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UNDERSTANDING AND EMPOWERING INTERACTIONS BETWEEN STREAMER AND AUDIENCE IN GAME LIVE STREAMS

机译:理解和加强游戏直播中流和听众之间的互动

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摘要

For human-computer interaction, live streaming is a rich context in which to investigate not only one-to-many (streamer to audience) and many-to-many (audience members among themselves) interactions, but also how technology can facilitate both. Our research focuses on which interactive options viewers want to have in game live streams, and to what degree they want to be involved in a stream. In this article, we will elaborate on two of our approaches. Methodologically, the first one used a survey and the second one a proof-of-concept system called Helpstone, which aimed to enhance the interactive options of a popular live-streamed game. Before diving into these topics, we will first introduce the area of game live streaming.
机译:对于人机交互,实时流媒体是一个丰富的环境,在这种环境中,不仅要调查一对多(从流媒体到听众)和多对多(观众之间的观众)的交互,而且还要研究技术如何促进两者的交互。我们的研究重点在于观众希望在游戏直播流中拥有哪些互动选项,以及他们希望在何种程度上参与视频流。在本文中,我们将详细介绍两种方法。从方法上讲,第一个使用调查,第二个使用概念验证系统Helpstone,该系统旨在增强流行的直播游戏的交互选项。在深入探讨这些主题之前,我们将首先介绍游戏直播领域。

著录项

  • 来源
    《Interactions》 |2020年第1期|40-4042-45|共5页
  • 作者单位

    German Research Center for Artificial Intelligence (DFKI);

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  • 正文语种 eng
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