Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3505284.3529969acmconferencesArticle/Chapter ViewAbstractPublication PagesimxConference Proceedingsconference-collections
research-article

The User Experience of Journeys in the Realm of Augmented Reality Television

Published: 22 June 2022 Publication History

Abstract

Augmented Reality Television (ARTV) can take many forms, from AR content displayed outside the TV frame to video-projected TV screens to social TV watching in VR to immersive holograms in the living room. While the user experience (UX) of individual forms of ARTV has been documented before, “journeys” as transitions between such forms have not. In this work, we examine the UX of watching TV when switching between various levels of augmentation. Our findings from an experiment with fourteen participants reveal an UX characterized by high perceived usability, captivation, and involvement with a low to medium workload and a moderate feeling of dissociation from the physical world. We interpret our results in the context of Garrett’s established five-plane model of UX—strategy, scope, structure, skeleton, and surface—and propose a sixth plane, “switch,” which separates conceptually the design of user journeys in ARTV from the specifics of the other UX planes.

References

[1]
Damien Ablart, Carlos Velasco, and Marianna Obrist. 2017. Integrating Mid-Air Haptics into Movie Experiences. In Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video(TVX ’17). ACM, New York, NY, USA, 77–84. https://doi.org/10.1145/3077548.3077551
[2]
Amazon. 2019. Prime Video VR. Amazon. Retrieved January 2022 from https://www.amazon.com/adlp/primevideovr
[3]
Ronald T. Azuma. 1997. A Survey of Augmented Reality. Presence: Teleoper. Virtual Environ. 6, 4 (Aug. 1997), 355–385. https://doi.org/10.1162/pres.1997.6.4.355
[4]
Caroline Baillard, Matthieu Fradet, Vincent Alleaume, Pierrick Jouet, and Anthony Laurent. 2017. Multi-Device Mixed Reality TV: A Collaborative Experience with Joint Use of a Tablet and a Headset. In Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology(VRST ’17). ACM, New York, NY, USA, Article 67, 2 pages. https://doi.org/10.1145/3139131.3141196
[5]
Saskia Bakker and Karin Niemantsverdriet. 2016. The Interaction-Attention Continuum: Considering Various Levels of Human Attention in Interaction Design. International Journal of Design 10, 2 (2016), 1–14. http://www.ijdesign.org/index.php/IJDesign/article/view/2341/737
[6]
Aaron Bangor, Philip Kortum, and James Miller. 2009. Determining What Individual SUS Scores Mean: Adding an Adjective Rating Scale. J. Usability Studies 4, 3 (May 2009), 114–123. https://uxpajournal.org/determining-what-individual-sus-scores-mean-adding-an-adjective-rating-scale/
[7]
BBC Research & Development. 2013. Unconventional Screens. Exploring the potential of future display technologies. BBC Research & Development. Retrieved January 2022 from https://www.bbc.co.uk/rd/projects/unconventional-screens
[8]
Joey Benedek and Trish Miner. 2002. Measuring Desirability: New Methods for Evaluating Desirability in a Usability Lab Setting. In Proceedings of Usability Professionals’ Association Conference. Microsoft, Redmond, Washington, USA, 1–5. https://www.microsoft.com/usability/uepostings/desirabilitytoolkit.doc
[9]
Toni Bibiloni, Miquel Mascaro, Pere Palmer, and Antoni Oliver. 2015. A Second-Screen Meets Hypervideo, Delivering Content Through HbbTV. In Proceedings of the ACM Int. Conference on Interactive Experiences for TV and Online Video(TVX ’15). ACM, New York, NY, USA, 131–136. https://doi.org/10.1145/2745197.2755513
[10]
BigScreen. 2016. Your Ultimate Virtual Reality Hangout. Bigscreen, Inc. Retrieved January 2022 from https://www.bigscreenvr.com
[11]
Mark Billinghurst, Adrian Clark, and Gun Lee. 2015. A Survey of Augmented Reality. Foundations and Trends in Human-Computer Interaction 8, 2–3 (March 2015), 73–272. http://dx.doi.org/10.1561/1100000049
[12]
