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- research-articleOctober 2024
STAR-VP: Improving Long-term Viewport Prediction in 360° Videos via Space-aligned and Time-varying Fusion
MM '24: Proceedings of the 32nd ACM International Conference on MultimediaPages 5556–5565https://doi.org/10.1145/3664647.3681268Accurate long-term viewport prediction in tile-based 360° video adaptive streaming helps pre-download tiles for a further future, thus establishing a longer buffer to cope with network fluctuations. Long-term viewport motion is mainly influenced by ...
- abstractOctober 2024
Testing 360-Degree Video Communication in a Debate Training between Teens: An Exploratory Field Study
VRST '24: Proceedings of the 30th ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 56, Pages 1–2https://doi.org/10.1145/3641825.3689508This paper evaluates a virtual teleportation system based on 360-degree video communication in a field study at a secondary school and a guided debate training session. Socioemotional aspects, including social presence and avatar representation, were ...
- research-articleDecember 2023
A meta-analysis on learning from 360° video
AbstractLearners are increasingly experiencing 360° videos across educational environments, including within spherical video virtual reality (SVVR) environments. Although 360° videos may offer an immersive experience, it is not yet clear if ...
Highlights- Spherical video virtual reality (SVVR) and 360° video are growing in popularity
- research-articleApril 2024
Virtual Reality in Empathy Towards Non-Human Being
ARTECH '23: Proceedings of the 11th International Conference on Digital and Interactive ArtsArticle No.: 28, Pages 1–8https://doi.org/10.1145/3632776.3632804This paper explores the potential for virtual reality (VR) to foster empathy towards non-humans. It examines how VR's unique characteristics of immersion and embodiment foment empathy by allowing users to perceive and interact with virtual environments ...
- research-articleAugust 2023
More Immersed but Less Present: Unpacking Factors of Presence Across Devices
IMX '23: Proceedings of the 2023 ACM International Conference on Interactive Media ExperiencesPages 140–149https://doi.org/10.1145/3573381.3596152The production of immersive media often involves 360-degree viewing on mobile or immersive VR devices, particularly in the field of immersive journalism. However, it is unclear how the different technologies used to present such media affect the ...
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- research-articleDecember 2022
360BroadView: Viewer Management for Viewport Prediction in 360-Degree Video Live Broadcast
MMAsia '22: Proceedings of the 4th ACM International Conference on Multimedia in AsiaArticle No.: 13, Pages 1–7https://doi.org/10.1145/3551626.3564939360-degree video is becoming an integral part of our content consumption through both video on demand and live broadcast services. However, live broadcast is still challenging due to the huge network bandwidth cost if all 360-degree views are delivered ...
- posterDecember 2022
Comparing VR and Desktop 360 Video Museum Tours
MUM '22: Proceedings of the 21st International Conference on Mobile and Ubiquitous MultimediaPages 282–284https://doi.org/10.1145/3568444.3570596We investigate the user experience of taking a remote museum tour with 360 video technologies. We compare the experience of viewing a 360 video feed on a laptop screen vs. a 360 virtual reality (VR) video experienced through a head-mounted display (HMD)...
- research-articleNovember 2022
Tourgether360: Collaborative Exploration of 360° Videos using Pseudo-Spatial Navigation
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue CSCW2Article No.: 546, Pages 1–27https://doi.org/10.1145/3555604Collaborative exploration of 360 videos with contemporary interfaces is challenging because collaborators do not have awareness of one another's viewing activities. Tourgether360 enhances social exploration of 360° tour videos using a pseudo-spatial ...
- extended-abstractSeptember 2022
360TourGuiding: Towards Virtual Reality Training for Tour Guiding
MobileHCI '22: Adjunct Publication of the 24th International Conference on Human-Computer Interaction with Mobile Devices and ServicesArticle No.: 15, Pages 1–6https://doi.org/10.1145/3528575.3551436Tour guiding plays an important role in turning sightseeing tours into memorable experiences. Tour guides, especially inexperienced ones, must practice intensively to perfect their craft. It is key that guides acquire knowledge about sights, in-situ ...
- ArticleJune 2022
Development of Standards for Production of Immersive 360 Motion Graphics, Based on 360 Monoscopic Videos: Layers of Information and Development of Content
Virtual, Augmented and Mixed Reality: Design and DevelopmentPages 58–73https://doi.org/10.1007/978-3-031-05939-1_5AbstractVirtual reality and immersive technologies are currently in full development. One of the most widely used formats in the medium are the 360 linear videos, which are proliferating thanks to the 360 cameras available today for the user. The forms of ...
