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- short-paperAugust 2024
Accelerating XR Innovation through a pan-European Lab Network: An overview of the EMIL project
- Justus Blönnigen,
- Christopher Clarke,
- Andreas Dahn,
- Lisa Forelli,
- Ramyah Gowrishankar,
- Tuija Heikura,
- Volker Helzle,
- Paul Hine,
- Crescent Jicol,
- Alexander Kreische,
- Christof Lutteroth,
- Francisco Macía,
- Tim Moesgen,
- Narcis Pares,
- Leszek Plichta,
- Dominic Potts,
- Eduard Schäfer,
- Adwait Sharma,
- Simon Spielmann,
- Juhani Tenhunen,
- Jonas Trottnow,
- Yu-Han Tseng,
- Esa Vikberg,
- Yu Xiao
IMXw '24: Proceedings of the 2024 ACM International Conference on Interactive Media Experiences WorkshopsPages 137–141https://doi.org/10.1145/3672406.3672426European Media and Immersion Lab, or EMIL, is a pan-European network of extended reality (XR) labs consisting of 4 European academic institutions, with a mission to accelerate development of virtual, augmented and mixed reality technologies, content, ...
- research-articleApril 2024
VAAC-IM: Viewing Area Adaptive Control in Immersive Media Transmission
NOSSDAV '24: Proceedings of the 34th edition of the Workshop on Network and Operating System Support for Digital Audio and VideoPages 8–14https://doi.org/10.1145/3651863.3651877The viewport in immersive media, exemplified by panoramic video, corresponds to the field of view (FoV) and significantly impacts both the volume of data transmission and the user experience. However, the instantaneous and highly dynamic nature of user ...
- invited-talkOctober 2023
Quality of Experience of Immersive Media – New Challenges
WebMedia '23: Proceedings of the 29th Brazilian Symposium on Multimedia and the WebPages 3–4https://doi.org/10.1145/3617023.3617025In the past decade, significant progress in imaging and computing technologies has unleashed the creation of more accurate representations of the physical world, enabling immersive and interactive experiences that more closely resemble reality [1]. As a ...
- research-articleJune 2023
"You AR' right in front of me": RGBD-based capture and rendering for remote training
MMSys '23: Proceedings of the 14th ACM Multimedia Systems ConferencePages 307–311https://doi.org/10.1145/3587819.3593936Immersive technologies such as virtual reality have enabled novel forms of education and training, where students can learn new skills in simulated environments. But some specialized training procedures, e.g. ESA-certified soldering, still involve real-...
- short-paperJune 2023
Enabling immersive experiences in challenging network conditions
MHV '23: Proceedings of the 2nd Mile-High Video ConferencePage 120https://doi.org/10.1145/3588444.3591018Immersive experiences, such as remote collaboration and augmented and virtual reality, require delivery of large volumes of data with consistent ultra- low latency across wireless networks in fluctuating network conditions. We describe the high-level ...
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- research-articleOctober 2023
Towards Immersive Inclusivity for C2C: How Immersive Multimodal Interactions Can Make Online Customer-to-Customer Shopping More Inclusive
Asian CHI '23: Proceedings of the Asian HCI Symposium 2023Pages 84–88https://doi.org/10.1145/3604571.3604586Online shopping is becoming ubiquitous in everyday life, with shopping experiences primarily delivered through either websites or specialized applications. This format may create inclusivity problems for users with different needs, as not all websites ...
- keynoteOctober 2022
Estimating the Quality of Experience of Immersive Contents
QoEVMA '22: Proceedings of the 2nd Workshop on Quality of Experience in Visual Multimedia ApplicationsPage 1https://doi.org/10.1145/3552469.3557784Recent technology advancements have driven the production of plenoptic devices that capture and display visual contents, not only as texture information (as in 2D images) but also as 3D texture-geometric information. These devices represent the visual ...
- research-articleAugust 2022
Virtual visits: life-size immersive communication
MMSys '22: Proceedings of the 13th ACM Multimedia Systems ConferencePages 310–314https://doi.org/10.1145/3524273.3532903Elderly people in care homes face a great lack of contact with their families and loved ones. Social isolation and loneliness are detrimental factors for older people in their health condition, cognitive impairment and quality of life. We previously ...
- research-articleJuly 2021
VRComm: an end-to-end web system for real-time photorealistic social VR communication
- Simon N. B. Gunkel,
- Rick Hindriks,
- Karim M. El Assal,
- Hans M. Stokking,
- Sylvie Dijkstra-Soudarissanane,
- Frank ter Haar,
- Omar Niamut
MMSys '21: Proceedings of the 12th ACM Multimedia Systems ConferencePages 65–79https://doi.org/10.1145/3458305.3459595Tools and platforms that enable remote communication and collaboration provide a strong contribution to societal challenges. Virtual meetings and conferencing, in particular, can help to reduce commutes and lower our ecological footprint, and can ...
- extended-abstractMay 2021
Creative Immersive AI:Emerging Challenges and Opportunities forCreative Applications of AI in Immersive Media
CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing SystemsArticle No.: 157, Pages 1–3https://doi.org/10.1145/3411763.3450399Over the past several years artificial intelligence (AI) techniques have gained a considerable presence in immersive media. From assistance with real-time digital production to emerging novel forms of creative expression, applications of AI are becoming ...
