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Conceptualizing Augmented Reality Television for the Living Room
We examine the concept and characteristics of “Augmented Reality Television” (ARTV) using a four-step investigation method consisting of (1) an analysis of commonly-accepted perspectives on Augmented and Mixed Reality systems, (2) a literature survey of ...
Augmented Reality and Television: Dimensions and Themes
Commercialisation of augmented reality (AR) devices has led to their growing application in domestic environments and leisure activities. One such domain is that of television, where AR is one of several technologies driving innovation (c.f. Internet ...
The SpaceStation App: Design and Evaluation of an AR Application for Educational Television
Due to the rising popularity of streaming services, television networks are experiencing pressure to keep the attention of the younger audience. Especially in the field of Edutainment, platforms like YouTube or TED are serious competitors and require ...
Augmenting TV Viewing using Acoustically Transparent Auditory Headsets
This paper explores how acoustically transparent auditory headsets can improve TV viewing by intermixing headset and TV audio, facilitating personal, private auditory enhancements and augmentations of TV content whilst minimizing occlusion of the sounds ...
Compensating for Perspective-based Distortion on Large Interactive Floor Displays: the SpaceHopper Field Experiment
Very large floor displays can promote engaging public experiences, but incur perspective-related warping, making it challenging to comprehend and interact with distal objects when standing on the display. We introduce a perspective compensated view ...
Joint Attention for Automated Video Editing
Joint attention refers to the shared focal points of attention for occupants in a space. In this work, we introduce a computational definition of joint attention for the automated editing of meetings in multi-camera environments from the AMI corpus. ...
Sifter: A Hybrid Workflow for Theme-based Video Curation at Scale
User-generated content platforms curate their vast repositories into thematic compilations that facilitate the discovery of high-quality material. Platforms that seek tight editorial control employ people to do this curation, but this process involves ...
Modality and Depth in Touchless Smartphone Augmented Reality Interactions
Augmented reality (AR) on smartphone devices allows people to interact with virtually placed objects anchored in the real world through the device’s viewport. Typically, smartphone AR interactions work with the device’s 2D touchscreen disconnected from ...
Staying on Track: a Comparative Study on the Use of Optical Flow in 360° Video to Mitigate VIMS
Visually Induced Motion Sickness (VIMS), when the visual system detects motion that is not felt by the vestibular system, is a deterrent for first-time Virtual Reality (VR) users and can impact its adoption rate. Constricting the field-of-view (FoV) has ...
DAX: Data-Driven Audience Experiences in Esports
- Athanasios Vasileios Kokkinakis,
- Simon Demediuk,
- Isabelle Nölle,
- Oluseyi Olarewaju,
- Sagarika Patra,
- Justus Robertson,
- Peter York,
- Alan Pedrassoli Pedrassoli Chitayat,
- Alistair Coates,
- Daniel Slawson,
- Peter Hughes,
- Nicolas Hardie,
- Ben Kirman,
- Jonathan Hook,
- Anders Drachen,
- Marian F Ursu,
- Florian Block
Esports (competitive videogames) have grown into a global phenomenon with over 450m viewers and a 1.5bn USD market. Esports broadcasts follow a similar structure to traditional sports. However, due to their virtual nature, a large and detailed amount ...
Audience Management Practices of Live Streamers on Twitch
Live streaming is a unique medium that merges different layers of communication by facilitating individual, group, and mass communication simultaneously. Streamers who broadcast themselves on live streaming platforms such as Twitch are their own media ...
Unpacking Editorial Agreements in Collaborative Video Production
Video production is a collaborative process involving creative, artistic and technical elements that require a multitude of specialised skill sets. This open-ended work is often marked by uncertainty and interpretive flexibility in terms of what the ...
Authoring Interactive Fictional Stories in Object-Based Media (OBM)
This paper introduces a generic framework for OBM storytelling. Aiming to function as a complete end-to-end reference for authoring OBM narrative content - from conception to realization - it proposes an integrated model that includes the three ...
Sharing Same Elements in User Viewing History Data Securely Through Private Set Intersection Under User-centric Data Control
Recently, various over-the-top (OTT) streaming services as well as traditional broadcasts distribute numerous content every day, allowing users to watch their favorite content at any time. While users can choose from a quantity of content, they often ...
