论文标题

虚拟现实中的现场字幕(VR)

Live Captions in Virtual Reality (VR)

论文作者

Pidathala, Pranav, Franz, Dawson, Waller, James, Kushalnagar, Raja, Vogler, Christian

论文摘要

很少有VR应用程序和游戏实施语音和音频提示的字幕,这可以阻止或阻止聋人或难听(DHH)用户,新语言学习者和其他字幕用户访问其应用程序。此外,关于如何在VR耳机上实施实时字幕及其与传统电视字幕的区别,几乎没有指导原则。为了帮助填补不同VR字幕样式的用户偏好背后的信息,我们对八名DHH参与者进行了一项研究,以测试三个字幕运动行为(头锁,滞后和出现),同时观看VR中的实时捕获,单扬声器演示。参与者回答了一系列有关其经验的李克特量表和开放式问题。参与者的偏好是分开的,但大多数参与者报告说,对在VR中使用现场字幕感到满意并享受了体验。当参与者对标题行为进行排名时,测试的三种类型之间几乎存在平等的鸿沟。 IPQ结果表明,每种行为都具有相似的沉浸式评分,但是参与者发现头锁和滞后字幕比出现标题更易于用户友好。我们建议参与者在标题偏好方面可能会根据他们的使用方式而有所不同,并且为标题定制提供机会是最好的。

Few VR applications and games implement captioning of speech and audio cues, which either inhibits or prevents access of their application by deaf or hard of hearing (DHH) users, new language learners, and other caption users. Additionally, little to no guidelines exist on how to implement live captioning on VR headsets and how it may differ from traditional television captioning. To help fill the void of information behind user preferences of different VR captioning styles, we conducted a study with eight DHH participants to test three caption movement behaviors (headlocked, lag, and appear) while watching live-captioned, single-speaker presentations in VR. Participants answered a series of Likert scale and open-ended questions about their experience. Participant preferences were split, but the majority of participants reported feeling comfortable with using live captions in VR and enjoyed the experience. When participants ranked the caption behaviors, there was almost an equal divide between the three types tested. IPQ results indicated each behavior had similar immersion ratings, however participants found headlocked and lag captions more user-friendly than appear captions. We suggest that participants may vary in caption preference depending on how they use captions, and that providing opportunities for caption customization is best.

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