- abstractFebruary 2021
Interactive Machine Learning for Embodied Interaction Design: A tool and methodology
- Nicola Plant,
- Clarice Hilton,
- Marco Gillies,
- Rebecca Fiebrink,
- Phoenix Perry,
- Carlos González Díaz,
- Ruth Gibson,
- Bruno Martelli,
- Michael Zbyszynski
TEI '21: Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied InteractionArticle No.: 68, Pages 1–5https://doi.org/10.1145/3430524.3442703As immersive technologies are increasingly being adopted by artists, dancers and developers in their creative work, there is a demand for tools and methods to design compelling ways of embodied interaction within virtual environments. Interactive ...
- keynoteOctober 2020
QoE and Immersive Media: A New Challenge
QoEVMA'20: Proceedings of the 1st Workshop on Quality of Experience (QoE) in Visual Multimedia ApplicationsPage 1https://doi.org/10.1145/3423328.3423503In the past 20 years the "Quality of Experience" (QoE) has increasingly become a necessary aspect to be taken into account by the multimedia industry. In fact, the QoE has allowed to extend the concept of image quality by considering other aspects to ...
- short-paperSeptember 2020
Teaching immersive media at the "dawn of the new everything"
AM '20: Proceedings of the 15th International Audio Mostly ConferencePages 229–232https://doi.org/10.1145/3411109.3411121In this paper, we discuss the design and implementation of a college-level course on immersive media at a performing arts institution. Focusing on the artistic applications of modern virtual reality technologies, the course aims to offer students a ...
- extended-abstractJuly 2020
Movement interaction design for immersive media using interactive machine learning
- Nicola Plant,
- Ruth Gibson,
- Carlos Gonzalez Diaz,
- Bruno Martelli,
- Michael Zbyszyński,
- Rebecca Fiebrink,
- Marco Gillies,
- Clarice Hilton,
- Phoenix Perry
MOCO '20: Proceedings of the 7th International Conference on Movement and ComputingArticle No.: 33, Pages 1–2https://doi.org/10.1145/3401956.3404252Interactive Machine Learning is a promising approach for designing movement interaction because it allows developers to capture complex movements by simply performing them. We introduce a new tool being developed to make embodied interaction design ...
- demonstrationMay 2020
Fixed viewport applications for omnidirectional video content: combining traditional and 360 video for immersive experiences
MMSys '20: Proceedings of the 11th ACM Multimedia Systems ConferencePages 369–372https://doi.org/10.1145/3339825.3393586With omnidirectional videos, the viewer is able to direct her Field-of-View (FoV) to any part of the scene while watching the content. This is achieved by rendering the 360 video content on the inside of a (conceptual) sphere in which the viewer is ...
- research-articleOctober 2019
360° Mulsemedia: A Way to Improve Subjective QoE in 360° Videos
- Alexandra Covaci,
- Ramona Trestian,
- Estêvão Bissoli Saleme,
- Ioan-Sorin Comsa,
- Gebremariam Assres,
- Celso A. S. Santos,
- Gheorghita Ghinea
MM '19: Proceedings of the 27th ACM International Conference on MultimediaPages 2378–2386https://doi.org/10.1145/3343031.3350954Previous research has shown that adding multisensory media-mulsemedia-to traditional audiovisual content has a positive effect on user Quality of Experience (QoE). However, the QoE impact of employing mulsemedia in 360° videos has remained unexplored. ...
- abstractJuly 2019
Groovy assignment: the VR ride: a cross disciplinary assignment in computer graphics and interactivity
SIGGRAPH '19: ACM SIGGRAPH 2019 Educators ForumArticle No.: 3, Pages 1–2https://doi.org/10.1145/3326542.3328018In this Groovy Assignment submission, we present a VR Ride assignment that challenges students to create a fully interactive VR computer graphics experience integrated with a themed ride. For this assignment, a ride is an apparatus that fully supports ...
- abstractJuly 2019
Approaches for immersive media curriculum implementation
SIGGRAPH '19: ACM SIGGRAPH 2019 Educators ForumArticle No.: 1, Pages 1–2https://doi.org/10.1145/3326542.3328014The rapid expansion of availability, affordability and implementation of immersive media technologies in the market place has spawned an increasing interest in integration of design and production methodologies into higher education curriculum, while ...
- research-articleMay 2019
Audible Panorama: Automatic Spatial Audio Generation for Panorama Imagery
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: 621, Pages 1–11https://doi.org/10.1145/3290605.3300851As 360 deg cameras and virtual reality headsets become more popular, panorama images have become increasingly ubiquitous. While sounds are essential in delivering immersive and interactive user experiences, most panorama images, however, do not come with ...
- research-articleMay 2019Honorable Mention
Behind the Curtain of the "Ultimate Empathy Machine": On the Composition of Virtual Reality Nonfiction Experiences
- Chris Bevan,
- David Philip Green,
- Harry Farmer,
- Mandy Rose,
- Kirsten Cater,
- Danaë Stanton Fraser,
- Helen Brown
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: 506, Pages 1–12https://doi.org/10.1145/3290605.3300736Virtual Reality nonfiction (VRNF) is an emerging form of immersive media experience created for consumption using panoramic "Virtual Reality" headsets. VRNF promises nonfiction content producers the potential to create new ways for audiences to ...