Accessibility in 360° video players

dc.contributor.author
Hughes, Chris. J.
dc.contributor.author
Montagud, Mario
dc.date.accessioned
2023-03-01T10:08:43Z
dc.date.accessioned
2024-12-09T15:44:41Z
dc.date.available
2023-03-01T10:08:43Z
dc.date.available
2024-12-09T15:44:41Z
dc.date.issued
2020-10-22
dc.identifier.uri
http://hdl.handle.net/2072/531582
dc.description.abstract
Accessibility is a key requirement for any multimedia tool and application. With the current trend towards immersive experiences, such as Virtual Reality (VR) and 360o video, it becomes key that these environments are adapted to be fully accessible. However, until recently the focus has been mostly on adapting the existing techniques to fit immersive displays, rather than considering new approaches for accessibility designed specifically for these increasingly relevant media experiences. This paper surveys a wide range of 360o video players and examines the features they include for dealing with accessibility, such as Subtitles, Audio Description, Sign Language, User Interfaces and other interaction features, like voice control and support for multi-screen scenarios. These features have been chosen based on guidelines from standardization contributions, like in the World Wide Web Consortium (W3C) and the International Communication Union (ITU), and from research contributions for making 360° video consumption experiences accessible. The in-depth analysis has been part of a research effort towards the development of a fully inclusive and accessible 360° video player. The paper concludes by discussing how the newly developed player has gone above and beyond the existing solutions and guidelines, by providing accessibility features that meet the expectations for a widely used immersive medium, like 360° video.
eng
dc.format.extent
28 p.
cat
dc.language.iso
eng
cat
dc.publisher
Springer Link
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dc.relation.ispartof
Multimedia Tools and Applications
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dc.relation.ispartofseries
80;30993–31020
dc.rights
Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
dc.source
RECERCAT (Dipòsit de la Recerca de Catalunya)
dc.subject.other
Immersive & Interactive Media
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dc.subject.other
Accessibility
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dc.subject.other
Immersive Media
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dc.title
Accessibility in 360° video players
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dc.type
info:eu-repo/semantics/article
cat
dc.type
info:eu-repo/semantics/publishedVersion
cat
dc.embargo.terms
cap
cat
dc.identifier.doi
10.1007/s11042-020-10088-0
cat
dc.rights.accessLevel
info:eu-repo/semantics/openAccess


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