22 research outputs found

    Viewer types in game live streams: questionnaire development and validation

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    Producing and consuming live-streamed content is a growing trend attracting many people today. While the actual content that is streamed is diverse, one especially pop ular context is games. Streamers of gaming content broadcast how they play digital or analog games, attracting several thousand viewers at once. Previous scientific work has revealed that different motivations drive people to become viewers, which apparently impacts how they interact with the offered features and which streamers’ behaviors they appreciate. In this paper, we wanted to understand whether viewers’ motiva tions can be formulated as viewer types and systematically measured. We present an exploratory factor analysis (followed by a validation study) with which we developed a 25-item questionnaire assessing five different viewer types. In addition, we analyzed the predictive validity of the viewer types for existing and potential live stream fea tures. We were able to show that a relationship between the assessed viewer type and preferences for streamers’ behaviors and features in a stream exists, which can guide fellow researchers and streamers to understand viewers better and potentially provide more suitable experiences

    Social convergence in times of spatial distancing: The rRole of music during the COVID-19 Pandemic

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    More playful user interfaces:interfaces that invite social and physical interaction

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    Cultural Heritage Storytelling, Engagement and Management in the Era of Big Data and the Semantic Web

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    The current Special Issue launched with the aim of further enlightening important CH areas, inviting researchers to submit original/featured multidisciplinary research works related to heritage crowdsourcing, documentation, management, authoring, storytelling, and dissemination. Audience engagement is considered very important at both sites of the CH production–consumption chain (i.e., push and pull ends). At the same time, sustainability factors are placed at the center of the envisioned analysis. A total of eleven (11) contributions were finally published within this Special Issue, enlightening various aspects of contemporary heritage strategies placed in today’s ubiquitous society. The finally published papers are related but not limited to the following multidisciplinary topics:Digital storytelling for cultural heritage;Audience engagement in cultural heritage;Sustainability impact indicators of cultural heritage;Cultural heritage digitization, organization, and management;Collaborative cultural heritage archiving, dissemination, and management;Cultural heritage communication and education for sustainable development;Semantic services of cultural heritage;Big data of cultural heritage;Smart systems for Historical cities – smart cities;Smart systems for cultural heritage sustainability

    Understanding mobile network quality and infrastructure with user-side measurements

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    Measurement collection is a primary step towards analyzing and optimizing performance of a telecommunication service. With an Mobile Broadband (MBB) network, the measurement process has not only to track the network’s Quality of Service (QoS) features but also to asses a user’s perspective about its service performance. The later requirement leads to “user-side measurements” which assist in discovery of performance issues that makes a user of a service unsatisfied and finally switch to another network. User-side measurements also serve as first-hand survey of the problem domain. In this thesis, we exhibit the potential in the measurements collected at network edge by considering two well-known approaches namely crowdsourced and distributed testbed-based measurements. Primary focus is on exploiting crowdsourced measurements while dealing with the challenges associated with it. These challenges consist of differences in sampling densities at different parts of the region, skewed and non-uniform measurement layouts, inaccuracy in sampling locations, differences in RSS readings due to device-diversity and other non-ideal measurement sampling characteristics. In presence of heterogeneous characteristics of the user-side measurements we propose how to accurately detect mobile coverage holes, to devise sample selection process so to generate a reliable radio map with reduced sample cost, and to identify cellular infrastructure at places where the information is not public. Finally, the thesis unveils potential of a distributed measurement test-bed in retrieving performance features from domains including user’s context, service content and network features, and understanding impact from these features upon the MBB service at the application layer. By taking web-browsing as a case study, it further presents an objective web-browsing Quality of Experience (QoE) model

    Audience - Performer Engagement in Live Dance

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    PhD thesisIn live performances seated audiences have restricted opportunities for response, most commonly through cheering and applause at the end. However, audiences make other apparently incidental movements during a performance such as fixing hair, adjusting glasses, scratching ears, supporting their chin or shifting their bodies in the chair to change posture. The question we address here is whether these apparently incidental movements may provide systematic clues about people’s level of engagement with a performance. Our programmatic hypothesis is that audiences’ ongoing responses are part of a bi-directional system of audience-performer communication that distinguishes live from recorded performance. What could performers be detecting in these situations that informs their dynamic sense of how well a performance is going? Existing audience research has mostly focused on the non-visible or self-reported responses, while little is known about the overt audience responses. The main aim of this research is to uncover these audience responses and examine whether they may provide an indication of audience engagement and thereby form part of a feedback cycle between the performers and their audience. This thesis investigates this in the hardest case of contemporary dance where the production and setting should make audience responses hard to detect. A series of live performance studies is conducted in real theatrical settings in UK. This requires the development of methods capable of capturing continuous responses of the audience and the dancers and making sense of the resulting multi-modal data. Video recordings of performers and audience are analysed using computer vision techniques to extract face and body movement data while audience hand movement is captured using specialised wearable devices. The results show that while there is no systematic relationship between the responses of audience and dancers, audience members body movements do signal their levels of engagement to the dancers. The empirical findings of this thesis provide evidence that stillness and blank expressions are characteristic markers of cognitive engagement during performance whereas movement and hand to face gestures typically signal restlessness or boredom. This work argues that the audience’s overt responses matter and are an important characteristic of the live experience. The audience responses that have been disclosed in this thesis can provide a systematic basis to design for audiences and suggest new forms of live experience more focused on the audience.(EPSRC) as part of the Doctoral Training Centre in Media and Arts Technology at Queen Mary University of London (ref: EP/G03723X/1)

