Pseudo Real-Time Live Event: Virtualization forNonverbal Live Entertainment and Sharing
https://vr.gree.net/lab/vibeshare/

Yusuke Yamazaki, Akihiko Shirai

We have developed a pseudo real-time live system that allows users to share nonverbal interactions withpast or future audiences. To test this system, we added nonverbal “Entities” such as sound and visual effects to an online video. We experimented with three conditions: (1) the Entities were added to only thefirst half of the video, (2) the Entities were added to only the second half, and (3) no Entities were added.
The results showed that more participants were attracted to the experiment under the first condition thanthe others, and participants spontaneously interacted with the added Entities. This suggests that pseudo real-time interaction enhances the user experience for online video audiences.

Introduction

Current video conference tools and broadcast services lack somenonverbal elements: the presence, applause, cheers, and vibes fromaudiences.
We developed VibeShare, which converts nonverbal input into multimodal feedback. VibeShare enables nonverbal, real-time live interaction between the performers and audiences.
Please scan a QR code at the right corner to see more detail.

Traditional
Real-time
Live Event

PseudoReal-TimeLive Event

We proposes a pseudo real-time live system, which enables asynchronous nonverbal communication and reports how it affects theuser experience of watching online video content.

Experiment

Number of taps (times)

Day 3

PurposeDing sound is played

Examine the effect of our concept on user experience ofwatching online video.

Experimental Condisions

Timeline
0:50−1:35
0:45
0:50−0:00−0:45
Music playing with notes
Tap instruction
New year greeting message
Sequence of the video used in the experiment

40Day 2Concept of Pseudo Real-time Live Event

Description of the entities that occurs when a player touches
the screen or the recorded Entities play
Smartphone display
Snare notes

ResultMany people arewatching! Fun!
Day 1

Translucent emoticons fall on the display

Background color
changes fromwhite to yellow

It seems I’ m alone.
I feel lonley.

First Half

Recorded Entity(1) the recorded sound effects and emoticons (Entities)
were added to only the first half of the video(2) the Entities were added to only the second half(3) no Entities were added

Evaluation- Number of tap counts- Completion rate (CR) : We defined“completions” as instances of participants watching the video to the end https://vric2021demo.herokuapp.com/
Please try theexperiment here!

Taps from participants

Second Half

17 participants
35 CR = 88.2 %30 SR = 67.2 %Ave. = 102.3 times
25

19 participants
CR = 64.2 %SR = 51.7 %Ave. = 78.6 times

No recorded Entities
16 participants
CR = 56.2 %SR = 56.6 %Ave. = 92.4 times

20151050045

95 045
Video time code (sec)Highest completion rate (CR) of First Half suggests that the Entities that appeared in the first half
probably attracted the participants and prevented them from dropping out.

95 04595
CR = completion rate
SR = second-half tap rate
Ave. = average number of taps per participant

The second-half tap rate (SR) was also highest in First Half, even though there were no recorded Entities in the second half. This indicates that therecorded Entities helped familiarize participants with the proposed experience and encouraged them to feel free to tap and enjoy making
the Entities.
These results suggest that the proposed experience, which expresses the past presence of others by Entities, even if asynchronously, positively attracts theusers. We expect the pseudo real-time live system can redesign the interaction between online audiences.