Examples

Room Scale Experience

Within a room scale experience a user is able to move freely around an environment to interact with digital / physical objects. In order to allow for meta-data to be attached to captions the captions should be annotated with x, y and z coordinates (i.e. 3-axis) so that the precise location of sound source can be determined.

There may also be a need to include information about 6-axis (3-axis plus rotation) in order to determine the directionality of sound

Example adapted from https://www.w3.org/TR/2018/REC-ttml1-20181108/

<p xml:id="subtitle1" begin="0.76s" end="3.45s" x="100" y="200" z="300">
	It seems a paradox, does it not,
</p>
				  
<p xml:id="subtitle2" begin="5.0s" end="10.0s" x="100" y="200" z="300">
	that the image formed on<br/>
	the Retina should be inverted?
</p>
				  
<p xml:id="subtitle3" begin="10.0s" end="16.0s" style="s2" x="300" y="200" z="300">
	It is puzzling, why is it<br/>
	we do not see things upside-down?
</p>
				

Sit Down Experience

Within a sit-down experience a user remains stationary within 3D space but can rotate around an environment. In order to allow for meta-data to be attached to captions in this situation either captions can be positioned using a similar method to Example 1, or can be positioned using their angular position in space (i.e. between 0 and 360).

<p xml:id="subtitle1" begin="0.76s" end="3.45s" position="10">
	It seems a paradox, does it not,
</p>
				  
<p xml:id="subtitle2" begin="5.0s" end="10.0s" position="10">
	that the image formed on<br/>
	the Retina should be inverted?
</p>
				  
<p xml:id="subtitle3" begin="10.0s" end="16.0s" style="s2" position="200">
	It is puzzling, why is it<br/>
	we do not see things upside-down?
</p>