With the proliferation of consumer virtual reality (VR) headsets and creative tools, content crea... more With the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators are experimenting with new forms of interactive audience experience using immersive media. Understanding user attention and behaviours in virtual environment can greatly inform the creative processes in VR. We developed an abstract VR painting and an experimentation system to study audience art encounters through eye gaze and movement tracking. The data from a user experiment with 35 participants reveal a range of user activity patterns in art exploration. Deep learning models are used to study the connections between the behavioural data and the audience’s background. The work also introduced new integrated methods to visualise user attention for content creators.
This paper sets out to describe, through a demo for the TVX Conference, how virtual reality (VR) ... more This paper sets out to describe, through a demo for the TVX Conference, how virtual reality (VR) painting software is beginning to open up as a new medium for visual artists working in the field of abstract painting. The demo achieves this by describing how an artist who usually makes abstract paintings with paint and canvas in a studio, that is those existing as physical objects in the world, encounters and negotiates the process of making abstract paintings in VR using Tilt Brush software and Head-Mounted Displays (HMD). This paper also indicates potential future avenues for content creation in this emerging field and what this might mean for artists, viewers, and art institutions to experiment with effective methods of exhibiting innovative content.<br>
Proceedings of the companion publication of the 17th ACM conference on Computer supported cooperative work & social computing, 2014
ABSTRACT When developing new ICT systems and applications for domestic environments, rich qualita... more ABSTRACT When developing new ICT systems and applications for domestic environments, rich qualitative approaches improve the understanding of the user&amp;#39;s integral usage of technology in their daily routines and thereby inform design. This knowledge will often be reached through in-home studies, strong relationships with the users and their involvement in the design and evaluation process. However, whilst this kind of research offers valuable context insights and brings out unexpected findings, it also presents methodological, technical and organizational challenges for the study design and its underlying cooperation processes. In particular, due to heterogeneous users in households in terms of technology affinity, individual needs, age distribution, gender, social constellations, personal role assignment, project expectations, etc. it produces particular demands to collaborate with users in the design process and thereby exposes a range of practical challenges. The full-day workshop wishes to identify these practical challenges, discuss best practice and develop a roadmap for sustainable relationships for design with users.
The demo introduces a video storytelling system that has been designed for community media author... more The demo introduces a video storytelling system that has been designed for community media authoring and sharing. The system encompasses a mobile recording and sharing application, backend audio-visual processing and analysis, EDL-based multi-track media referencing technologies, and a web-based storytelling user interface.
Denazis, Spyros and Efthymiopoulos, Nikos and Koufopavlou, Odysseas and Den Hartog, Frank and Nia... more Denazis, Spyros and Efthymiopoulos, Nikos and Koufopavlou, Odysseas and Den Hartog, Frank and Niamut, Omar and Hutchison, David and Race, Nicholas and Mu, Mu and Taal, Jacco and Mori, Luigi and Boniface, Michael and C Phillips, Stephen and Wu, Felix (2012) STEER: A Social Telemedia Environment for Experimental Research. In: FIRE engineering workshop, 2012-11-07, Ghent. ... Full text not available from this repository.
With the proliferation of consumer virtual reality (VR) headsets and creative tools, content crea... more With the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators are experimenting with new forms of interactive audience experience using immersive media. Understanding user attention and behaviours in virtual environment can greatly inform the creative processes in VR. We developed an abstract VR painting and an experimentation system to study audience art encounters through eye gaze and movement tracking. The data from a user experiment with 35 participants reveal a range of user activity patterns in art exploration. Deep learning models are used to study the connections between the behavioural data and the audience’s background. The work also introduced new integrated methods to visualise user attention for content creators.
This paper sets out to describe, through a demo for the TVX Conference, how virtual reality (VR) ... more This paper sets out to describe, through a demo for the TVX Conference, how virtual reality (VR) painting software is beginning to open up as a new medium for visual artists working in the field of abstract painting. The demo achieves this by describing how an artist who usually makes abstract paintings with paint and canvas in a studio, that is those existing as physical objects in the world, encounters and negotiates the process of making abstract paintings in VR using Tilt Brush software and Head-Mounted Displays (HMD). This paper also indicates potential future avenues for content creation in this emerging field and what this might mean for artists, viewers, and art institutions to experiment with effective methods of exhibiting innovative content.<br>
Proceedings of the companion publication of the 17th ACM conference on Computer supported cooperative work & social computing, 2014
ABSTRACT When developing new ICT systems and applications for domestic environments, rich qualita... more ABSTRACT When developing new ICT systems and applications for domestic environments, rich qualitative approaches improve the understanding of the user&amp;#39;s integral usage of technology in their daily routines and thereby inform design. This knowledge will often be reached through in-home studies, strong relationships with the users and their involvement in the design and evaluation process. However, whilst this kind of research offers valuable context insights and brings out unexpected findings, it also presents methodological, technical and organizational challenges for the study design and its underlying cooperation processes. In particular, due to heterogeneous users in households in terms of technology affinity, individual needs, age distribution, gender, social constellations, personal role assignment, project expectations, etc. it produces particular demands to collaborate with users in the design process and thereby exposes a range of practical challenges. The full-day workshop wishes to identify these practical challenges, discuss best practice and develop a roadmap for sustainable relationships for design with users.
The demo introduces a video storytelling system that has been designed for community media author... more The demo introduces a video storytelling system that has been designed for community media authoring and sharing. The system encompasses a mobile recording and sharing application, backend audio-visual processing and analysis, EDL-based multi-track media referencing technologies, and a web-based storytelling user interface.
Denazis, Spyros and Efthymiopoulos, Nikos and Koufopavlou, Odysseas and Den Hartog, Frank and Nia... more Denazis, Spyros and Efthymiopoulos, Nikos and Koufopavlou, Odysseas and Den Hartog, Frank and Niamut, Omar and Hutchison, David and Race, Nicholas and Mu, Mu and Taal, Jacco and Mori, Luigi and Boniface, Michael and C Phillips, Stephen and Wu, Felix (2012) STEER: A Social Telemedia Environment for Experimental Research. In: FIRE engineering workshop, 2012-11-07, Ghent. ... Full text not available from this repository.
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