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Making interaction with virtual reality accessible: rendering and guiding methods for subtitles

Published online by Cambridge University Press:  27 November 2019

Belén Agulló*
Affiliation:
Universitat Autònoma de Barcelona, Spain
Mario Montagud
Affiliation:
University of Valencia, Spain i2Cat Foundation, Spain
Isaac Fraile
Affiliation:
i2Cat Foundation, Spain
*
Author for correspondence: Belén Agulló, E-mail: belen.agullo.garcia@gmail.com
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Abstract

Accessibility in immersive media is a relevant research topic, still in its infancy. This article explores the appropriateness of two rendering modes (fixed-positioned and always-visible) and two guiding methods (arrows and auto-positioning) for subtitles in 360° video. All considered conditions have been implemented and integrated in an end-to-end platform (from production to consumption) for their validation and evaluation. A pilot study with end users has been conducted with the goals of determining the preferred options by users, the options that result in a higher presence, and of gathering extra valuable feedback from the end users. The obtained results reflect that, for the considered 360° content types, always-visible subtitles were more preferred by end users and received better results in the presence questionnaire than the fixed-positioned subtitles. Regarding guiding methods, participants preferred arrows over auto-positioning because arrows were considered more intuitive and easier to follow and reported better results in the presence questionnaire.

Information

Type
Research Article
Copyright
Copyright © Cambridge University Press 2019
Figure 0

Fig. 1. Main layers or parts of the end-to-end platform.

Figure 1

Fig. 2. Fixed-positioned: subtitles attached to the video sphere.

Figure 2

Fig. 3. Always-visible: subtitles attached to the camera or FoV.

Figure 3

Fig. 4. Subtitles with arrows as a guiding mechanism.

Figure 4

Fig. 5. Layers and modules making up the ImAc player.

Figure 5

Fig. 6. Screenshot of the traditional UI of the player.

Figure 6

Fig. 7. Screenshots of the enhanced accessibility (or low-sighted) UI of the player.

Figure 7

Fig. 8. Use of a dynamic radar as a guiding method.

Figure 8

Fig. 9. Overview of the evaluation scenario and setup.

Figure 9

Table 1. Latin square used in the tests