4,240 research outputs found

    Does Your Smile Mean That You’re Happy? – a Multi-Channel Analysis of Emotional Reactions

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    In Information Systems (IS) research, emotions are primarily measured using facial expressions of participants or self-reported survey results. To unite both measurement foci, we analyze the impact of facial emotional reactions to computer-induced stimuli on self-reported evaluations towards the respective stimulus by using a multi-method experimental approach with multi-channel analysis. We collected emotional expressions of happiness of 176 participants using eye-tracker and webcam technology together with a post-experimental survey. We contribute to IS research by supplementing self-reported measures of emotion with a physical emotional measure in response to a system’s feature, and by relating these measured emotional physical responses to individual behavior

    Can integrated titles improve the viewing experience? Investigating the impact of subtitling on the reception and enjoyment of film using eye tracking and questionnaire data

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    Historically a dubbing country, Germany is not well-known for subtitled productions. But while dubbing is predominant in Germany, more and more German viewers prefer original and subtitled versions of their favourite shows and films. Conventional subtitling, however, can be seen as a strong intrusion into the original image that can not only disrupt but also destroy the director’s intended shot composition and focus points. Long eye movements between focus points and subtitles decrease the viewer’s information intake, and especially German audiences, who are often not used to subtitles, seem to prefer to wait for the next subtitle instead of looking back up again. Furthermore, not only the placement, but also the overall design of conventional subtitles can disturb the image composition – for instance titles with a weak contrast, inappropriate typeface or irritating colour system. So should it not, despite the translation process, be possible to preserve both image and sound as far as possible? Especially given today’s numerous artistic and technical possibilities and the huge amount of work that goes into the visual aspects of a film, taking into account not only special effects, but also typefaces, opening credits and text-image compositions. A further development of existing subtitling guidelines would not only express respect towards the original film version but also the translator’s work.   The presented study shows how integrated titles can increase information intake while maintaining the intended image composition and focus points as well as the aesthetics of the shot compositions. During a three-stage experiment, the specifically for this purpose created integrated titles in the documentary “Joining the Dots” by director Pablo Romero-Fresco were analysed with the help of eye movement data from more than 45 participants. Titles were placed based on the gaze behaviour of English native speakers and then rated by German viewers dependant on a German translation. The results show that a reduction of the distance between intended focus points and titles allow the viewers more time to explore the image and connect the titles to the plot. The integrated titles were rated as more aesthetically pleasing and reading durations were shorter than with conventional subtitles. Based on the analysis of graphic design and filmmaking rules as well as conventional subtitling standards, a first workflow and set of placement strategies for integrated titles were created in order to allow a more respectful handling of film material as well as the preservation of the original image composition and typographic film identity

    Can integrated titles improve the viewing experience?

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    Historically a dubbing country, Germany is not well-known for subtitled productions. But while dubbing is predominant in Germany, more and more German viewers prefer original and subtitled versions of their favourite shows and films. Conventional subtitling, however, can be seen as a strong intrusion into the original image that can not only disrupt but also destroy the director’s intended shot composition and focus points. Long eye movements between focus points and subtitles decrease the viewer’s information intake, and especially German audiences, who are often not used to subtitles, seem to prefer to wait for the next subtitle instead of looking back up again. Furthermore, not only the placement, but also the overall design of conventional subtitles can disturb the image composition – for instance titles with a weak contrast, inappropriate typeface or irritating colour system. So should it not, despite the translation process, be possible to preserve both image and sound as far as possible? Especially given today’s numerous artistic and technical possibilities and the huge amount of work that goes into the visual aspects of a film, taking into account not only special effects, but also typefaces, opening credits and text-image compositions. A further development of existing subtitling guidelines would not only express respect towards the original film version but also the translator’s work

    Graphic Novel Subtitles:Requirement Elicitation and System Implementation

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    Why methods matter: approaching multimodality in translation research

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    The study of multimodal phenomena calls upon translation scholars to cross disciplinary boundaries and adopt a range of theoretical and methodological approaches. The diversity of the multimodal landscape brings about research challenges that must be carefully addressed to ensure that these research efforts yield useful and credible results. This special issue is dedicated to a discussion on how to engage in multimodal translation research: how traditional research methods can be adapted and what kinds of novel approaches can be adopted or developed in order to deal with a diversity of multimodal data. In this introduction, we first discuss definitions of mode and multimodality and reflect on the nature of multimodality as a topic of research within Translation Studies. We then explain our rationale for dedicating the special issue to research methods and introduce three areas of multimodal translation research that, in our view, merit particular attention from a methodological point of view. Finally, we introduce the articles contained in this special issue