Jan Bobeth, Susanne Schmehl, Ernst Kruijff, Stephanie Deutsch, and Manfred Tscheligi. 2012. Evaluating Performance and Acceptance of Older Adults Using Freehand Gestures for TV Menu Control. In Proceedings of the 10th European Conference on Interactive TV and Video(EuroITV ’12). ACM, New York, NY, USA, 35–44. https://doi.org/10.1145/2325616.2325625
[13]
John Brooke. 1996. SUS: A Quick and Dirty Usability Scale. In Usability Evaluation in Industry, Patrick W. Jordan, B. Thomas, Ian Lyall McClelland, and Bernard Weerdmeester (Eds.). CRC Press, London, UK, 189–194. https://www.taylorfrancis.com/chapters/edit/10.1201/9781498710411-35/sus-quick-dirty-usability-scale-john-brooke
[14]
Xiaotong Chen and Misha Sra. 2021. IntoTheVideos: Exploration of Dynamic 3D Space Reconstruction From Single Sports Videos. In The Adjunct Publication of the 34th Annual ACM Symposium on User Interface Software and Technology. ACM, New York, NY, USA, 14–16. https://doi.org/10.1145/3474349.3480215
[15]
CINEVR. 2017. CINEVR: Movie Theater on Demand in Virtual Reality. CINEVR. Retrieved January 2022 from https://cinevr.io/en
[16]
Cédric Courtois and Evelien D’heer. 2012. Second Screen Applications and Tablet Users: Constellation, Awareness, Experience, and Interest. In Proceedings of the 10th European Conference on Interactive TV and Video(EuroITV ’12). ACM, New York, NY, USA, 153–156. https://doi.org/10.1145/2325616.2325646
[17]
Disney. 2016. Disney Movies VR. Disney. Retrieved January 2022 from https://www.disneymoviesvr.com
[18]
eyecandylab. 2019. The Power of Video-Triggered AR. EyeCandy Lab. Retrieved January 2022 from https://augmen.tv/docs/eyecandylab_ThePowerofVideoTriggeredAR_September2019.pdf
[19]
Facebook Technologies. 2019. Oculus TV on Oculus Quest 2. Facebook. Retrieved January 2022 from https://www.oculus.com/experiences/quest/1931356740318898
[20]
Matthieu Fradet, Caroline Baillard, Anthony Laurent, Tao Luo, Philippe Robert, Vincent Alleaume, Pierrick Jouet, and Fabien Servant. 2017. MR TV Mozaik: A New Mixed Reality Interactive TV Experience. In Proceedings of the IEEE International Symposium on Mixed and Augmented Reality(ISMAR-Adjunct). IEEE, Washington, DC, USA, 155–159. https://doi.org/10.1109/ISMAR-Adjunct.2017.53
[21]
Jesse James Garrett. 2010. The Elements of User Experience: User-Centered Design for the Web and Beyond (2nd ed.). New Riders Publishing, USA. https://www.oreilly.com/library/view/the-elements-of/9780321688651
[22]
Jesse James Garrett. 2021. I Helped Pioneer UX Design. What I See Today Disturbs Me. Where Did We Go Wrong?Fast Company Inc. https://www.fastcompany.com/90642462/i-helped-pioneer-ux-design-what-i-see-today-horrifies-me
[23]
David Geerts, Evert van Beek, and Fernanda Chocron Miranda. 2019. Viewers’ Visions of the Future. In Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video(TVX ’19). ACM, New York, NY, USA, 59–69. https://doi.org/10.1145/3317697.3323356
[24]
Jeff Gothelf and Josh Seiden. 2013. Lean UX: Applying Lean Principles to Improve User Experience. O’Reilly Media, Inc., Sebastopol, CA, USA. https://www.oreilly.com/library/view/lean-ux/9781449366834/
[25]
Rebecca A. Grier. 2016. How High is High? A Meta-Analysis of NASA-TLX Global Workload Scores. Proceedings of the 59th Annual Meeting of the Human Factors and Ergonomics Society 59, 1 (2016), 1727–1731. https://doi.org/10.1177%2F1541931215591373
[26]
Fabrizio Guerrini, Nicola Adami, Sergio Benini, Alberto Piacenza, Julie Porteous, Marc Cavazza, and Riccardo Leonardi. 2017. Interactive Film Recombination. ACM Trans. Multimedia Comput. Commun. Appl. 13, 4, Article 52(2017), 22 pages. https://doi.org/10.1145/3103241
[27]
Sandra G. Hart and Lowell E. Staveland. 1988. Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research. Advances in Psychology 52 (1988), 139–183. https://doi.org/10.1016/S0166-4115(08)62386-9
[28]
Jeremy Hartmann, Christian Holz, Eyal Ofek, and Andrew D. Wilson. 2019. RealityCheck: Blending Virtual Environments with Situated Physical Reality. In Proceedings of the CHI Conf. on Human Factors in Computing Systems. ACM, New York, NY, USA, 1–12. https://doi.org/10.1145/3290605.3300577