Towards an Immersive and Accessible Virtual Reconstruction of Theaters from the Early Modern: Bringing Back Cultural Heritage from the Past
This paper reports on the work being done towards achieving an immersive and accessible reconstruction of Historical and Cultural Heritage, focusing on Theaters of the Early Modern as use case. In particular, the paper presents and discusses potential ...
A Web Service for Video Summarization
- Chrysa Collyda,
- Konstantinos Apostolidis,
- Evlampios Apostolidis,
- Eleni Adamantidou,
- Alexandros I. Metsai,
- Vasileios Mezaris
This paper presents a Web service that supports the automatic generation of video summaries for user-submitted videos. The developed Web application decomposes the video into segments, evaluates the fitness of each segment to be included in the video ...
Talk Like Somebody is Watching: Understanding and Supporting Novice Live Streamers
We built a chatbot system–Audience Bot–that simulates an audience for novice live streamers to engage with while streaming. New live streamers on platforms like Twitch are expected to perform and talk to themselves, even while no one is watching. We ...
Prosuming Live Multimedia Content at the Edge
This paper presents the design and evaluation of a localized crowd-sourced multimedia production and distribution system to enable today’s mobile producers of multimedia content to serve their content in real-time to other nearby users, while at the ...
Palma360: A 360-degree Web-based Multi-device Hypervideo
360-degree videos have recently grown in popularity thanks to the popularization of virtual reality and its adoption by major online video streaming platforms. Being watched on a diverse array of interfaces (virtual reality headsets, computers, mobile ...
INTERAQUATICA - Designing Interactive Aquatic Experiences with Geodesic Domes In-the-Wild
- Marko Radeta,
- Miguel Andrade,
- Rúben Freitas,
- Michael Sousa,
- Antonio Ramos,
- Victor Azevedo,
- Jorge Lopes,
- Ricardo Jardim,
- João Gouveia,
- Maria João Gouveia,
- Telmo Gonçalves,
- Pedro Pinto,
- Roberto Rodrigues,
- Cristiano França,
- João Freitas,
- Ana Andrade,
- Alexis Faria,
- Leonardo Abreu,
- Mónica Mendes,
- Nuno Jardim Nunes,
- Valentina Nisi
While HCI remains vastly abundant in human- and land- centric applications, in this work we focus on exploring further the Human Computer Biosphere Interaction (HCBI) concept in aquatic settings. Based on the existing techniques for prototyping the ...
Let’s Get in Touch! Adding Haptics to Social VR
- Leonor Fermoselle,
- Simon Gunkel,
- Frank ter ter Haar,
- Sylvie Dijkstra-Soudarissanane,
- Alexander Toet,
- Omar Niamut,
- Nanda van van der Stap
Social VR shall allow natural communication between users with high social presence, as if users are in the same room. One way to increase social presence is to add haptic interaction to allow, for example, users to give each other a ”high-five” or to ...
A Room With a ”Fake” View: Installing Digital Windows in Windowless Offices
As cities become overpopulated and we explore deep seas and outer space, humans will be faced with the inevitable situation of living and working in small spaces that are visually monotonous. It is thus important to understand the psychological effects ...
Predicting Your Future Audience: Experiments in Picking the Best Topic for Future Content
This work in progress reports on ongoing experimentation with machine learning approaches on time series data, where the time series is a quantification of the success of content about a certain topic published on a certain digital channel over a past ...
Improving media streaming services for train passengers with 5G
In the research project 5G-VICTORI we are looking into how fifth generation mobile network technology (5G) can help improve video streaming services for train passengers. We use the principle of a local 5G-based data link between trains and 5G base ...
A Synopsis of Input Modalities for In-Vehicle Infotainment and Consumption of Interactive Media
Connected vehicles collect and share data by communicating with road infrastructure, with each other, the web, IoT systems, and with their occupants’ personal devices. Part of this data is presented to drivers via a multitude of interactive devices and ...
Collaboration of Broadcast and Calendar Services: Methods and Effects for a Smooth Collaboration
Common consumer behaviors, including watching TV broadcasts and performing daily activities, interact with one another. However, it is difficult to smoothly link broadcast and Internet services with real-world services and data. For example, when ...
Assessing Social Text Placement in Mixed Reality TV
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 ...