292 research outputs found
Toward hyper-realistic and interactive social VR experiences in live TV scenarios
© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Social Virtual Reality (VR) allows multiple distributed users getting together in shared virtual environments to socially interact and/or collaborate. This article explores the applicability and potential of Social VR in the broadcast sector, focusing on a live TV show use case. For such a purpose, a novel and lightweight Social VR platform is introduced. The platform provides three key outstanding features compared to state-of-the-art solutions. First, it allows a real-time integration of remote users in shared virtual environments, using realistic volumetric representations and affordable capturing systems, thus not relying on the use of synthetic avatars. Second, it supports a seamless and rich integration of heterogeneous media formats, including 3D scenarios, dynamic volumetric representation of users and (live/stored) stereoscopic 2D and 180Âș/360Âș videos. Third, it enables low-latency interaction between the volumetric users and a video-based presenter (Chroma keying), and a dynamic control of the media playout to adapt to the sessionâs evolution. The production process of an immersive TV show to be able to evaluate the experience is also described. On the one hand, the results from objective tests show the satisfactory performance of the platform. On the other hand, the promising results from user tests support the potential impact of the presented platform, opening up new opportunities in the broadcast sector, among others.This work has been partially funded by the European Unionâs Horizon 2020 program, under agreement nÂș 762111 (VRTogether project), and partially by ACCIĂ, under agreement COMRDI18-1-0008 (ViVIM project). Work by Mario Montagud has been additionally funded by the Spanish Ministry of Science, Innovation and Universities with a Juan de la Cierva â IncorporaciĂłn grant (reference IJCI-2017-34611). The authors would also like to thank the EU H2020 VRTogether project consortium for their relevant and valuable contributions.Peer ReviewedPostprint (author's final draft
Enabling collaboration in virtual reality navigators
In this paper we characterize a feature superset for Collaborative
Virtual Reality Environments (CVRE), and derive a component
framework to transform stand-alone VR navigators into full-fledged
multithreaded collaborative environments. The contributions of our
approach rely on a cost-effective and extensible technique for
loading software components into separate POSIX threads for
rendering, user interaction and network communications, and adding a
top layer for managing session collaboration. The framework recasts
a VR navigator under a distributed peer-to-peer topology for scene
and object sharing, using callback hooks for broadcasting remote
events and multicamera perspective sharing with avatar interaction.
We validate the framework by applying it to our own ALICE VR
Navigator. Experimental results show that our approach has good
performance in the collaborative inspection of complex models.Postprint (published version
Network reputation-based quality optimization of video delivery in heterogeneous wireless environments
The mass-market adoption of high-end mobile devices and increasing amount of video traffic has led the mobile operators to adopt various solutions to help them cope with the explosion of mobile broadband data traffic, while ensuring high Quality of Service (QoS) levels to their services. Deploying small-cell base stations within the existing macro-cellular networks and offloading traffic from the large macro-cells to the small cells is seen as a promising solution to increase capacity and improve network performance at low cost. Parallel use of diverse technologies is also employed. The result is a heterogeneous network environment (HetNets), part of the next generation network deployments.
In this context, this thesis makes a step forward towards the âAlways Best Experienceâ paradigm, which considers mobile users seamlessly roaming in the HetNets environment. Supporting ubiquitous connectivity and enabling very good quality of rich mobile services anywhere and anytime is highly challenging, mostly due to the heterogeneity of the selection criteria, such as: application requirements (e.g., voice, video, data, etc.); different device types and with various capabilities (e.g., smartphones, netbooks, laptops, etc.); multiple overlapping networks using diverse technologies (e.g., Wireless Local Area Networks (IEEE 802.11), Cellular Networks Long Term Evolution (LTE), etc.) and different user preferences. In fact, the mobile users are facing a complex decision when they need to dynamically select the best value network to connect to in order to get the âAlways Best Experienceâ.
