Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/117461
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dc.contributorDepartment of Computing-
dc.creatorHu, E-
dc.creatorWan, Q-
dc.creatorZhou, C-
dc.creatorAzim, AR-
dc.creatorWang, P-
dc.creatorHu, X-
dc.creatorZeng, Y-
dc.creatorLu, Z-
dc.creatorHeo, S-
dc.date.accessioned2026-02-26T03:45:56Z-
dc.date.available2026-02-26T03:45:56Z-
dc.identifier.urihttp://hdl.handle.net/10397/117461-
dc.language.isoenen_US
dc.publisherAssociation for Computing Machineryen_US
dc.rightsThis work is licensed under a Creative Commons Attribution-NoDerivatives 4.0 International License (https://creativecommons.org/licenses/by-nd/4.0).en_US
dc.rights© 2025 Copyright held by the owner/author(s).en_US
dc.rightsThe following publication Hu, E., Wan, Q., Zhou, C., Azim, M. A. R., Wang, P., Hu, X., Zeng, Y., Lu, Z., & Heo, S. (2025). ThingMoji: User-Captured Cut-Outs For In-Stream Visual Communication. Proc. ACM Hum.-Comput. Interact., 9(7), Article CSCW495 is available at https://doi.org/10.1145/3757676.en_US
dc.subjectHuman-AIen_US
dc.subjectLive-streamingen_US
dc.subjectOne-to- many communicationen_US
dc.subjectShared narrativeen_US
dc.subjectVideo-mediated communicationen_US
dc.titleThingMoji : user-captured cut-outs for in-stream visual communicationen_US
dc.typeConference Paperen_US
dc.identifier.volume9-
dc.identifier.issue7-
dc.identifier.doi10.1145/3757676-
dcterms.abstractLive streaming has become increasingly popular, driven by the desire for direct and real-time interactions between streamers and viewers. However, current text-based interactions and pre-defined emojis limit expressiveness, especially when referring to specific stream moments. We propose ThingMoji, a type of user-captured cut-outs to enhance user expression and foster more effective communication between streamers and their audience in the comment section. ThingMojis are unique digital icons created by users by capturing snapshots and annotating specific areas at any point during the stream. We developed StreamThing, a live-streaming platform 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 diverse live-streaming scenarios with rich visual contents. Our findings show that ThingMojis enable viewers to reference specific objects, express emotions, and create shared visual narratives. Streamers found ThingMojis valuable for facilitating on-the-fly communication around visual content and fostering playful interactions. The study also uncovered challenges in ThingMoji comprehension, issues for long-term uses of ThingMojis, and potential concerns regarding misuse. Based on these insights, we discussed new opportunities for supporting object-focused communication during live streaming environments.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationACM proceedings on human-computer interaction, Nov. 2025, v. 9, no. 7, CSCW495-
dcterms.isPartOfACM proceedings on human-computer interaction-
dcterms.issued2025-11-
dc.identifier.scopus2-s2.0-105019519047-
dc.identifier.eissn2573-0142-
dc.identifier.artnCSCW495-
dc.description.validate202602 bcch-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOSen_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextWe thank the invited streamers and viewers for their invaluable insight. Erzhen Hu was supported by the Google PhD Fellowship. This work was supported in part by the UVA White Ruffin Byron Center for Real Estate research grant.en_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
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