Examining the Use of DanMu for Crowdsourcing Control in Virtual Gatherings

Yue Li, Teng Ma, Ziming Li, Hai Ning Liang*

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

Abstract

The advent of web-based interactive technologies has opened up new possibilities for virtual gatherings in 3D environments. Live-streaming, in particular, has gained increasing attention due to its effectiveness in engaging a large number of users in collective online activities. With an emphasis on audience participation, live-streaming shares common characteristics of the outlook of the metaverse and is driving new waves of interaction in virtual gatherings, such as engaging users through crowdsourcing control. However, this type of social interaction has not been examined in the Asian context, and it lacks systematic investigation of user experience with different crowdsourcing control methods. In this paper, we present a novel crowdsourcing control method based on DanMu, the subtitle system of Bilibili, one of the most successful and prevalent live-streaming platforms in Asia. We organized virtual gatherings by live-streaming a Minecraft virtual campus and examined the use of DanMu for crowdsourcing control. Our first study investigated the influence of three crowdsourcing control methods (First Come First Served, Vote, and Super Command) on collective navigation task efficiency and user experience. These influences were further discussed with user activeness and group sizes in a follow-up study. The results showed that Super Command, a representative mode on top of the democratic voting mechanism, offers better user experiences and social richness in large groups. Participants also rated its usability higher in small groups. Besides, virtual gathering in small groups allows greater pragmatic quality, usability, and a sense of agency than in large groups. Our work provides design guidelines for developers and HCI practitioners to develop crowdsourcing control methods and improve novel virtual gathering experiences in virtual worlds and the future metaverse.

Original languageEnglish
JournalInternational Journal of Human-Computer Interaction
DOIs
Publication statusAccepted/In press - 2024

Keywords

  • audience participation
  • live-steaming
  • Multiplayer single-character control
  • user experience
  • virtual gathering

Fingerprint

Dive into the research topics of 'Examining the Use of DanMu for Crowdsourcing Control in Virtual Gatherings'. Together they form a unique fingerprint.

Cite this