Preprint Article Version 1 Preserved in Portico This version is not peer-reviewed

Subtitling 3D VR Content with Limited 6DoF: Presentation Modes and Guiding Methods

Version 1 : Received: 27 July 2021 / Approved: 28 July 2021 / Online: 28 July 2021 (10:28:27 CEST)

A peer-reviewed article of this Preprint also exists.

Montagud, M.; Hurtado, C.; De Rus, J.A.; Fernández, S. Subtitling 3D VR Content with Limited 6DoF: Presentation Modes and Guiding Methods. Appl. Sci. 2021, 11, 7472. Montagud, M.; Hurtado, C.; De Rus, J.A.; Fernández, S. Subtitling 3D VR Content with Limited 6DoF: Presentation Modes and Guiding Methods. Appl. Sci. 2021, 11, 7472.

Journal reference: Appl. Sci. 2021, 11, 7472
DOI: 10.3390/app11167472

Abstract

Every (multimedia) service needs to be accessible. Accessibility for multimedia content is typically provided by means of access services, of which subtitling is likely the most widespread one. Up to date, many recommendations and solutions for subtitling classical 2D audiovisual services are available. Likewise, recent efforts have been devoted to devising adequate subtitling solutions for VR360 video content. This paper, for the first time, goes a step beyond, by exploring two key requirements to fulfill remaining challenges towards efficiently subtitling 3D Virtual Reality (VR) content: presentation modes, and guiding methods. By leveraging insights from earlier work on VR360 content, the paper proposes novel presentation modes and guiding methods to not only deal with the freedom to explore the omnidirectional scenes, but also with additional specificities of 3D VR compared to VR360 content: depth, 6 Degrees of Freedom (6DoF), and viewing perspectives. The obtained results prove that always-visible and a novel proposed comic-style presentation mode are far more appropriate than state-of-the-art fixed-positioned subtitles, mainly in terms of immersion, ease and comfort of reading, and identification of speakers, when applied to professional pieces of content with limited displacement of speakers and with limited 6DoF (i.e. users are not expected to largely navigate around the virtual environment). Likewise, even in such limited movement scenarios, the results show that the use of indicators (arrows), as guiding methods, is well received. Overall, the paper provides relevant insights and paves the way toward efficiently subtitling 3D VR content.

Keywords

Accessibility; Guiding Methods; Immersive Media; Subtitling; Virtual Reality; 360º video

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