1,177 research outputs found

    De discapacidades a capacidades: testando subtítulos en medios inmersivos con usuarios

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    User testing in Media Accessibility has often profiled users based on their disabilities. Subtitles for the deaf and hard of hearing, for instance, have been generally tested with their expected target audience, which is deaf and hard-of-hearing users. This article argues that selecting users based on sensory disabilities may not be the best strategy to obtain relevant results, as other capabilities––for instance, technological capabilities—may have a greater impact on the results. Moreover, the article argues that access services should not be exclusively for persons with disabilities but also for other audiences. If accessibility is mainstreamed, and ideally integrated in the creation and production processes, testing should expand beyond an exclusive approach based on accessibility to a more general approach based on usability where users with diverse capabilities are considered. To illustrate this point and propose a new approach to user testing in Media Accessibility, moving from a disability to a capability model, specific examples from the European Union funded project ImAc (Immersive Accessibility) are shown in a chronological order. Then, the article presents the initial testing, targeting persons with disabilities, and describes the poor data results leading to a new approach. A new testing focus is proposed, and the methodological shift is justified. After that, the second test in which the new approach is implemented is described, using the same stimuli but users with different levels of knowledge regarding new technologies. The article finishes with conclusions and final remarks in which the door is opened to move from an accessibility approach to testing to a usability approach.En las pruebas con usuarios en los estudios de accesibilidad en los medios, generalmente se define el perfil de los usuarios en relación con su discapacidad: los subtítulos para sordos, por ejemplo, se suelen probar con usuarios sordos o con problemas de audición. En este artículo, se defiende que seleccionar a los usuarios según sus discapacidades sensoriales puede no resultar la mejor estrategia para obtener resultados relevantes, ya que otras capacidades (capacidades tecnológicas) pueden suponer un impacto mayor. Además, se argumenta que los servicios de accesibilidad no deberían estar destinados exclusivamente a las personas con discapacidades, sino que el público general también puede beneficiarse. Si los servicios de accesibilidad están cada vez más presentes en la vida de los usuarios e, idealmente, se integran en el proceso de creación y producción, las pruebas con usuarios deberían cambiar hacia un enfoque general basado en la usabilidad en lugar de exclusivamente la accesibilidad, en el que se consideren usuarios con diferentes capacidades. Para ilustrar este marco conceptual y proponer un nuevo enfoque a la hora de abordar pruebas con usuarios en el área de accesibilidad en los medios audiovisuales, en el que se evoluciona de un modelo basado en las discapacidades a un modelo basado en las capacidades, se mostrarán ejemplos específicos en orden cronológico del proyecto ImAc (Immersive Accesibility) financiado por la Unión Europea. En la sección 2, se presentan las pruebas iniciales, que se desarrollaron con usuarios con discapacidades, y se describen los resultados insuficientes que se tradujeron en la adopción de un nuevo enfoque. En la sección 3, se propone un nuevo modelo para las pruebas con usuarios y se justifica el cambio metodológico. La sección 4 describe la segunda prueba en la que se puso en práctica este enfoque, usando los mismos estímulos, pero con usuarios con diferentes capacidades tecnológicas. En las conclusiones, se deja una puerta abierta que propone la evolución de un enfoque de pruebas con usuarios basado en la accesibilidad a un enfoque basado en la usabilidad

    Remote Visual Observation of Real Places Through Virtual Reality Headsets

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    Virtual Reality has always represented a fascinating yet powerful opportunity that has attracted studies and technology developments, especially since the latest release on the market of powerful high-resolution and wide field-of-view VR headsets. While the great potential of such VR systems is common and accepted knowledge, issues remain related to how to design systems and setups capable of fully exploiting the latest hardware advances. The aim of the proposed research is to study and understand how to increase the perceived level of realism and sense of presence when remotely observing real places through VR headset displays. Hence, to produce a set of guidelines that give directions to system designers about how to optimize the display-camera setup to enhance performance, focusing on remote visual observation of real places. The outcome of this investigation represents unique knowledge that is believed to be very beneficial for better VR headset designs towards improved remote observation systems. To achieve the proposed goal, this thesis presents a thorough investigation of existing literature and previous researches, which is carried out systematically to identify the most important factors ruling realism, depth perception, comfort, and sense of presence in VR headset observation. Once identified, these factors are further discussed and assessed through a series of experiments and usability studies, based on a predefined set of research questions. More specifically, the role of familiarity with the observed place, the role of the environment characteristics shown to the viewer, and the role of the display used for the remote observation of the virtual environment are further investigated. To gain more insights, two usability studies are proposed with the aim of defining guidelines and best practices. The main outcomes from the two studies demonstrate that test users can experience an enhanced realistic observation when natural features, higher resolution displays, natural illumination, and high image contrast are used in Mobile VR. In terms of comfort, simple scene layouts and relaxing environments are considered ideal to reduce visual fatigue and eye strain. Furthermore, sense of presence increases when observed environments induce strong emotions, and depth perception improves in VR when several monocular cues such as lights and shadows are combined with binocular depth cues. Based on these results, this investigation then presents a focused evaluation on the outcomes and introduces an innovative eye-adapted High Dynamic Range (HDR) approach, which the author believes to be of great improvement in the context of remote observation when combined with eye-tracked VR headsets. Within this purpose, a third user study is proposed to compare static HDR and eye-adapted HDR observation in VR, to assess that the latter can improve realism, depth perception, sense of presence, and in certain cases even comfort. Results from this last study confirmed the author expectations, proving that eye-adapted HDR and eye tracking should be used to achieve best visual performances for remote observation in modern VR systems