This thesis presents three major contributions to solve the problem described above: 1) The Location-based Network Prediction mechanism in heterogeneous wireless networks (LNP) provides a shortlist of best available networks to the mobile user based on his location, history record and routing plan; 2) Reputation-oriented Access Network Selection mechanism (RANS) selects the best reputation network from the available networks for the mobile user based on the best trade-off between QoS, energy consumptions and monetary cost. The network reputation is defined based on previous user-network interaction, and consequent user experience with the network. 3) Network Reputation-based Quality Optimization of Video Delivery in heterogeneous networks (NRQOVD) makes use of a reputation mechanism to enhance the video content quality via multipath delivery or delivery adaptation
H2-Stereo: High-Speed, High-Resolution Stereoscopic Video System
High-speed, high-resolution stereoscopic (H2-Stereo) video allows us to
perceive dynamic 3D content at fine granularity. The acquisition of H2-Stereo
video, however, remains challenging with commodity cameras. Existing spatial
super-resolution or temporal frame interpolation methods provide compromised
solutions that lack temporal or spatial details, respectively. To alleviate
this problem, we propose a dual camera system, in which one camera captures
high-spatial-resolution low-frame-rate (HSR-LFR) videos with rich spatial
details, and the other captures low-spatial-resolution high-frame-rate
(LSR-HFR) videos with smooth temporal details. We then devise a Learned
Information Fusion network (LIFnet) that exploits the cross-camera redundancies
to enhance both camera views to high spatiotemporal resolution (HSTR) for
reconstructing the H2-Stereo video effectively. We utilize a disparity network
to transfer spatiotemporal information across views even in large disparity
scenes, based on which, we propose disparity-guided flow-based warping for
LSR-HFR view and complementary warping for HSR-LFR view. A multi-scale fusion
method in feature domain is proposed to minimize occlusion-induced warping
ghosts and holes in HSR-LFR view. The LIFnet is trained in an end-to-end manner
using our collected high-quality Stereo Video dataset from YouTube. Extensive
experiments demonstrate that our model outperforms existing state-of-the-art
methods for both views on synthetic data and camera-captured real data with
large disparity. Ablation studies explore various aspects, including
spatiotemporal resolution, camera baseline, camera desynchronization,
long/short exposures and applications, of our system to fully understand its
capability for potential applications
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Multimedia delivery in the future internet
The term âNetworked Mediaâ implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizensâ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications âon the moveâ, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
Multi-party holomeetings: toward a new era of low-cost volumetric holographic meetings in virtual reality
© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Fueled by advances in multi-party communications, increasingly mature immersive technologies being adopted, and the COVID-19 pandemic, a new wave of social virtual reality (VR) platforms have emerged to support socialization, interaction, and collaboration among multiple remote users who are integrated into shared virtual environments. Social VR aims to increase levels of (co-)presence and interaction quality by overcoming the limitations of 2D windowed representations in traditional multi-party video conferencing tools, although most existing solutions rely on 3D avatars to represent users. This article presents a social VR platform that supports real-time volumetric holographic representations of users that are based on point clouds captured by off-the-shelf RGB-D sensors, and it analyzes the platformâs potential for conducting interactive holomeetings (i.e., holoconferencing scenarios). This work evaluates such a platformâs performance and readiness for conducting meetings with up to four users, and it provides insights into aspects of the user experience when using single-camera and low-cost capture systems in scenarios with both frontal and side viewpoints. Overall, the obtained results confirm the platformâs maturity and the potential of holographic communications for conducting interactive multi-party meetings, even when using low-cost systems and single-camera capture systems in scenarios where users are sitting or have a limited translational movement along the X, Y, and Z axes within the 3D virtual environment (commonly known as 3 Degrees of Freedom plus, 3DoF+).The authors would like to thank the members of the EU H2020 VR-Together consortium for their valuable contributions, especially Marc Martos and
