ABSTRACT
Cinematic Virtual Reality has been increasing in popularity in recent years. Watching 360° movies with a Head Mounted Display, the viewer can freely choose the direction of view, and thus the visible section of the movie. Therefore, a new approach for the placements of subtitles is needed. There are three main issues which have to be considered: the position of the subtitles, the speaker identification and the influence for the VR experience. In our study we compared a static method, where the subtitles are placed at the bottom of the field of view, with dynamic subtitles 1, where the position of the subtitles depends on the scene and is close to the speaking person. This work-in-progress describes first results of the study which point out that dynamic subtitles can lead to a higher score of presence, less sickness and lower workload.
- M Brooks and M Armstrong. 2014. Enhancing Subtitles. TVX2014 Conference, Brussels (2014), 25--27.Google Scholar
- Andy Brown, Rhia Jones, Mike Crabb, James Sandford, Matthew Brooks, Mike Armstrong, and Caroline Jay. 2015. Dynamic subtitles: the user experience. In Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video. ACM, 103--112. Google ScholarDigital Library
- Andy Brown, Jayson Turner, Jake Patterson, Anastasia Schmitz, Mike Armstrong, and Maxine Glancy. 2017. Subtitles in 360-degree Video. In Adjunct Publication of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video. ACM, 3--8. Google ScholarDigital Library
- 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.Google Scholar
- Yongtao Hu, Jan Kautz, Yizhou Yu, and Wenping Wang. 2015. Speaker-following video subtitles. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) 11, 2 (2015), 32. Google ScholarDigital Library
- Robert S Kennedy, Norman E Lane, Kevin S Berbaum, and Michael G Lilienthal. 1993. Simulator sickness questionnaire: An enhanced method for quantifying simulator sickness. The international journal of aviation psychology 3, 3 (1993), 203--220.Google Scholar
- Kuno Kurzhals, Emine Cetinkaya, Yongtao Hu, Wenping Wang, and Daniel Weiskopf. 2017. Close to the Action: Eye-Tracking Evaluation of Speaker-Following Subtitles. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. ACM, 6559--6568. Google ScholarDigital Library
- Quoc V Vy and Deborah I Fels. 2010. Using placement and name for speaker identification in captioning. In International Conference on Computers for Handicapped Persons. Springer, 247--254. Google ScholarDigital Library
- Bob G Witmer and Michael J Singer. 1998. Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and virtual environments 7, 3 (1998), 225--240. Google ScholarDigital Library
Index Terms
- Dynamic Subtitles in Cinematic Virtual Reality
Recommendations
Subtitles in 360-degree Video
TVX '17 Adjunct: Adjunct Publication of the 2017 ACM International Conference on Interactive Experiences for TV and Online VideoCurrently there exists no agreed-upon user experience guidelines regarding subtitling (closed captions) in immersive 360-degree video experiences. It is not clear how subtitles might be acceptably displayed within this context, namely to support the ...
Dynamic Subtitles: The User Experience
TVX '15: Proceedings of the ACM International Conference on Interactive Experiences for TV and Online VideoSubtitles (closed captions) on television are typically placed at the bottom-centre of the screen. However, placing subtitles in varying positions, according to the underlying video content (`dynamic subtitles'), has the potential to make the overall ...
Combining Interactive Fiction with Cinematic Virtual Reality
ARTECH '19: Proceedings of the 9th International Conference on Digital and Interactive ArtsThis contribution discusses the creation of a new hybrid narrative form, the Interactive Fiction in cinematic Virtual Reality (IFcVR), consisting in interactive fiction films developed by means of cinematic virtual reality (360° videos), whose narrative ...
Comments