    Adaptive Subtitles: Preferences and Trade-Offs in Real-Time Media Adaption

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    Subtitles can help improve the understanding of media content. People enable subtitles based on individual characteristics (e.g., language or hearing ability), viewing environment, or media context (e.g., drama, quiz show). However, some people find that subtitles can be distracting and that they negatively impact their viewing experience. We explore the challenges and opportunities surrounding interaction with real-time personalisation of subtitled content. To understand how people currently interact with subtitles, we first conducted an online questionnaire with 102 participants. We used our findings to elicit requirements for a new approach called Adaptive Subtitles that allows the viewer to alter which speakers have subtitles displayed in real-time. We evaluated our approach with 19 participants to understand the interaction trade-offs and challenges within real-time adaptations of subtitled media. Our evaluation findings suggest that granular controls and structured onboarding allow viewers to make informed trade-offs when adapting media content, leading to improved viewing experiences

    The effect of using same language subtitling (SLS) in content comprehension and vocabulary acquisition in Arabic as a foreign language (AFL)

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    This study investigates the effects of SLS (Same-Language subtitling) on content comprehension and vocabulary acquisition of MSA (Modern Standard Arabic) as L2 at the intermediate level and addresses three research questions: (1) Does SLS enhance or hinder L2 content comprehension when the writing script of L2 is different than that of L1? (2) Does SLS enhance or hinder L2 vocabulary acquisition when the writing script of L2 is different than that of L1? (3) What is students\u27 attitude towards the use of SLS? Twenty seven students of AUC\u27s ALI program with English as L1 were chosen for the study and divided between a control group (without SLS) and a treatment group (with SLS). Instructions concerning the procedure were given in L1 to rule out any false results due to task misinterpretation. Both groups watched an authentic 3:11 minute documentary twice after completing an individual background questionnaire and taking a multiple choice vocabulary pre-viewing test. Post-viewing, participants took the same vocabulary test, then wrote a summary in L1 based on their notes taken during/and in-between the viewings and completed a questionnaire/questions related to their experience with and -/out captions. L1 summaries were analyzed in terms of 23 semantic units related to content comprehension. The degree of vocabulary acquisition was calculated by comparing the responses between the pre- and post-viewing vocabulary multiply choice tests. Results using t-test and one way ANOVA indicate that SLS neither facilitates nor hinders comprehension and vocabulary acquisition. The majority of students enjoyed captions and wanted to continue using them in class. Pedagogical suggestions and future research recommended training with captions and focus on other text- aids, e.g. reverse subtitling at other proficiency levels. Contains 84 references, 17 figures, 5 pictures and 5 tables

    3D Movie Subtitling : Searching for the best viewing experience

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    Subtitles these days have taken a new function beyond translating or transcribing dialogues. New technological development allows for placing subtitles, as texts, in any region of the screen, also for subtitles to become an integrated part of the narrative. Different terms have been used to label the new subtitles, their function and effect. Some authors use the term "dynamic subtitles" and they fnd through testing end users that subtitles have "the potential to make the overall viewing experience less disjointed and more immersive" (Brown et al 2015). O'Sullivan comments on this on-screen text type of the play between the diegetic and extra-diegetic: subtitles function as an "extreme anti-naturalistic device" (o'Sullivan 2011: 166). Commenting on the limits and nature of subtitling itself Luis Pérez-González points at a higher audience attraction "that shapes audience engagement by commenting upon the diegetic action and disrupting conventional forms of semiotic representation, making viewers consciously work as co-creators of media content" (Pérez-González 2012: 18). Finally, Dwyer through eye-tracking methodology challenges "that screen media is made to be viewed, not read" (Dwyer 2015). All these authors point at one issue: a change of viewing tradition and user involvement regarding subtitles. Not only subtitles are more engaging, media content is trying to maintain audience and gain new audiences through higher emotional interaction. 3D has been for over a century a format aiming at offering a more real environment where action develops. This article looks at subtitles accompanying 3D media, again a new subtitle opportunity to play with the narrative and the viewer interaction and engagement. The frst part of the article revises the different ways to create 3D images. This is important to understand the second part of the article, when some 3D subtitled movies and videogames are analysed from a descriptive approach. The article concludes with the need to research from a user-centric perspective subtitle production to achieve the best viewing experienc

