Live Captions in Virtual Reality (VR)
October 26, 2022 Β· Declared Dead Β· π arXiv.org
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Authors
Pranav Pidathala, Dawson Franz, James Waller, Raja Kushalnagar, Christian Vogler
arXiv ID
2210.15072
Category
cs.HC: Human-Computer Interaction
Citations
2
Venue
arXiv.org
Last Checked
4 months ago
Abstract
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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