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Proceedings of the 2021 ACM International Conference on Interactive Media Experiences最新文献

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Graphic Novel Subtitles: Requirement Elicitation and System Implementation 绘本小说字幕:需求激发与系统实现
Amy Gourlay, Mike Crabb
Consuming subtitled video content relies on a viewers ability to match up and understand a number of visual inputs simultaneously. This can create challenges in immersion due to the overall readability of subtitles and the speed at which they are presented. In this paper we introduce Graphic Novel Subtitles as an alternative media consumption method that is based on combining video keyframes with subtitle text to create a comic-type experience. We carry out a requirement elicitation survey with 34 participants in order to explore this concept in more detail and identify key features that we present as system requirements.We then introduce a system that can automatically generate a graphic novel from video and subtitle files, and discuss our future evaluation plans.
观看字幕视频内容依赖于观众同时匹配和理解多个视觉输入的能力。由于字幕的整体可读性和呈现速度,这可能会给沉浸感带来挑战。本文介绍了图形小说字幕作为一种基于视频关键帧与字幕文本相结合来创造漫画式体验的替代媒体消费方式。为了更详细地探索这个概念,并确定我们作为系统需求呈现的关键特征,我们对34名参与者进行了需求启发调查。然后,我们介绍了一个可以从视频和字幕文件中自动生成图形小说的系统,并讨论了我们未来的评估计划。
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引用次数: 1
Proceedings of the 2021 ACM International Conference on Interactive Media Experiences 2021年ACM互动媒体体验国际会议论文集
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引用次数: 0
Musical Haptic Wearables for Synchronisation of Visually-impaired Performers: a Co-design Approach 用于视障表演者同步的音乐触觉可穿戴设备:一种协同设计方法
L. Turchet, David Baker, T. Stockman
The emergence of new technologies is providing opportunities to develop novel solutions that facilitate the integration of visually-impaired people in different activities of our daily life, including collective music making. This paper presents a study conducted with visually-impaired music performers, which involved a participatory approach to the design of accessible technologies for musical communication in group playing. We report on three workshops that were conducted together with members of an established ensemble of solely visually-impaired musicians. The first workshop focused on the identification of the participants’ needs during the activity of playing in groups and how technology could satisfy such needs. The second and third workshops investigated, respectively, the activities of choir singing and instrument playing in ensemble, focusing on the key issue of synchronisation that was identified in the first workshop. The workshops involved prototypes of musical haptic wearables, which were co-designed and evaluated by the participants. Overall, results indicate that wireless tactile communication represents a promising avenue to cater effectively to the needs of visually-impaired performers.
新技术的出现为开发新的解决方案提供了机会,这些解决方案有助于视障人士融入我们日常生活的不同活动,包括集体音乐创作。本文介绍了一项对视障音乐表演者进行的研究,该研究涉及一种参与式的方法来设计群体演奏中音乐交流的无障碍技术。我们报告了三个讲习班,这些讲习班是与一个由视力受损的音乐家组成的成熟合奏团的成员一起进行的。第一次研讨会的重点是确定参与者在小组游戏活动中的需求,以及技术如何满足这些需求。第二和第三次研讨会分别调查了合唱团唱歌和合奏乐器演奏的活动,重点是在第一次研讨会中确定的同步的关键问题。研讨会涉及音乐触觉可穿戴设备的原型,由参与者共同设计和评估。总体而言,研究结果表明,无线触觉通信是一种有前途的途径,可以有效地满足视障表演者的需求。
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引用次数: 7
Augmented Reality-Based Remote Family Visits in Nursing Homes 基于增强现实的养老院远程家庭访问
A. Toet, H. Stokking, Tessa Klunder, Z. V. Berlo, Bram Smeets, O. Niamut
During the COVID-19 pandemic, many nursing homes had to restrict visitations. This had a major negative impact on the wellbeing of residents and their family members. In response, residents and family members increasingly resorted to mediated communication to maintain social contact. To facilitate high-quality mediated social contact between residents in nursing homes and remote family members, we developed an augmented reality (AR)-based communication tool. In this study, we compared the user experience (UX) of AR-communication with that of video calling, for 10 pairs of residents and family members. We measured enjoyment, spatial presence and social presence, attitudes, behavior and conversation duration. In the AR-communication condition, residents perceived a 3D projection of their remote family member onto a chair placed in front of them. In the video calling condition, the family member was shown using 2D video. In both conditions, the family member perceived the resident in the video calling mode on a 2D screen. While residents reported no differences in their UX between both conditions, family members reported higher spatial presence for the AR-communication condition compared to video-calling. Conversation durations were significantly longer during AR-communication than during video calling. We tentatively suggest that there may be (unconscious) differences in UX during AR-based communication compared to video calling.
在2019冠状病毒病大流行期间,许多养老院不得不限制探视。这对居民及其家庭成员的福祉产生了重大的负面影响。因此,居民和家庭成员越来越多地通过中介沟通来维持社会联系。为了促进养老院居民与远程家庭成员之间高质量的中介社会联系,我们开发了一种基于增强现实(AR)的通信工具。在本研究中,我们对10对居民和家庭成员进行了ar通信和视频通话的用户体验(UX)比较。我们测量了享受、空间存在和社会存在、态度、行为和谈话持续时间。在ar通信条件下,居民感知到他们的远程家庭成员在他们面前的椅子上的3D投影。在视频通话条件下,以2D视频方式显示家庭成员。在这两种情况下,家庭成员在2D屏幕上感知到处于视频通话模式的居民。虽然居民在两种情况下的用户体验没有差异,但与视频通话相比,家庭成员在ar通信条件下的空间存在感更高。通话持续时间在ar通信中明显长于视频通话。我们初步认为,与视频通话相比,基于ar的通信在用户体验方面可能存在(无意识的)差异。
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引用次数: 2
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Proceedings of the 2021 ACM International Conference on Interactive Media Experiences
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