[29]
Robert P. Hawkins, Suzanne Pingree, Jacqueline Hitchon, Barry Radler, Bradley W. Gorham, Leeann Kahlor, Eileen Gilligan, Ronald C. Serlin, Toni Schmidt, Prathana Kannaovakun, and Gudbjorg Hildur Kolbeins. 2006. What Produces Television Attention and Attention Style?: Genre, Situation, and Individual Differences as Predictors. Human Communication Research 31, 1 (2006), 162–187. https://doi.org/10.1111/j.1468-2958.2005.tb00868.x
[30]
Scott Hayden. 2015. Cinemas Social Home Theater Space for Oculus Rift Launches from Creators of Convrge. Convrge. Retrieved January 2022 from https://www.roadtovr.com/convrge-launches-social-home-theater-space-convrge-cinemas
[31]
Jiwoo Hong and Woohun Lee. 2021. Augmenting Television Narratives Using Interactive Home Appliances. Digital Creativity n.a., n.a. (2021), 1–14. https://doi.org/10.1080/14626268.2021.2013898
[32]
InAiR. 2015. InAiR TV. InAiR. Retrieved January 2022 from https://www.youtube.com/watch?v=z3xIEC_m9Fg
[33]
International Organization for Standardization. 2019. Ergonomics of Human-System Interaction-Part 210: Human-Centred Design for Interactive Systems. ISO. Retrieved January 2022 from https://www.iso.org/standard/77520.html
[34]
Brett Jones, Rajinder Sodhi, Michael Murdock, Ravish Mehra, Hrvoje Benko, Andrew Wilson, Eyal Ofek, Blair MacIntyre, Nikunj Raghuvanshi, and Lior Shapira. 2014. RoomAlive: Magical Experiences Enabled by Scalable, Adaptive Projector-Camera Units. In Proceedings of the 27th Annual ACM Symposium on User Interface Software and Technology(UIST ’14). ACM, New York, NY, USA, 637–644. https://doi.org/10.1145/2642918.2647383
[35]
Brett R. Jones, Hrvoje Benko, Eyal Ofek, and Andrew D. Wilson. 2013. IllumiRoom: Peripheral Projected Illusions for Interactive Experiences. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI ’13). ACM, New York, NY, USA, 869–878. https://doi.org/10.1145/2470654.2466112
[36]
Hiroyuki Kawakita and Toshio Nakagawa. 2014. Augmented TV: An Augmented Reality System for TV Programs Beyond the TV Screen. In Proceedings of the International Conference on Multimedia Computing and Systems(ICMCS ’14). IEEE, Washington, DC, USA, 955–960. https://doi.org/10.1109/ICMCS.2014.6911158
[37]
Rohit Ashok Khot and Jung-Ying (Lois) Yi. 2020. GustaCine: Towards Designing a Gustatory Cinematic Experience. In Proceedings of the 14th International Conference on Tangible, Embedded, and Embodied Interaction(TEI ’20). ACM, New York, NY, USA, 757–770. https://doi.org/10.1145/3374920.3375010
[38]
Naoki Kimura and Jun Rekimoto. 2018. ExtVision: Augmentation of Visual Experiences with Generation of Context Images for a Peripheral Vision Using Deep Neural Network. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. ACM, New York, NY, USA, 1–10. https://doi.org/10.1145/3173574.3174001
[39]
Kiyoshi Kiyokawa, Haruo Takemura, and Naokazu Yokoya. 2000. SeamlessDesign for 3D Object Creation. IEEE MultiMedia 7, 1 (jan 2000), 22–33. https://doi.org/10.1109/93.839308
[40]
Jake Knapp, John Zeratsky, and Braden Kowitz. 2016. Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days. Simon & Schuster, New York, NY, USA. https://www.thesprintbook.com/book
[41]
Jungjin Lee, Sangwoo Lee, Younghui Kim, and Junyong Noh. 2017. ScreenX: Public Immersive Theatres with Uniform Movie Viewing Experiences. IEEE Transactions on Visualization and Computer Graphics 23, 2(2017), 1124–1138. https://doi.org/10.1109/TVCG.2016.2532327
[42]
Asterios Leonidis, Maria Korozi, Vasilios Kouroumalis, Emmanouil Adamakis, Dimitrios Milathianakis, and Constantine Stephanidis. 2021. Going Beyond Second Screens: Applications for the Multi-Display Intelligent Living Room. In Proceedings of the ACM Int. Conference on Interactive Media Experiences(IMX ’21). ACM, New York, NY, USA, 187–193. https://doi.org/10.1145/3452918.3465486
[43]
