16,600 research outputs found

    Investigating the effect of relative time delay on companion screen experiences

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    Mobile devices are increasingly used while watching television, leading to the development of companion apps that complement the content of programmes. A concern for these applications is the extent to which companion app and television content need to be temporally aligned for live synchronisation. In this study, 18 participants watched a nature programme while being shown companion content on a tablet. Temporal synchronisation of content between the devices was varied. Participants completed questionnaires measuring immersion and affect and were tested on their recall for companion app content. While there were no statistically significant effects on these measures, qualitative interviews with participants after viewing consistently revealed that longer 10s delays in content synchronisation were frustrating. This suggests that poor content synchronisation can produce a negative companion experience for viewers and should be avoided

    The ABCD of usability testing

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    We introduce a methodology for tracking and auditing feedback, errors and suggestions for software packages. This short paper describes how we innovate on the evaluation mechanism, introducing an (Antecedent, Barrier, Consequence and Development) ABCD form, embedded within an eParticipation platform to enable end users to easily report on any usability issues. This methodology will be utilised to improve the STEP cloud eParticipation platform (part of the current STEP Horizon2020 project http://step4youth.eu. The platform is currently being piloted in real life contexts, with the participation of public authorities that are integrating the eParticipation platform into their regular decision-making practices. The project is involving young people, through engagement and motivation strategies and giving them a voice in Environmental decision making at the local level. The pilot evaluation aims to demonstrate how open engagement needs to be embedded within public sector processes and the usability methodology reported here will help to identify the key barriers for wide scale deployment of the platform

    The Search for Invertebrate Consciousness

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    There is no agreement on whether any invertebrates are conscious and no agreement on a methodology that could settle the issue. How can the debate move forward? I distinguish three broad types of approach: theory-heavy, theory-neutral and theory-light. Theory-heavy and theory-neutral approaches face serious problems, motivating a middle path: the theory-light approach. At the core of the theory-light approach is a minimal commitment about the relation between phenomenal consciousness and cognition that is compatible with many specific theories of consciousness: the hypothesis that phenomenally conscious perception of a stimulus facilitates, relative to unconscious perception, a cluster of cognitive abilities in relation to that stimulus. This “facilitation hypothesis” can productively guide inquiry into invertebrate consciousness. What is needed? At this stage, not more theory, and not more undirected data gathering. What is needed is a systematic search for consciousness-linked cognitive abilities, their relationships to each other, and their sensitivity to masking

    MediaSync: Handbook on Multimedia Synchronization

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    This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences

    Qualitative evaluation of media device orchestration for immersive spatial audio reproduction

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    The challenge of installing and setting up dedicated spatial audio systems can make it difficult to deliver immersive listening experiences to the general public. However, the proliferation of smart mobile devices and the rise of the Internet of Things mean that there are increasing numbers of connected devices capable of producing audio in the home. \Media device orchestration" (MDO) is the concept of utilizing an ad hoc set of devices to deliver or augment a media experience. In this paper, the concept is evaluated by implementing MDO for augmented spatial audio reproduction using object-based audio with semantic metadata. A thematic analysis of positive and negative listener comments about the system revealed three main categories of response: perceptual, technical, and content-dependent aspects. MDO performed particularly well in terms of immersion/envelopment, but the quality of listening experience was partly dependent on loudspeaker quality and listener position. Suggestions for further development based on these categories are given

    On the causality between affective impact and coordinated human-robot reactions

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    Doctor-patient communication in head-and-neck cancer follow-up consultations:The role of the Distress Thermometer and Problem List

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    Cancer survivors often suffer from psycho-social problems as a consequence of side effects of treatment and fear of recurrence of the disease. Although there is wide consensus that this kind of distress has a negative effect on health and healing, the discussion of emotional problems does not routinely occur in follow-up cancer consultations. This thesis investigates the interaction between doctors and patients in a corpus of scheduled head-and-neck cancer follow-up consultations in a cancer centre in The Netherlands, with a focus on the effects of the introduction of the Distress Thermometer and Problem List (DT+PL) as a tool to further the discussion of psychosocial distress. The multi-method design of the study, including insights from ethnography of communication and discourse analysis (more specifically conversation analysis and linguistic pragmatics), combines interviews with doctors and patients reflecting on the follow-up head-and-neck cancer consultation with a qualitative analysis of video-recorded consultations and descriptive quantitative data on discursive patterns that surfaced in the interactions. This broad design made it possible to trace not just what issues are discussed in the consultation and how frequently they are discussed, but also how the participants co-construct the interaction, what contextual parameters influence this, how the DT+PL affects all this, and how doctors and patients view the follow-up consultation and the DT+PL