    Leveraging eXtented Reality & Human-Computer Interaction for User Experi- ence in 360◦ Video

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    EXtended Reality systems have resurged as a medium for work and entertainment. While 360o video has been characterized as less immersive than computer-generated VR, its realism, ease of use and affordability mean it is in widespread commercial use. Based on the prevalence and potential of the 360o video format, this research is focused on improving and augmenting the user experience of watching 360o video. By leveraging knowledge from Extented Reality (XR) systems and Human-Computer Interaction (HCI), this research addresses two issues affecting user experience in 360o video: Attention Guidance and Visually Induced Motion Sickness (VIMS). This research work relies on the construction of multiple artifacts to answer the de- fined research questions: (1) IVRUX, a tool for analysis of immersive VR narrative expe- riences; (2) Cue Control, a tool for creation of spatial audio soundtracks for 360o video, as well as enabling the collection and analysis of captured metrics emerging from the user experience; and (3) VIMS mitigation pipeline, a linear sequence of modules (including optical flow and visual SLAM among others) that control parameters for visual modi- fications such as a restricted Field of View (FoV). These artifacts are accompanied by evaluation studies targeting the defined research questions. Through Cue Control, this research shows that non-diegetic music can be spatialized to act as orientation for users. A partial spatialization of music was deemed ineffective when used for orientation. Addi- tionally, our results also demonstrate that diegetic sounds are used for notification rather than orientation. Through VIMS mitigation pipeline, this research shows that dynamic restricted FoV is statistically significant in mitigating VIMS, while mantaining desired levels of Presence. Both Cue Control and the VIMS mitigation pipeline emerged from a Research through Design (RtD) approach, where the IVRUX artifact is the product of de- sign knowledge and gave direction to research. The research presented in this thesis is of interest to practitioners and researchers working on 360o video and helps delineate future directions in making 360o video a rich design space for interaction and narrative.Sistemas de Realidade EXtendida ressurgiram como um meio de comunicação para o tra- balho e entretenimento. Enquanto que o vídeo 360o tem sido caracterizado como sendo menos imersivo que a Realidade Virtual gerada por computador, o seu realismo, facili- dade de uso e acessibilidade significa que tem uso comercial generalizado. Baseado na prevalência e potencial do formato de vídeo 360o, esta pesquisa está focada em melhorar e aumentar a experiência de utilizador ao ver vídeos 360o. Impulsionado por conhecimento de sistemas de Realidade eXtendida (XR) e Interacção Humano-Computador (HCI), esta pesquisa aborda dois problemas que afetam a experiência de utilizador em vídeo 360o: Orientação de Atenção e Enjoo de Movimento Induzido Visualmente (VIMS). Este trabalho de pesquisa é apoiado na construção de múltiplos artefactos para res- ponder as perguntas de pesquisa definidas: (1) IVRUX, uma ferramenta para análise de experiências narrativas imersivas em VR; (2) Cue Control, uma ferramenta para a criação de bandas sonoras de áudio espacial, enquanto permite a recolha e análise de métricas capturadas emergentes da experiencia de utilizador; e (3) canal para a mitigação de VIMS, uma sequência linear de módulos (incluindo fluxo ótico e SLAM visual entre outros) que controla parâmetros para modificações visuais como o campo de visão restringido. Estes artefactos estão acompanhados por estudos de avaliação direcionados para às perguntas de pesquisa definidas. Através do Cue Control, esta pesquisa mostra que música não- diegética pode ser espacializada para servir como orientação para os utilizadores. Uma espacialização parcial da música foi considerada ineficaz quando usada para a orientação. Adicionalmente, os nossos resultados demonstram que sons diegéticos são usados para notificação em vez de orientação. Através do canal para a mitigação de VIMS, esta pesquisa mostra que o campo de visão restrito e dinâmico é estatisticamente significante ao mitigar VIMS, enquanto mantem níveis desejados de Presença. Ambos Cue Control e o canal para a mitigação de VIMS emergiram de uma abordagem de Pesquisa através do Design (RtD), onde o artefacto IVRUX é o produto de conhecimento de design e deu direcção à pesquisa. A pesquisa apresentada nesta tese é de interesse para profissionais e investigadores tra- balhando em vídeo 360o e ajuda a delinear futuras direções em tornar o vídeo 360o um espaço de design rico para a interação e narrativa

    The Mediatization of the O.J. Simpson Case: From Reality Television to Filmic Adaptation

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    F. Scott Fitzgerald once said: "Show me a hero, and I'll write you a tragedy." In the 1990s, nobody fell deeper than O.J. Simpson. Once considered a national treasure, the athlete was accused of brutally slaying his ex-wife Nicole Brown and her friend Ronald Goldman on June 12, 1994. Within days, the media and public developed an unprecedented obsession with the story, turning a murder investigation and trial into a sensationalized reality show. The author examines the mediatization, deliberate manipulation, and the simplification of popular criminal trials for profit on television. She demonstrates that TV conflated legal proceedings into entertainment programming by commodifying events, people, and places
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