22 research outputs found

    Disruptive approaches for subtitling in immersive environments

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    The Immersive Accessibility Project (ImAc) explores how accessibility services can be integrated with 360o video as well as new methods for enabling universal access to immersive content. ImAc is focused on inclusivity and addresses the needs of all users, including those with sensory or learning disabilities, of all ages and considers language and user preferences. The project focuses on moving away from the constraints of existing technologies and explores new methods for creating a personal experience for each consumer. It is not good enough to simply retrofit subtitles into immersive content: this paper attempts to disrupt the industry with new and often controversial methods. This paper provides an overview of the ImAc project and proposes guiding methods for subtitling in immersive environments. We discuss the current state-of-the-art for subtitling in immersive environments and the rendering of subtitles in the user interface within the ImAc project. We then discuss new experimental rendering modes that have been implemented including a responsive subtitle approach, which dynamically re-blocks subtitles to fit the available space and explore alternative rendering techniques where the subtitles are attached to the scene

    Audience and Expert Perspectives on Second Screen Engagement with Political Debates

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    Televised debates remain a key point in elections, during which there are vast amounts of online activity, much of it conducted through personal devices or second screens. Amidst growing recognition of the influence of online political discourse, we explore the issues and opportunities arising at this specific point in election cycles, using a design-led multi-stakeholder approach to understand both the audience and expert perspectives. Workshops with debate viewers highlighted six key issues and possible solutions, which were encapsulated in four speculative design concepts. These were used to prompt further discussion with political and media experts, who were able to identify the implications and challenges of addressing the opportunities identified by the participants. Together, these perspectives allow us to unravel some of the complexities of designing for this multifaceted problem

    Assessing Social Text Placement in Mixed Reality TV

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    TV experiences are often social, be it at-a-distance (through text) or in-person (through speech). Mixed Reality (MR) headsets offer new opportunities to enhance social communication during TV viewing by placing social artifacts (e.g. text) anywhere the viewer wishes, rather than being constrained to a smartphone or TV display. In this paper, we use VR as a test-bed to evaluate different text locations for MR TV specifically. We introduce the concepts of wall messages, below-screen messages, and egocentric messages in addition to state-of-the-art on-screen messages (i.e., subtitles) and controller messages (i.e., reading text messages on the mobile device) to convey messages to users during TV viewing experiences. Our results suggest that a) future MR systems that aim to improve viewers’ experience need to consider the integration of a communication channel that does not interfere with viewers’ primary task, that is watching TV, and b) independent of the location of text messages, users prefer to be in full control of them, especially when reading and responding to them. Our findings pave the way for further investigations towards social at-a-distance communication in Mixed Reality

    The binge-watcher’s journey: Investigating motivations, contexts, and affective states surrounding Netflix viewing

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    The growth of Internet-distributed TV services has transformed video consumption, enhancing the level of control that viewers have over what they watch. Along with the release of entire seasons of programming at once, this has led to the phenomenon of ‘binge-watching’, in which several episodes of a program are viewed in one sitting. This article presents the results of a novel exploratory study focused on 40 Netflix viewing sessions from 11 millennials in their homes. Methodologically, we employed a novel mixed-methods approach that combines objective data (collected through a browser extension) and subjective data (collected via questionnaires completed before and after viewing). This novel approach allowed us to describe the binge-watcher’s experience in a holistic fashion. Results suggest that binge-watching is an individual activity mainly performed at the end of the day to relax, for boredom relief purposes, or for escapism. Furthermore, a binge-watching session lasts for an average of 2 h and 10 min, and variations on binge-watchers’ affective states were identified after Netflix exposure. Participants’ levels of valence (unhappy–happy) significantly decreased after binge-watching; their positive affect values increased primarily after watching sci-fi, while their negative affect values decreased after watching comedy and slightly increased after watching drama. However, the levels of arousal (relaxed–stimulated) remained the same. This study extends our current understanding of binge-watching in terms of viewer motivations, how it affects their viewing experiences, and participants’ subjective affective states. The investigation contributes, thus

    The binge-watcher’s journey: Investigating motivations, contexts, and affective states surrounding Netflix viewing

    Get PDF
    The growth of Internet-distributed TV services has transformed video consumption, enhancing the level of control that viewers have over what they watch. Along with the release o
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