S. Abe, Shoko Fujii, Hideya Mino, Jun Goto, G. Ohtake, S. Fujitsu, Kinji Matsumura, H. Fujisawa
{"title":"Survey on the Impact of Listening to Audio for Adaptive Japanese Subtitles and Captions Ruby","authors":"S. Abe, Shoko Fujii, Hideya Mino, Jun Goto, G. Ohtake, S. Fujitsu, Kinji Matsumura, H. Fujisawa","doi":"10.1145/3573381.3596456","DOIUrl":"https://doi.org/10.1145/3573381.3596456","url":null,"abstract":"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.","PeriodicalId":120872,"journal":{"name":"Proceedings of the 2023 ACM International Conference on Interactive Media Experiences","volume":"136 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133616185","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}
{"title":"Zero-shot virtual product placement in videos","authors":"D. Bhargavi, Karan Sindwani, Sia Gholami","doi":"10.1145/3573381.3597213","DOIUrl":"https://doi.org/10.1145/3573381.3597213","url":null,"abstract":"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.","PeriodicalId":120872,"journal":{"name":"Proceedings of the 2023 ACM International Conference on Interactive Media Experiences","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125134827","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}
Charlotte Scarpa, G. Haese, Toinon Vigier, P. Le Callet
{"title":"Use of immersive and interactive systems to objectively and subjectively characterize user experience in work places","authors":"Charlotte Scarpa, G. Haese, Toinon Vigier, P. Le Callet","doi":"10.1145/3573381.3597227","DOIUrl":"https://doi.org/10.1145/3573381.3597227","url":null,"abstract":"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.","PeriodicalId":120872,"journal":{"name":"Proceedings of the 2023 ACM International Conference on Interactive Media Experiences","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130658660","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}
{"title":"Referencing in YouTube Knowledge Communication Videos","authors":"Haeeun Kim, D. Gática-Pérez","doi":"10.1145/3573381.3596163","DOIUrl":"https://doi.org/10.1145/3573381.3596163","url":null,"abstract":"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.","PeriodicalId":120872,"journal":{"name":"Proceedings of the 2023 ACM International Conference on Interactive Media Experiences","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114368178","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}
{"title":"HoloBrand: A Co-located XR Multiplayer Serious Game on an Economic Model","authors":"C. Lürig, Jörg Gutsche, T. Mentler","doi":"10.1145/3573381.3597221","DOIUrl":"https://doi.org/10.1145/3573381.3597221","url":null,"abstract":"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.","PeriodicalId":120872,"journal":{"name":"Proceedings of the 2023 ACM International Conference on Interactive Media Experiences","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114734631","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}
Florent Robert, Hui-Yin Wu, L. Sassatelli, Stephen Ramanoël, A. Gros, M. Winckler
{"title":"An Integrated Framework for Understanding Multimodal Embodied Experiences in Interactive Virtual Reality","authors":"Florent Robert, Hui-Yin Wu, L. Sassatelli, Stephen Ramanoël, A. Gros, M. Winckler","doi":"10.1145/3573381.3596150","DOIUrl":"https://doi.org/10.1145/3573381.3596150","url":null,"abstract":"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.","PeriodicalId":120872,"journal":{"name":"Proceedings of the 2023 ACM International Conference on Interactive Media Experiences","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122992822","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}
Miguel Fernández-Dasí, Mario Montagud Climent, J. Paradells
{"title":"Towards Distributed and Interactive Multi-cam and Multi-device VR360 Video Experiences","authors":"Miguel Fernández-Dasí, Mario Montagud Climent, J. Paradells","doi":"10.1145/3573381.3596507","DOIUrl":"https://doi.org/10.1145/3573381.3596507","url":null,"abstract":"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.","PeriodicalId":120872,"journal":{"name":"Proceedings of the 2023 ACM International Conference on Interactive Media Experiences","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132583690","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}
Alexandre Agossah, Frédérique Krupa, Matthieu Perreira da Silva, P. Le Callet
{"title":"LLM-Based Interaction for Content Generation: A Case Study on the Perception of Employees in an IT Department","authors":"Alexandre Agossah, Frédérique Krupa, Matthieu Perreira da Silva, P. Le Callet","doi":"10.1145/3573381.3603362","DOIUrl":"https://doi.org/10.1145/3573381.3603362","url":null,"abstract":"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.","PeriodicalId":120872,"journal":{"name":"Proceedings of the 2023 ACM International Conference on Interactive Media Experiences","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128131841","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}
{"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}