328 research outputs found

    Enhancement layer inter frame coding for 3D dynamic point clouds

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    In recent years, Virtual Reality (VR) and Augmented Reality (AR) applications have seen a drastic increase in commercial popularity. Different representations have been used to create 3D reconstructions for AR and VR. Point clouds are one such representation that are characterized by their simplicity and versatil

    Physiological Measurement on Students’ Engagement In a Distributed Learning Environment

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    Measuring students’ engagement in a distributed learning environment is a challenge. In particular, a teacher gives a lecture at one location, while at the same time the remote students watch the lecture through a display screen. In such situation, it is difficult for the teacher to know the reaction at the remote location. In this paper, we conducted a field study to measure students’ engagement by using galvanic skin response (GSR) sensors, where students simultaneously watched the lecture at the two locations. Our results showed the students’ GSR response was aligned with the surveys, which means that during a distributed learning environment, GSR sensors can be used as an indicator on students’ engagement. Furthermore, our user studies resulted in non-engaging student learning experiences that would be difficult obtained at a lab condition. Based on the findings, we found that the patterns of GSR readings were rather different when compared to the previous relevant studies, where users were engaged. In addition, we noticed that the density of GSR response at the remote location was higher when compared to the one at the lecture room. We believe that our studies are beneficial on physiological computing, as we first presented the patterns of GSR sensors on non-engaging user experiences. Moreover, as an alternative method, GSR sensors can be easily implemented in a distributed learning environment to provide feedback to teachers

    Interaction design for online video and television

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    This course will teach attendees how to design and evaluate interaction with online video and television. It provides attendees a pragmatic toolset, including techniques and guidelines, which can be directly applied in practice. The different tools will be contextualized based on current developments, giving participants a complete overview of the state of the art and industry

    IP-Based TV Technologies, Services and Multidisciplinary Applications

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    The move to Internet Protocol (IP)-based content delivery services has challenged the television industry by allowing high-quality television content to be delivered using the Internet, wired and wireless, private and public. The new convergence paradigm is already playing out its disruptive role as television is now associated with both a personal and social experience using an ecosystem of devices. The unidirectional flow of content from an operator to a device has thus morphed into a much richer combination of real-time on-demand web and user generated content complementing traditional programming

    Inlet Losses of Nanoparticles in Electric Mobility Analyzers

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    The research area of interactive digital TV is in the midst of a significant revival. Unlike the first generation of digital TV, which focused on producer concerns that effectively limited (re)distribution, the current generation of research is closely linked to the role of the user in selecting, producing, and distributing content. The research field of interactive digital television is being transformed into a study of human-centered television. Our guest editorial reviews relevant aspects of this transformation in the three main stages of the content lifecycle: content production, content delivery, and content consumption. While past research on content production tools focused on full-fledged authoring tools for professional editors, current research studies lightweight, often informal end-user authoring systems. In terms of content delivery, user-oriented infrastructures such as peer-to-peer are being seen as alternatives to more traditional broadcast solutions. Moreover, end-user interaction is no longer limited to content selection, but now facilitates nonlinear participatory television productions. Finally, user-to-user communication technologies have allowed television to become a central component of an interconnected social experience. The background context given in this article provides a framework for appreciating the significance of four detailed contributions that highlight important directions in transforming interactive television research

    The contrast effect: QoE of mixed video-qualities at the same time

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    In desktop multi-party video-conferencing videostreams of participants are delivered in different qualities, but we know little about how such composition of the screen affects the quality of experience. Do the different videostreams serve as indirect quality references and the perceived video quality is thus dependent on other streams in the same session? How is the relation between the perceived qualities of each stream and the perceived quality of the overall session? To answer these questions we conducted a crowdsourcing study, in which we gathered over 5000 perceived quality ratings of overall sessions and individual streams. Our results show a contrast effect: high quality streams are rated better when more low quality streams are co-present, and vice versa. In turn, the quality p

    Source coding for transmission of reconstructed dynamic geometry: a rate-distortion-complexity analysis of different approaches

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    Live 3D reconstruction of a human as a 3D mesh with commodity electronics is becoming a reality. Immersive applications (i.e. cloud gaming, tele-presence) benefit from effective transmission of such content over a bandwidth limited link. In this paper we outline different approaches for compressing live reconstructed mesh geometry based on distributing mesh reconstruction functions between sender and receiver. We evaluate rate-performance-complexity of different configurations. First, we investigate 3D mesh compression methods (i.e. dynamic/static) from MPEG-4. Second, we evaluate the option of using octree based point cloud compression and receiver side surface reconstruction

    Interaction design for online video and television

    Get PDF
    This course will teach attendees how to design and evaluate interaction with online video and television. It provides attendees a pragmatic toolset, including techniques and guidelines, which can be directly applied in practice. The different tools will be contextualized based on current developments, giving participants a complete overview of the state of the art and industry

    A color-based objective quality metric for point cloud contents

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    In recent years, point clouds have gained popularity as a promising representation for volumetric contents in immersive scenarios. Standardization bodies such as MPEG have been developing new compression standards for point cloud contents to reduce the volume of data, while maintaining an acceptable level of visual quality. To do so, reliable metrics are needed in order to automatically estimate the perceptual quality of degraded point cloud contents. Whereas several objective metrics have been developed to assess the geometrical impairment of degraded point cloud contents, fewer publications have been devoted to evaluating color artifacts.In this paper, we propose new color-based objective metrics for quality evaluation of point cloud contents. Our work extracts color statistics from both reference and degraded point cloud contents, in order to assess the level of impairment. Using publicly available ground-truth data, we compare the performance of our proposed work with state-of-the-art metrics, and we demonstrate how the color metrics are able to achieve comparable results with respect to widely adopted solutions. Moreover, we combine color- and geometry-based metrics in order to provide a global quality score. The novelty of our works resides in simultaneously taking both degradation types into account, while being independent of the rendering process. Results show that our solution is able to overcome the limitations of focusing on only one type of degradation, achieving better performance with respect to current metrics
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