Valentin Lohmüller and Christian Wolff. 2019. Towards a Comprehensive Definition of Second Screen. In Proceedings of Mensch Und Computer 2019(MuC’19). ACM, New York, NY, USA, 167–177. https://doi.org/10.1145/3340764.3340781
[44]
Celina Ma, Haohong Wang, Hao Sun, Elliot van Huijgevoort, Mea Wang, and Zhihai He. 2021. Powering TV Experiences with Anytime Environmental Exploration. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems. ACM, New York, NY, USA, Article 363, 6 pages. https://doi.org/10.1145/3411763.3451600
[45]
Daniel Martin, Sandra Malpica, Diego Gutierrez, Belen Masia, and Ana Serrano. 2021. Multimodality in VR: A Survey. ACM Comput. Surv. n.a., n.a., Article n.a.(2021), 34 pages. https://doi.org/10.1145/3508361
[46]
Mark McGill, John H. Williamson, and Stephen Brewster. 2016. Examining The Role of Smart TVs and VR HMDs in Synchronous At-a-Distance Media Consumption. ACM Trans. Comput.-Hum. Interact. 23, 5, Article 33 (nov 2016), 57 pages. https://doi.org/10.1145/2983530
[47]
Paul Milgram and Herman Colquhoun Jr.1999. A Taxonomy of Real and Virtual World Display Integration. In Mixed Reality: Merging Real and Virtual Worlds, Yuichi Ohta and Hideyuki Tamura (Eds.). Springer-Verlag, Berlin, Heidelberg. https://www.researchgate.net/publication/2440732_A_Taxonomy_of_Real_and_Virtual_World_Display_Integration
[48]
Paul Milgram and Fumio Kishino. 1994. A Taxonomy of Mixed Reality Visual Displays. IEICE Transactions on Information and Systems E77-D, 12 (December 1994), 1321–1329. https://search.ieice.org/bin/summary.php?id=e77-d_12_1321
[49]
Paul Milgram, Haruo Takemura, Akira Utsumi, and Fumio Kishino. 1995. Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum. In Proceedings of the Society of Photo-Optical Instrumentation Engineers 2351, Telemanipulator and Telepresence Technologies, Vol. 2351. SPIE, USA, 282–292. https://doi.org/10.1117/12.197321
[50]
Mindprobe Labs.2016. CINEVEO – VR Cinema. Cineveo. Retrieved January 2022 from https://www.facebook.com/cineveovr
[51]
Mukesh Nathan, Chris Harrison, Svetlana Yarosh, Loren Terveen, Larry Stead, and Brian Amento. 2008. CollaboraTV: Making Television Viewing Social Again. In Proceedings of the 1st International Conference on Designing Interactive User Experiences for TV and Video(UXTV ’08). ACM, New York, NY, USA, 85–94. https://doi.org/10.1145/1453805.1453824
[52]
Netflix. 2018. Netflix VR. Netflix. Retrieved January 2022 from https://play.google.com/store/apps/details?id=com.netflix.android_vr
[53]
Lyndon Nixon, Lotte Belice Baltussen, and Johan Oomen. 2015. LinkedCulture: Browsing Related Europeana Objects While Watching a Cultural Heritage TV Programme. In Proceedings of the 8th International Conference on Personalized Access to Cultural Heritage – Volume 1352(PATCH ’15). CEUR-WS.org, Atlanta, USA, 37–40. http://ceur-ws.org/Vol-1352/paper7.pdf
[54]
Don Norman and Jakob Nielsen. n.d. The Definition of User Experience (UX). Nielsen Norman Group. Retrieved January 2022 from https://www.nngroup.com/articles/definition-user-experience
[55]
Sergio Orts-Escolano, Christoph Rhemann, Sean Fanello, Wayne Chang, Adarsh Kowdle, Yury Degtyarev, David Kim, Philip L. Davidson, Sameh Khamis, Mingsong Dou, Vladimir Tankovich, Charles Loop, Qin Cai, Philip A. Chou, Sarah Mennicken, Julien Valentin, Vivek Pradeep, Shenlong Wang, Sing Bing Kang, Pushmeet Kohli, Yuliya Lutchyn, Cem Keskin, and Shahram Izadi. 2016. Holoportation: Virtual 3D Teleportation in Real-Time. In Proceedings of the 29th Annual Symposium on User Interface Software and Technology(UIST ’16). ACM, New York, NY, USA, 741–754. https://doi.org/10.1145/2984511.2984517
[56]
Filomena Papa, Bartolomeo Sapio, and M. Felicia Pelagalli. 2011. User Experience of Elderly People with Digital Television: A Qualitative Investigation. In Proceedings of the 9th European Conference on Interactive TV and Video(EuroITV ’11). ACM, New York, NY, USA, 223–226. https://doi.org/10.1145/2000119.2000165
[57]