    Subtitling for the deaf and hard-of-hearing in immersive environments : results from a focus group

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    Immersive media such as virtual reality or 360º content is increasingly present in our society. However, immersive content is not always accessible to all, and research is needed on how to cater for the needs of different kinds of users. This article will review the current situation of immersive technologies and their applications in media. Also, research studies carried out so far concerning subtitling and SDH in immersive media will be discussed, as well as current implementation of subtitles in immersive content, such as VR video games or 360º videos. Finally, the results from a focus group carried out in Spain with deaf and hard-of-hearing users, as well as professional subtitlers, on how to subtitle 360º video content will be presented. The results from the focus group shed light on how to address the new implications brought by immersive media in regard to subtitling. Some of the main areas discussed in the results are: subtitle position, contrast considerations for a correct reading, and how to indicate the location of the speakers, among others. Also, results show that users are willing to accept the implementation of new features in SDH in immersive content, such as icons for non-speech information or improvements to current standard

    From disabilities to capabilities : testing subtitles in immersive environments with end users

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    User testing in media accessibility has often profiled users based on their disabilities: subtitles for the deaf and hard of hearing, for instance, have been generally tested with their expected target audience, which is deaf and hard-of-hearing users. This article argues that selecting users based on sensorial disabilities may not be the best strategy to obtain relevant results, as other capabilities-for instance, technological capabilities-may have a greater impact on the results. Moreover, the article argues that access services should not be exclusively aimed at persons with disabilities but can actually benefit all audiences. If accessibility is mainstreamed, and ideally integrated in the creation and production processes, testing should expand from an exclusive approach based on accessibility to a more general approach based on usability in which users with diverse capabilities are considered. To illustrate this point and propose a new approach to user testing in media accessibility, in which we would move from a disability to a capabilities model, specific examples from the EU funded project ImAc (Immersive Accessibility) project are shown in a chronological order. Then, the article presents the initial testing, targeting persons with disabilities, and describes the poor data results leading to a new approach. We propose a new testing focus and justify the methodological shift. Then, we describe the second test in which the new approach is implemented, using the same stimuli but different able technology users. The article finishes with conclusions and final remarks in which we open the door to a move from an accessibility approach to testing to a usability approachEn las pruebas con usuarios en los estudios de accesibilidad en los medios, generalmente se define el perfil de los usuarios en relación con su discapacidad: los subtítulos para sordos, por ejemplo, se suelen probar con usuarios sordos o con problemas de audición. En este artículo, se defiende que seleccionar a los usuarios según sus discapacidades sensoriales puede no resultar la mejor estrategia para obtener resultados relevantes, ya que otras capacidades (capacidades tecnológicas) pueden suponer un impacto mayor. Además, se argumenta que los servicios de accesibilidad no deberían estar destinados exclusivamente a las personas con discapacidades, sino que el público general también puede beneficiarse. Si los servicios de accesibilidad están cada vez más presentes en la vida de los usuarios e, idealmente, se integran en el proceso de creación y producción, las pruebas con usuarios deberían cambiar hacia un enfoque general basado en la usabilidad en lugar de exclusivamente la accesibilidad, en el que se consideren usuarios con diferentes capacidades. Para ilustrar este marco conceptual y proponer un nuevo enfoque a la hora de abordar pruebas con usuarios en el área de accesibilidad en los medios audiovisuales, en el que se evoluciona de un modelo basado en las discapacidades a un modelo basado en las capacidades, se mostrarán ejemplos específicos en orden cronológico del proyecto ImAc (Immersive Accesibility) financiado por la Unión Europea. En la sección 2, se presentan las pruebas iniciales, que se desarrollaron con usuarios con discapacidades, y se describen los resultados insuficientes que se tradujeron en la adopción de un nuevo enfoque. En la sección 3, se propone un nuevo modelo para las pruebas con usuarios y se justifica el cambio metodológico. La sección 4 describe la segunda prueba en la que se puso en práctica este enfoque, usando los mismos estímulos, pero con usuarios con diferentes capacidades tecnológicas. En las conclusiones, se deja una puerta abierta que propone la evolución de un enfoque de pruebas con usuarios basado en la accesibilidad a un enfoque basado en la usabilida
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