ThingMoji: User-Captured Cut-Outs For In-Stream Visual Communication

Live 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.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2025-10-16
DOI
https://doi.org/10.1145/3757676
Primary Topic
Digital Communication and Language
Type
article
Field-Weighted Citation Impact
0.00
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article

ThingMoji: User-Captured Cut-Outs For In-Stream Visual Communication

Piaohong Wang, Md Aashikur Rahman Azim, Qian Wan, Erzhen Hu et al.
Proceedings of the ACM on Human-Computer Interaction
Digital Communication and Language
article

ThingMoji: User-Captured Cut-Outs For In-Stream Visual Communication

Piaohong Wang, Md Aashikur Rahman Azim, Qian Wan, Erzhen Hu, Seongkook Heo, Changkong Zhou, Zhicong Lu, Yuhan Zeng, Xingyi Hu
article en

Abstract

Live 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.

Proceedings of the ACM on Human-Computer InteractionVol. 9(7)
Hong Kong Polytechnic University (HK), George Mason University (US), City University of Hong Kong (HK), University of Virginia (US), Aalto University (FI)
Openalex Percentile: Top 71%
Digital Communication and Language
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