Hyerim Park, Maryam Shakeri, Ikbeom Jeon, Jangyoon Kim, Abolghasem Sadeghi-Niaraki, and Woontack Woo. 2022. Spatial Transition Management for Improving Outdoor Cinematic Augmented Reality Experience of the TV Show. Virtual Reality n.a., n.a., Article n.a.(2022), 19 pages. https://doi.org/10.1007/s10055-021-00617-z
[58]
Hyerim Park and Woontack Woo. 2015. Metadata Design for Location-Based Film Experience in Augmented Places. In Proceedings of the IEEE International Symposium on Mixed and Augmented Reality. IEEE, Washington, DC, USA, 40–45. https://doi.org/10.1109/ISMAR-MASHD.2015.12
[59]
Pixel Edge Games. 2016. CMOAR VR Cinema. Valve Corporation. Retrieved January 2022 from https://store.steampowered.com/app/527160/Cmoar_VR_Cinema
[60]
Plex. 2018. Virtual Reality: Interactive Environments, Watching Together, Voice Chat, and More Bring Your Media to Life. Plex. Retrieved January 2022 from https://www.plex.tv/your-media/virtual-reality
[61]
Irina Popovici and Radu-Daniel Vatavu. 2019. Consolidating the Research Agenda of Augmented Reality Television with Insights from Potential End-Users. In Proceedings of the 2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, Washington, D.C., USA, 73–74. https://doi.org/10.1109/ISMAR-Adjunct.2019.00033
[62]
Irina Popovici and Radu-Daniel Vatavu. 2019. Towards Visual Augmentation of the Television Watching Experience: Manifesto and Agenda. In Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video(TVX ’19). ACM, New York, NY, USA, 199–204. https://doi.org/10.1145/3317697.3325121
[63]
Irina Popovici and Radu-Daniel Vatavu. 2019. Understanding Users’ Preferences for Augmented Reality Television. In Proceedings of the IEEE International Symposium on Mixed and Augmented Reality(ISMAR). IEEE, Washington, DC, USA, 269–278. https://doi.org/10.1109/ISMAR.2019.00024
[64]
Irina Popovici, Radu-Daniel Vatavu, Pu Feng, and Wenjun Wu. 2021. AR-TV and AR-Diànshì: Cultural Differences in Users’ Preferences for Augmented Reality Television. In Proceedings of the ACM International Conference on Interactive Media Experiences(IMX ’21). ACM, New York, NY, USA, 50–60. https://doi.org/10.1145/3452918.3458801
[65]
Jacob M. Rigby, Duncan P Brumby, Sandy J. J. Gould, and Anna L Cox. 2019. Development of a Questionnaire to Measure Immersion in Video Media: The Film IEQ. In Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video(TVX ’19). ACM, New York, NY, USA, 35–46. https://doi.org/10.1145/3317697.3323361
[66]
Joan Sol Roo and Martin Hachet. 2017. One Reality: Augmenting How the Physical World is Experienced by Combining Multiple Mixed Reality Modalities. In Proceedings of the 30th Annual ACM Symposium on User Interface Software and Technology(UIST ’17). ACM, New York, NY, USA, 787–795. https://doi.org/10.1145/3126594.3126638
[67]
Pejman Saeghe, Gavin Abercrombie, Bruce Weir, Sarah Clinch, Stephen Pettifer, and Robert Stevens. 2020. Augmented Reality and Television: Dimensions and Themes. In Proceedings of the ACM International Conference on Interactive Media Experiences(IMX ’20). ACM, New York, NY, USA, 13–23. https://doi.org/10.1145/3391614.3393649
[68]
Pejman Saeghe, Sarah Clinch, Bruce Weir, Maxine Glancy, Vinoba Vinayagamoorthy, Ollie Pattinson, Stephen Robert Pettifer, and Robert Stevens. 2019. Augmenting Television With Augmented Reality. In Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video(TVX ’19). ACM, New York, NY, USA, 255–261. https://doi.org/10.1145/3317697.3325129
[69]
Ovidiu-Andrei Schipor, Radu-Daniel Vatavu, and Wenjun Wu. 2019. Integrating Peripheral Interaction Into Augmented Reality Applications. In Proceedings of the 2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, Washington, D.C., USA, 358–359. https://doi.org/10.1109/ISMAR-Adjunct.2019.00-12
[70]
Richard Skarbez, Missie Smith, and Mary C. Whitton. 2021. Revisiting Milgram and Kishino’s Reality-Virtuality Continuum. Frontiers in Virtual Reality 2 (2021), 27. https://doi.org/10.3389/frvir.2021.647997
[71]
TIME. 2017. Facebook Reveals Augmented Reality, Virtual Reality and More at Annual F8 Conference. Facebook. Retrieved January 2022 from https://www.youtube.com/watch?v=YtUye84PuFY
