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허성국

Heo, Seongkook
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dc.citation.number 7 -
dc.citation.startPage SCW495 -
dc.citation.title PROCEEDINGS OF THE ACM ON HUMAN COMPUTER INTERACTION -
dc.citation.volume 9 -
dc.contributor.author Hu, Erzhen -
dc.contributor.author Wan, Qian -
dc.contributor.author Zhou, Changkong -
dc.contributor.author Azim, Md Aashikur Rahman -
dc.contributor.author Wang, Piaohong -
dc.contributor.author Hu, Xingyi -
dc.contributor.author Zeng, Yuhan -
dc.contributor.author Lu, Zhicong -
dc.contributor.author Heo, Seongkook -
dc.date.accessioned 2026-03-31T14:31:11Z -
dc.date.available 2026-03-31T14:31:11Z -
dc.date.created 2026-03-31 -
dc.date.issued 2025-11 -
dc.description.abstract Live streaming has become increasingly popular, driven by the desire for direct and real-time interactionsbetween streamers and viewers. However, current text-based interactions and pre-defined emojis limit expres-siveness, especially when referring to specific stream moments. We propose ThingMoji, a type of user-capturedcut-outs to enhance user expression and foster more effective communication between streamers and theiraudience in the comment section. ThingMojis are unique digital icons created by users by capturing snapshotsand annotating specific areas at any point during the stream. We developed StreamThing, a live-streamingplatform integrated with ThingMojis, to explore their use during object-focused live streaming contexts.In a user study with three in-the-wild deployments reveals the expressive use of ThingMojis in diverselive-streaming scenarios with rich visual contents. Our findings show that ThingMojis enable viewers toreference specific objects, express emotions, and create shared visual narratives. Streamers found ThingMojisvaluable for facilitating on-the-fly communication around visual content and fostering playful interactions. Thestudy also uncovered challenges in ThingMoji comprehension, issues for long-term uses of ThingMojis, andpotential concerns regarding misuse. Based on these insights, we discussed new opportunities for supportingobject-focused communication during live streaming environments. -
dc.identifier.bibliographicCitation PROCEEDINGS OF THE ACM ON HUMAN COMPUTER INTERACTION, v.9, no.7, pp.SCW495 -
dc.identifier.doi 10.1145/3757676 -
dc.identifier.issn 2573-0142 -
dc.identifier.scopusid 2-s2.0-105019519047 -
dc.identifier.uri https://scholarworks.unist.ac.kr/handle/201301/91179 -
dc.identifier.url https://dl.acm.org/doi/abs/10.1145/3757676 -
dc.identifier.wosid 001620522000009 -
dc.language 영어 -
dc.publisher ASSOC COMPUTING MACHINERY -
dc.title ThingMoji: User-Captured Cut-Outs For In-Stream VisualCommunication -
dc.type Article -
dc.description.isOpenAccess TRUE -
dc.relation.journalWebOfScienceCategory Computer Science, Cybernetics; Computer Science, Information Systems -
dc.relation.journalResearchArea Computer Science -
dc.type.docType Article -
dc.description.journalRegisteredClass scopus -
dc.subject.keywordAuthor Video-Mediated Communication -
dc.subject.keywordAuthor One-To-Many Communication -
dc.subject.keywordAuthor Shared Narrative -
dc.subject.keywordAuthor Live-Streaming -
dc.subject.keywordAuthor Human-AI -

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