- research-articleJune 2022
Lucid Loop: Exploring the Parallels between Immersive Experiences and Lucid Dreaming
DIS '22: Proceedings of the 2022 ACM Designing Interactive Systems ConferencePages 865–880https://doi.org/10.1145/3532106.3533538Lucid dreaming is the awareness of being in a dream, allowing dream control and living out fantasies. It also has benefits for growth and well-being. Yet, lucid dreaming is not accessible to most people. So, we created Lucid Loop—a neurofeedback-...
REEFT-360: Real-time Emulation and Evaluation Framework for Tile-based 360 Streaming under Time-varying Conditions
MMSys '21: Proceedings of the 12th ACM Multimedia Systems ConferencePages 307–313https://doi.org/10.1145/3458305.3478453With 360° video streaming, the user's field of view (a.k.a. viewport) is at all times determined by the user's current viewing direction. Since any two users are unlikely to look in the exact same direction as each other throughout the viewing of a ...
- research-articleJuly 2020
Communicating Sustainable Consumption and Production in 360° Video
DIS '20: Proceedings of the 2020 ACM Designing Interactive Systems ConferencePages 1259–1271https://doi.org/10.1145/3357236.3395460Research at the intersection of technology and sustainability is increasing across disciplines. Virtual reality is one technology used to address social issues, though less work has explored how immersive environments might impact a viewer's impression ...
- demonstrationMay 2020
VVC bitstream extraction and merging operations for multi-stream media applications
MMSys '20: Proceedings of the 11th ACM Multimedia Systems ConferencePages 337–340https://doi.org/10.1145/3339825.3393577In traditional video decoding applications, the number of elementary streams that a hardware decoding platform of an end device can decode is determined at runtime by the. Upon request by the application, the decoding platform verifies whether a new ...
- abstractApril 2020
Designing Real-time, Continuous Emotion Annotation Techniques for 360° VR Videos
CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–9https://doi.org/10.1145/3334480.3382895With the increasing availability of head-mounted displays (HMDs) that show immersive 360° VR content, it is important to understand to what extent these immersive experiences can evoke emotions. Typically to collect emotion ground truth labels, users ...
- abstractApril 2020
Learning by Doing: Evaluation of an Educational VR Application for the Care of Schizophrenic Patients
CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–6https://doi.org/10.1145/3334480.3382851Nursing students learn a variety of skills to work in a clinic, such as dealing with patients with particular requirements, handling expensive equipment, and assisting doctors with treatments. However, a specific situation may require hands-on experience ...
- research-articleOctober 2019
Turning Heads: Designing Engaging Immersive Video Experiences to Support People with Intellectual Disability when Learning Everyday Living Skills
ASSETS '19: Proceedings of the 21st International ACM SIGACCESS Conference on Computers and AccessibilityPages 171–182https://doi.org/10.1145/3308561.3353787As head mounted displays and 360° video cameras are becoming affordable, they offer opportunities to personalise immersive learning experiences to local contexts and individuals. In this paper, we present lessons learnt from a participatory design ...
- research-articleOctober 2019
View-Dependent Video Textures for 360° Video
UIST '19: Proceedings of the 32nd Annual ACM Symposium on User Interface Software and TechnologyPages 249–262https://doi.org/10.1145/3332165.3347887A major concern for filmmakers creating 360° video is ensuring that the viewer does not miss important narrative elements because they are looking in the wrong direction. This paper introduces gated clips which do not play the video past a gate time ...
Companion Paper for "MiniView Layout for Bandwidth-Efficient 360-Degree Video"
- Mengbai Xiao,
- Shuoqian Wang,
- Chao Zhou,
- Li Liu,
- Zhenhua Li,
- Yao Liu,
- Songqing Chen,
- Lucile Sassatelli,
- Gwendal Simon
MM '19: Proceedings of the 27th ACM International Conference on MultimediaPages 1085–1088https://doi.org/10.1145/3343031.3351168This artifact includes source code, scripts and datasets required to reproduce the experimental figures in the evaluation of the MM'18 paper, which is entitled "MiniView Layout for Bandwidth-Efficient 360-Degree Video". The artifact reports the ...
- demonstrationOctober 2019
Remote VR Gaming on Mobile Devices
MM '19: Proceedings of the 27th ACM International Conference on MultimediaPages 2191–2193https://doi.org/10.1145/3343031.3350595This paper presents a remote 360-degree virtual reality (VR) gaming system for mobile devices. In this end-to-end scheme, execution of VR game is off-loaded from low-power mobile devices to a remote server where the executed game is rendered based on ...