[72]
Radu-Daniel Vatavu. 2012. Point & Click Mediated Interactions for Large Home Entertainment Displays. Multimedia Tools Appl. 59, 1 (July 2012), 113–128. https://doi.org/10.1007/s11042-010-0698-5
[73]
Radu-Daniel Vatavu. 2013. There’s a World Outside Your TV: Exploring Interactions beyond the Physical TV Screen. In Proceedings of the 11th European Conference on Interactive TV and Video(EuroITV ’13). ACM, New York, NY, USA, 143–152. https://doi.org/10.1145/2465958.2465972
[74]
Radu-Daniel Vatavu. 2015. Audience Silhouettes: Peripheral Awareness of Synchronous Audience Kinesics for Social Television. In Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video(TVX ’15). ACM, New York, NY, USA, 13–22. https://doi.org/10.1145/2745197.2745207
[75]
Radu-Daniel Vatavu and Matei Mancas. 2014. Visual Attention Measures for Multi-Screen TV. In Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video(TVX ’14). ACM, New York, NY, USA, 111–118. https://doi.org/10.1145/2602299.2602305
[76]
Radu-Daniel Vatavu and Stefan-Gheorghe Pentiuc. 2008. Interactive Coffee Tables: Interfacing TV within an Intuitive, Fun and Shared Experience. In Proceedings of the European Conference on Interactive Television(EuroITV ’08). Springer, Berlin, Heidelberg, 183–187. https://doi.org/10.1007/978-3-540-69478-6_24
[77]
Radu-Daniel Vatavu, Pejman Saeghe, Teresa Chambel, Vinoba Vinayagamoorthy, and Marian F Ursu. 2020. Conceptualizing Augmented Reality Television for the Living Room. In Proceedings of the ACM International Conference on Interactive Media Experiences(IMX ’20). ACM, New York, NY, USA, 1–12. https://doi.org/10.1145/3391614.3393660
[78]
Carlos Velasco and Marianna Obrist. 2020. Multisensory Experiences: Where the Senses Meet Technology. Oxford University Press, Oxford, UK. https://doi.org/10.1093/oso/9780198849629.001.0001
[79]
Carlos Velasco, Yunwen Tu, and Marianna Obrist. 2018. Towards Multisensory Storytelling with Taste and Flavor. In Proceedings of the 3rd International Workshop on Multisensory Approaches to Human-Food Interaction(MHFI’18). ACM, New York, NY, USA, Article 2, 7 pages. https://doi.org/10.1145/3279954.3279956
[80]
Vinoba Vinayagamoorthy, Maxine Glancy, Paul Debenham, Alastair Bruce, Christoph Ziegler, and Richard Schäffer. 2018. Personalising the TV Experience with Augmented Reality Technology: Synchronised Sign Language Interpretation. In Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video(TVX ’18). ACM, New York, NY, USA, 179–184. https://doi.org/10.1145/3210825.3213562
[81]
Vinoba Vinayagamoorthy, Maxine Glancy, Christoph Ziegler, and Richard Schäffer. 2019. Personalising the TV Experience Using Augmented Reality: An Exploratory Study on Delivering Synchronised Sign Language Interpretation. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. ACM, New York, NY, USA, 1–12. https://doi.org/10.1145/3290605.3300762
[82]
Chiu-Hsuan Wang, Chia-En Tsai, Seraphina Yong, and Liwei Chan. 2020. Slice of Light: Transparent and Integrative Transition Among Realities in a Multi-HMD-User Environment. In Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology. ACM, New York, NY, USA, 805–817. https://doi.org/10.1145/3379337.3415868
[83]
Bob G. Witmer and Michael J. Singer. 1998. Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments 7, 3 (06 1998), 225–240. https://doi.org/10.1162/105474698565686
[84]
Katja Zibrek, Sean Martin, and Rachel McDonnell. 2019. Is Photorealism Important for Perception of Expressive Virtual Humans in Virtual Reality?ACM Trans. Appl. Percept. 16, 3, Article 14 (sep 2019), 19 pages. https://doi.org/10.1145/3349609
[85]
Christian Zimmer, Nanette Ratz, Michael Bertram, and Christian Geiger. 2018. War Children: Using AR in a Documentary Context. In Proceedings of the IEEE International Symposium on Mixed and Augmented Reality Adjunct. IEEE, Washington, DC, USA, 390–394. https://doi.org/10.1109/ISMAR-Adjunct.2018.00112