    High latency unmanned ground vehicle teleoperation enhancement by presentation of estimated future through video transformation

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    Long-distance, high latency teleoperation tasks are difficult, highly stressful for teleoperators, and prone to over-corrections, which can lead to loss of control. At higher latencies, or when teleoperating at higher vehicle speed, the situation becomes progressively worse. To explore potential solutions, this research work investigates two 2D visual feedback-based assistive interfaces (sliding-only and sliding-and-zooming windows) that apply simple but effective video transformations to enhance teleoperation. A teleoperation simulator that can replicate teleoperation scenarios affected by high and adjustable latency has been developed to explore the effectiveness of the proposed assistive interfaces. Three image comparison metrics have been used to fine-tune and optimise the proposed interfaces. An operator survey was conducted to evaluate and compare performance with and without the assistance. The survey has shown that a 900ms latency increases task completion time by up to 205% for an on-road and 147 % for an off-road driving track. Further, the overcorrection-induced oscillations increase by up to 718 % with this level of latency. The survey has shown the sliding-only video transformation reduces the task completion time by up to 25.53 %, and the sliding-and-zooming transformation reduces the task completion time by up to 21.82 %. The sliding-only interface reduces the oscillation count by up to 66.28 %, and the sliding-and-zooming interface reduces it by up to 75.58 %. The qualitative feedback from the participants also shows that both types of assistive interfaces offer better visual situational awareness, comfort, and controllability, and significantly reduce the impact of latency and intermittency on the teleoperation task

    Audiovisual Translation

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    In a technologically driven multimedia society like the present one, the value of the moving images is crucial when it comes to engaging in communication. This greater currency of audiovisual productions has brought about the need for their translation into other languages, thus raising the importance and visibility of audiovisual translation (AVT), both as an academic discipline as well as a professional activity. This chapter starts by exploring the many instantiations of AVT, which can be broadly clustered in two main groups: revoicing and timed text. It then offers an overview of the main research topics that have marked the evolution of this area of knowledge, with a distinct emphasis on the synergies established between academia and the industry. This collaboration has been gradually strengthened over the years, from the early descriptive studies fixated on probing the nature of the translated product and the numerous overviews focused on the professional environment and labour dynamics, to the more recent interest in the application of automation and CAT tools to the practice of AVT and the in-vogue investigations centred on audience receptio

    Effects of Local Latency on Games

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    Video games are a major type of entertainment for millions of people, and feature a wide variety genres. Many genres of video games require quick reactions, and in these games it is critical for player performance and player experience that the game is responsive. One of the major contributing factors that can make games less responsive is local latency — the total delay between input and a resulting change to the screen. Local latency is produced by a combination of delays from input devices, software processing, and displays. Due to latency, game companies spend considerable time and money play-testing their games to ensure the game is both responsive and that the in-game difficulty is reasonable. Past studies have made it clear that local latency negatively affects both player performance and experience, but there is still little knowledge about local latency’s exact effects on games. In this thesis, we address this problem by providing game designers with more knowledge about local latency’s effects. First, we performed a study to examine latency’s effects on performance and experience for popular pointing input devices used with games. Our results show significant differences between devices based on the task and the amount of latency. We then provide design guidelines based on our findings. Second, we performed a study to understand latency’s effects on ‘atoms’ of interaction in games. The study varied both latency and game speed, and found game speed to affect a task’s sensitivity to latency. Third, we used our findings to build a model to help designers quickly identify latency-sensitive game atoms, thus saving time during play-testing. We built and validated a model that predicts errors rates in a game atom based on latency and game speed. Our work helps game designers by providing new insight into latency’s varied effects and by modelling and predicting those effect
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