    Why methods matter: approaching multimodality in translation research

    Get PDF
    The study of multimodal phenomena calls upon translation scholars to cross disciplinary boundaries and adopt a range of theoretical and methodological approaches. The diversity of the multimodal landscape brings about research challenges that must be carefully addressed to ensure that these research efforts yield useful and credible results. This special issue is dedicated to a discussion on how to engage in multimodal translation research: how traditional research methods can be adapted and what kinds of novel approaches can be adopted or developed in order to deal with a diversity of multimodal data. In this introduction, we first discuss definitions of mode and multimodality and reflect on the nature of multimodality as a topic of research within Translation Studies. We then explain our rationale for dedicating the special issue to research methods and introduce three areas of multimodal translation research that, in our view, merit particular attention from a methodological point of view. Finally, we introduce the articles contained in this special issue

    The use of motion capture in non-realistic animation

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    The Use of Motion Capture in Non-realistic Animation explores the possibility of creating non-realistic animation through the use of motion capture. In this study we look to the particularities of cartoony/non-realistic animation while trying to as-certain if it is viable to create this type of animation through the process of motion capture. This dissertation will, firstly, expose the historical, theoretical, technical and artistic context. There will be a brief description of important landmarks and general overview of the history of animation. There will also be an explanation of how animators’ will to mimic real life motion, led to the invention of several technologies in order to achieve this goal. Next we will describe the several stages that compose the motion capture process. Lastly there will be a comparison be-tween key-frame animation and motion capture animation techniques and also the analysis of several examples of films where motion capture was used. Finally there will be a description of the production phases of an animated short film called Na-poleon’s Unsung Battle. In this film the majority of its animated content was obtained through the use of motion capture while aiming for a cartoony/non-realistic style of animation. There is still margin for improvement on the final results but there is also proof that it is possible to obtain a non-realistic style of animation while using motion capture technology. The questions that remain are: is it time effective and can the process be optimized for this less than common use

    Movie Editing and Cognitive Event Segmentation in Virtual Reality Video

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    Traditional cinematography has relied for over a century on a well-established set of editing rules, called continuity editing, to create a sense of situational continuity. Despite massive changes in visual content across cuts, viewers in general experience no trouble perceiving the discontinuous flow of information as a coherent set of events. However, Virtual Reality (VR) movies are intrinsically different from traditional movies in that the viewer controls the camera orientation at all times. As a consequence, common editing techniques that rely on camera orientations, zooms, etc., cannot be used. In this paper we investigate key relevant questions to understand how well traditional movie editing carries over to VR. To do so, we rely on recent cognition studies and the event segmentation theory, which states that our brains segment continuous actions into a series of discrete, meaningful events. We first replicate one of these studies to assess whether the predictions of such theory can be applied to VR. We next gather gaze data from viewers watching VR videos containing different edits with varying parameters, and provide the first systematic analysis of viewers' behavior and the perception of continuity in VR. From this analysis we make a series of relevant findings; for instance, our data suggests that predictions from the cognitive event segmentation theory are useful guides for VR editing; that different types of edits are equally well understood in terms of continuity; and that spatial misalignments between regions of interest at the edit boundaries favor a more exploratory behavior even after viewers have fixated on a new region of interest. In addition, we propose a number of metrics to describe viewers' attentional behavior in VR. We believe the insights derived from our work can be useful as guidelines for VR content creation

    The Normalization of Surveillance in Superhero Films

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    This study examines how surveillance and surveillance technology has evolved and become normalized in 21st century superhero films. It examines 51 live-action films released between 2000 and 2013. Superhero films have become immensely popular, with films planned for release well into the next decade. Understanding superheroes as filling the role of watchful guardians of civil society, how they are seen to be carrying out their roles takes on greater importance in an age where security concerns are clashing with privacy concerns. The theoretical backbone of the study is Michel Foucault’s panopticon and Zygmunt Bauman’s liquidity. While the former presents surveillance as an oppressive exercise of power that results in subjects self-regulating their behaviour, the latter focuses on how the flow of information an individual generates, from both ascribed physical data and consumer-driven data, seduces the individual to behave in a manner commiserate with apolitical capitalist ideals. The major contribution coming from this study is a new theoretical concept, the dissolved panopticon. The concept contains three categories: Liquid Technology, Solid Technology, and Non Technology. It was developed to synthesize the panopticon and liquidity, placing technological and non technological surveillance techniques under a one umbrella concept that allows future research to examine surveillance as an interaction between a subject and the technique of surveillance, rather than as separate parts. The study was conducted using a manifest content analysis, which allowed for a clear picture of how surveillance has evolved. This research indicates that surveillance in superhero films has increased over the course of the study period, with much of the growth occurring within the categories of Liquid Technology and Solid Technology
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