Cited By

View all
  • (2024)Development and Usability Evaluation of Transitional Cross-Reality InterfacesProceedings of the ACM on Human-Computer Interaction10.1145/36646378:EICS(1-32)Online publication date: 17-Jun-2024
  • (2024)"I Wish You Could Make the Camera Stand Still": Envisioning Media Accessibility Interventions with People with AphasiaProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675598(1-17)Online publication date: 27-Oct-2024
  • (2024)Lifelogging in Mixed RealityExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650897(1-8)Online publication date: 11-May-2024
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
IMX '22: Proceedings of the 2022 ACM International Conference on Interactive Media Experiences
June 2022
390 pages
ISBN:9781450392129
DOI:10.1145/3505284
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 22 June 2022

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. ARTV
  2. Augmented reality
  3. Garrett’s model of UX
  4. HMDs
  5. HoloLens
  6. UX
  7. experiment
  8. interactive television
  9. user experience

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

Conference

IMX '22

Acceptance Rates

Overall Acceptance Rate 69 of 245 submissions, 28%

Upcoming Conference

IMX '25

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)98
  • Downloads (Last 6 weeks)15
Reflects downloads up to 24 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Development and Usability Evaluation of Transitional Cross-Reality InterfacesProceedings of the ACM on Human-Computer Interaction10.1145/36646378:EICS(1-32)Online publication date: 17-Jun-2024
  • (2024)"I Wish You Could Make the Camera Stand Still": Envisioning Media Accessibility Interventions with People with AphasiaProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675598(1-17)Online publication date: 27-Oct-2024
  • (2024)Lifelogging in Mixed RealityExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650897(1-8)Online publication date: 11-May-2024
  • (2024)Lights, Camera, Access: A Closeup on Audiovisual Media Accessibility and AphasiaProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3641893(1-17)Online publication date: 11-May-2024
  • (2024)Fingerhinter Takes Center Stage: User Experience Insights from Informal Encounters with a Finger-Augmentation Device2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR)10.1109/AIxVR59861.2024.00044(265-269)Online publication date: 17-Jan-2024
  • (2024)Characterizing UX Assessment in the Context of Immersive Experiences: A Systematic Mapping StudyInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2351711(1-17)Online publication date: 19-Jun-2024
  • (2024)The user experience of distal arm-level vibrotactile feedback for interactions with virtual versus physical displaysVirtual Reality10.1007/s10055-024-00977-228:2Online publication date: 22-Mar-2024
  • (2023)Object-Based Access: Enhancing Accessibility with Data-Driven MediaProceedings of the 2023 ACM International Conference on Interactive Media Experiences10.1145/3573381.3596500(402-406)Online publication date: 12-Jun-2023
  • (2023)Accessibility Research in Digital Audiovisual Media: What Has Been Achieved and What Should Be Done Next?Proceedings of the 2023 ACM International Conference on Interactive Media Experiences10.1145/3573381.3596159(94-114)Online publication date: 12-Jun-2023
  • (2023)FingerButton: Enabling Controller-Free Transitions between Real and Virtual Environments2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00068(533-542)Online publication date: 16-Oct-2023
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media