价值内容的一种方法是找到每个视频的引用。虽然这样的引用实践在社区内起到了一种自愿把关的文化的作用,但它们实际上是如何完成的却各不相同,并且仍然是毋庸置疑的。本研究旨在调查YouTube主要知识传播渠道的常见引用行为。通过对44个YouTube视频的人工采样,我们分析了两种常见的引用方法,即参考书目和视频内引用。然后,我们选择了129个参考资源,评估并将其可用性分为即时、有条件和缺席。在将观察到的引用方法与知识传播社区的特征联系起来之后,我们发现参考文献的可用性可能会因观众的用户概况而变化。此外,我们还见证了富文本技术的使用,它可以丰富在线视频资源的可用性。最后,我们讨论了平台的设计含义,以具有标准化的参考约定,可以提高信息的可信度和改善用户体验,特别是对倾向于观看这些内容的年轻受众有价值。
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引用次数: 0
HoloBrand: A Co-located XR Multiplayer Serious Game on an Economic Model HoloBrand:基于经济模式的协同定位XR多人严肃游戏
C. Lürig, Jörg Gutsche, T. Mentler
Extended reality (XR) and serious games are considered promising approaches for modern teaching and learning concepts. However, they often do not exploit the advantages that co-located experiences could provide (e.g., more immediate exchange of ideas and a sense of community). One reason is the high technical, design, and didactic requirements for such solutions. In this work, we introduce HoloBrand, a co-located XR multiplayer serious game for HoloLens 2. The game can be played at the exhibit with one to three players in a time frame from three minutes on upwards. With the game, we enable students to experience the dynamics of an economic model on mass market products (Urban’s perceptor model). Prior knowledge is not required. We describe the fundamental conceptual and implementation aspects of the HoloBrand system and game and interaction design. We include the implementation of the triadic game design concept and the four-factor fun model.
扩展现实(XR)和严肃游戏被认为是现代教学和学习概念的有前途的方法。然而,他们往往没有利用住在同一地点的经验所能提供的优势(例如,更直接的思想交流和社区意识)。其中一个原因是这种解决方案的高技术、设计和教学要求。在这项工作中,我们介绍HoloBrand,一款位于HoloLens 2上的XR多人严肃游戏。游戏可以在展览现场进行,一到三名玩家在三分钟以上的时间内进行。通过这个游戏,我们让学生体验到大众市场产品的经济模型的动态(Urban的感知器模型)。不需要事先的知识。我们描述了HoloBrand系统、游戏和交互设计的基本概念和实现方面。我们将执行三元游戏设计理念和四要素乐趣模型。
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引用次数: 0
An Integrated Framework for Understanding Multimodal Embodied Experiences in Interactive Virtual Reality 理解交互虚拟现实中多模态具体化体验的集成框架
Florent Robert, Hui-Yin Wu, L. Sassatelli, Stephen Ramanoël, A. Gros, M. Winckler
Virtual Reality (VR) technology enables “embodied interactions” in realistic environments where users can freely move and interact, with deep physical and emotional states. However, a comprehensive understanding of the embodied user experience is currently limited by the extent to which one can make relevant observations, and the accuracy at which observations can be interpreted. Paul Dourish proposed a way forward through the characterisation of embodied interactions in three senses: ontology, intersubjectivity, and intentionality. In a joint effort between computer and neuro-scientists, we built a framework to design studies that investigate multimodal embodied experiences in VR, and apply it to study the impact of simulated low-vision on user navigation. Our methodology involves the design of 3D scenarios annotated with an ontology, modelling intersubjective tasks, and correlating multimodal metrics such as gaze and physiology to derive intentions. We show how this framework enables a more fine-grained understanding of embodied interactions in behavioural research.
虚拟现实(VR)技术可以在现实环境中实现“具身互动”,用户可以自由移动和互动,具有深刻的身体和情感状态。然而,对具体用户体验的全面理解目前受到人们能够进行相关观察的程度以及观察结果可以解释的准确性的限制。Paul Dourish从本体论、主体间性和意向性三个方面提出了一种对具身互动进行表征的方法。在计算机和神经科学家的共同努力下,我们建立了一个框架来设计研究VR中的多模态体现体验,并将其应用于研究模拟低视力对用户导航的影响。我们的方法包括设计带有本体注释的3D场景,建模主体间任务,并关联多模态指标,如凝视和生理学,以获得意图。我们展示了这个框架如何使行为研究中体现的相互作用的更细粒度的理解。
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引用次数: 1
Towards Distributed and Interactive Multi-cam and Multi-device VR360 Video Experiences 面向分布式、交互式多摄像头、多设备VR360视频体验
Miguel Fernández-Dasí, Mario Montagud Climent, J. Paradells
The production and consumption of multimedia content is continuously increasing, and this particularly affects to immersive formats, like VR360 video. Even though significant advances have been witnessed with regard to the processing, delivery and consumption of interactive VR360 video, key challenges and research questions still need to be addressed to efficiently provide interactive multi-camera and multi-user VR360 video services over distributed and heterogeneous environments. This research work aims at providing novel and efficient contributions to overcome existing limitations in this topic. First, it will develop an end-to-end modular web-based VR360 video platform, including the measurement of Quality of Service (QoS) and activity metrics, to be used as a research testbed. Second, it will provide lightweight yet efficient viewport-aware video processing and delivery strategies to dynamically concentrate the video resolution on the user’s viewport, with a single stream and decoding process through the web browser. Third, it will propose innovative encoding, signaling and synchronization solutions to enable an effective support for multi-camera and multi-device VR360 services, in a synchronized manner and with the lowest latency possible. Fourth, it will explore how to effectively provide social viewing scenarios between remote users while watching the same or related VR360 videos, assisted with interactive and guiding techniques.
