TY - GEN
T1 - Towards Inclusive Video Commenting
T2 - 2024 CHI Conference on Human Factors in Computing Sytems, CHI 2024
AU - Chen, Si
AU - Cheng, Haocong
AU - Situ, Jason
AU - Kirst, Desirée
AU - Su, Suzy
AU - Malhotra, Saumya
AU - Angrave, Lawrence
AU - Wang, Qi
AU - Huang, Yun
N1 - Publisher Copyright:
© 2024 Copyright held by the owner/author(s)
PY - 2024/5/11
Y1 - 2024/5/11
N2 - Previous research underscored the potential of danmaku-a text-based commenting feature on videos-in engaging hearing audiences. Yet, for many Deaf and hard-of-hearing (DHH) individuals, American Sign Language (ASL) takes precedence over English. To improve inclusivity, we introduce “Signmaku,” a new commenting mechanism that uses ASL, serving as a sign language counterpart to danmaku. Through a need-finding study (N=12) and a within-subject experiment (N=20), we evaluated three design styles: real human faces, cartoon-like figures, and robotic representations. The results showed that cartoon-like signmaku not only entertained but also encouraged participants to create and share ASL comments, with fewer privacy concerns compared to the other designs. Conversely, the robotic representations faced challenges in accurately depicting hand movements and facial expressions, resulting in higher cognitive demands on users. Signmaku featuring real human faces elicited the lowest cognitive load and was the most comprehensible among all three types. Our findings offered novel design implications for leveraging generative AI to create signmaku comments, enriching co-learning experiences for DHH individuals.
AB - Previous research underscored the potential of danmaku-a text-based commenting feature on videos-in engaging hearing audiences. Yet, for many Deaf and hard-of-hearing (DHH) individuals, American Sign Language (ASL) takes precedence over English. To improve inclusivity, we introduce “Signmaku,” a new commenting mechanism that uses ASL, serving as a sign language counterpart to danmaku. Through a need-finding study (N=12) and a within-subject experiment (N=20), we evaluated three design styles: real human faces, cartoon-like figures, and robotic representations. The results showed that cartoon-like signmaku not only entertained but also encouraged participants to create and share ASL comments, with fewer privacy concerns compared to the other designs. Conversely, the robotic representations faced challenges in accurately depicting hand movements and facial expressions, resulting in higher cognitive demands on users. Signmaku featuring real human faces elicited the lowest cognitive load and was the most comprehensible among all three types. Our findings offered novel design implications for leveraging generative AI to create signmaku comments, enriching co-learning experiences for DHH individuals.
KW - DHH
KW - Danmaku
KW - Signmaku
KW - Social Interactions
UR - http://www.scopus.com/inward/record.url?scp=85194883705&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85194883705&partnerID=8YFLogxK
U2 - 10.1145/3613904.3642287
DO - 10.1145/3613904.3642287
M3 - Conference contribution
AN - SCOPUS:85194883705
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems
PB - Association for Computing Machinery
Y2 - 11 May 2024 through 16 May 2024
ER -