Mohamad Hjeij for their support in developing and evaluating tasks. This work has been partially funded by: the EUâs Horizon 2020 program, under
agreement nÂș 762111 (VR-Together project); by ACCIĂ (Generalitat de Catalunya), under agreement COMRDI18-1-0008 (ViVIM project); and by Cisco
Research and the Silicon Valley Community Foundation, under the grant Extended Reality Multipoint Control Unit (ID: 1779376). The work by Mario
Montagud has been additionally funded by Spainâs Agencia Estatal de InvestigaciĂłn under grant RYC2020-030679-I (AEI / 10.13039/501100011033) and
by Fondo Social Europeo. The work of David RincĂłn was supported by Spainâs Agencia Estatal de InvestigaciĂłn within the Ministerio de Ciencia e
InnovaciĂłn under Project PID2019-108713RB-C51 MCIN/AEI/10.13039/501100011033.Peer ReviewedPostprint (published version
MediaSync: Handbook on Multimedia Synchronization
This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences
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Adaptive intra refresh for robust wireless multi-view video
This thesis was submitted for the award of PhD and was awarded by Brunel University LondonMobile wireless communication technology is a fast developing field and every day new mobile communication techniques and means are becoming available. In this thesis multi-view video (MVV) is also refers to as 3D video. Thus, the 3D video signals through wireless communication are shaping telecommunication industry and academia. However, wireless channels are prone to high level of bit and burst errors that largely deteriorate the quality of service (QoS). Noise along the wireless transmission path can introduce distortion or make a compressed bitstream lose vital information. The error caused by noise progressively spread to subsequent frames and among multiple views due to prediction. This error may compel the receiver to pause momentarily and wait for the subsequent INTRA picture to continue decoding. The pausing of video stream affects the user's Quality of Experience (QoE). Thus, an error resilience strategy is needed to protect the compressed bitstream against transmission errors. This thesis focuses on error resilience Adaptive Intra Refresh (AIR) technique. The AIR method is developed to make the compressed 3D video more robust to channel errors. The process involves periodic injection of Intra-coded macroblocks in a cyclic pattern using H.264/AVC standard. The algorithm takes into account individual features in each macroblock and the feedback information sent by the decoder about the channel condition in order to generate an MVV-AIR map. MVV-AIR map generation regulates the order of packets arrival and identifies the motion activities in each macroblock. Based on the level of motion activity contained in each macroblock, the MVV-AIR map classifies frames as high or low motion macroblocks. A proxy MVV-AIR transcoder is used to validate the efficiency of the generated MVV-AIR map. The MVV-AIR transcoding algorithm uses spatial and views downscaling scheme to convert from MVV to single view. Various experimental results indicate that the proposed error resilient MVV-AIR transcoder technique effectively improves the quality of reconstructed 3D video in wireless networks. A comparison of MVV-AIR transcoder algorithm with some traditional error resilience techniques demonstrates that MVV-AIR algorithm performs better in an error prone channel. Results of simulation revealed significant improvements in both objective and subjective qualities. No additional computational complexity emanates from the scheme while the QoS and QoE requirements are still fully met.Tertiary Institution Trust Fund (TETFund) of Nigeri
Performance analysis of multi-source wireless multimedia content delivery
In order to create an improved experience in variable network delivery conditions, immersive multimedia content can be delivered over existing network environments, from multiple sources. These sources are normally servers located in the cloud, in various locations. Storytelling and certain related content, such as the immersive opera multimedia data in the context of the European Horizon2020 project TRACTION, require multimedia players to be able to receive content simultaneously from several locations, and at times, merge the content, creating new content in real-time. For instance, 360° recordings and polygonal 3D content can be delivered from different locations,and the end-user receives the unified content on his or her device. This paper introduces a study of how devices can be analysed, in terms of metrics, when receiving multimedia content from multiple sources, as the network and the devices have constraints regarding performance and video quality
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