多媒体内容的生产和消费在不断增加,这尤其影响到沉浸式格式,如VR360视频。尽管交互式VR360视频的处理、传输和消费已经取得了重大进展,但要在分布式和异构环境下有效地提供交互式多摄像头和多用户VR360视频服务,仍然需要解决一些关键挑战和研究问题。本研究工作旨在提供新颖和有效的贡献,以克服该主题的现有局限性。首先,它将开发一个端到端的模块化基于web的VR360视频平台,包括服务质量(QoS)和活动指标的测量,作为研究测试平台。其次,它将提供轻量级但高效的视口感知视频处理和传输策略,以动态地将视频分辨率集中在用户的视口上,通过web浏览器进行单一流和解码过程。第三,提出创新的编码、信令和同步解决方案,以同步的方式和尽可能低的延迟,有效支持多摄像头和多设备VR360业务。第四,探索如何在远程用户观看相同或相关VR360视频时,在交互和引导技术的辅助下,有效地提供社交观看场景。
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引用次数: 0
LLM-Based Interaction for Content Generation: A Case Study on the Perception of Employees in an IT Department 基于法学硕士的内容生成交互:IT部门员工感知的案例研究
Alexandre Agossah, Frédérique Krupa, Matthieu Perreira da Silva, P. Le Callet
In the past years, AI has seen many advances in the field of NLP. This has led to the emergence of LLMs, such as the now famous GPT-3.5, which revolutionise the way humans can access or generate content. Current studies on LLM-based generative tools are mainly interested in the performance of such tools in generating relevant content (code, text or image). However, ethical concerns related to the design and use of generative tools seem to be growing, impacting the public acceptability for specific tasks. This paper presents a questionnaire survey to identify the intention to use generative tools by employees of an IT company in the context of their work. This survey is based on empirical models measuring intention to use (TAM by Davis, 1989, and UTAUT2 by Venkatesh and al., 2008). Our results indicate a rather average acceptability of generative tools, although the more useful the tool is perceived to be, the higher the intention to use seems to be. Furthermore, our analyses suggest that the frequency of use of generative tools is likely to be a key factor in understanding how employees perceive these tools in the context of their work. Following on from this work, we plan to investigate the nature of the requests that may be made to these tools by specific audiences.
在过去的几年里,人工智能在自然语言处理领域取得了许多进展。这导致了法学硕士的出现,比如现在著名的GPT-3.5,它彻底改变了人类访问或生成内容的方式。目前对基于法学硕士的生成工具的研究主要关注这些工具在生成相关内容(代码、文本或图像)方面的性能。然而,与生成工具的设计和使用有关的伦理问题似乎正在增长,影响了公众对特定任务的接受程度。本文提出了一项问卷调查,以确定IT公司员工在其工作环境中使用生成工具的意图。该调查基于测量使用意愿的实证模型(Davis的TAM, 1989年,以及Venkatesh等人的UTAUT2, 2008年)。我们的结果表明,生成工具的可接受性相当平均,尽管工具被认为越有用,使用的意图似乎越高。此外,我们的分析表明,生成工具的使用频率可能是理解员工在工作环境中如何看待这些工具的关键因素。根据这项工作,我们计划调查特定受众可能向这些工具提出的请求的性质。
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引用次数: 1
Proceedings of the 2023 ACM International Conference on Interactive Media Experiences 2023年ACM互动媒体体验国际会议论文集
{"title":"Proceedings of the 2023 ACM International Conference on Interactive Media Experiences","authors":"","doi":"10.1145/3573381","DOIUrl":"https://doi.org/10.1145/3573381","url":null,"abstract":"","PeriodicalId":120872,"journal":{"name":"Proceedings of the 2023 ACM International Conference on Interactive Media Experiences","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132947351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Proceedings of the 2023 ACM International Conference on Interactive Media Experiences
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