It is our great pleasure to welcome you to the 3rd ACM International Workshop on Immersive Media Experiences (ImmersiveMe 2015). Since 2013 in Barcelona, the workshop has been a meeting point of researchers, students, media producers, service providers and industry players in the area of immersive media environments, applications and experiences. After the successful first edition at ACM Multimedia 2013 and the consolidation of the theme and the team at Orlando in 2014, ImmersiveMe'15 aims at bringing to the stage new ideas and developments that keep this topic as appealing as in the previous editions. ImmersiveMe'15 takes place in Brisbane and, again, it will be a platform to present interesting and out-of-the-box new work that contributes to making the world more interactive, immersive and engaging. In addition, this forum provides an excellent opportunity for researchers to network and to setup future collaborations in this multidisciplinary area.
As in the past, this third edition of the ACM ImmersiveMe Workshop managed to attract a considerable number of high quality submissions. Accepted papers cover a broad spectrum of relevant aspects, including approaches to audiovisual immersion, through panoramic image and video capture, coding and streaming; collaborative and participatory scenarios in augmented reality, for distributed theatre performances and 3D communication; and human aspects in immersive media experiences, through interactive technologies in digital humanities, and audience response with physiological sensors. We hope that all these visions will bring an interesting Immersive Media Experience to the workshop. The workshop will also be enriched by an invited talk by Pablo Cesar, leader of the Distributed and Interactive Systems group at CWI. His talk about Immersive Shared Experiences is grounded on the current scenario of confluence of social networking, multimedia, and computer-mediated interaction and presented ongoing work and challenges with a special focus on performing arts and personal communication. We encourage conference participants to join this keynote. This valuable and insightful talk can guide us to a better understanding of the future in the field.
Proceeding Downloads
Content Adaptive Representations of Omnidirectional Videos for Cinematic Virtual Reality
Cinematic virtual reality provides an immersive visual experience by presenting omnidirectional videos of real-world scenes. A key challenge is to develop efficient representations of omnidirectional videos in order to maximize coding efficiency under ...
Pan360: INS Assisted 360-Degree Panorama
We propose a practical stitching method in dealing with input images with weak salient points, high luminance variations, and repetitive structures in an artificial environment. We address these panorama-stitching challenges by inferring orientation of ...
Compressed Domain Video Processing for Tile Based Panoramic Streaming using SHVC
Panoramic streaming is a particular way of video streaming where an arbitrary Region-of-Interest (RoI) of high-spatial resolution videos is transmitted, allowing users to navigate around the video and leading to an immersive experience. Tile based ...
Immersive Shared Experiences
Video communication is filtering into everyday use. Television is becoming more social, videoconferencing happens in the living room and beyond, and games are played with others remotely. The confluence of social networking, multimedia, and computer-...
Enabling Distributed Theatre Performances through Multi-Camera Telepresence: Capturing System Behaviour in a Script-Based Approach
Audio-visual media has been utilized in theatre in many creative ways, but most of them have been employed to enrich performances on a single stage. Telepresence systems give rise to a new concept: distributed theatre, denoting performances co-acted ...
3D Collaboration Method over HoloLens™ and Skype™ End Points
This paper describes a new Augmented Reality (AR) system called HoloLens developed by Microsoft, and the interaction model for supporting collaboration in this space with other users. Whereas traditional AR collaboration is between two or more head-...
Immersive Interactive Technologies in Digital Humanities: A Review and Basic Concepts
Within the scope of this paper we discuss the possibilities of newly immersive interactive technologies in the field of Digital Humanities (DH). We define Digital Humanities, its basic concept, and various criteria as intersection between computation ...
Measuring Audience Responses of Video Advertisements using Physiological Sensors
The selection of the audio track, the best timing to overlay the logo, and the overall duration, all these issues affect the effectiveness of immersive media. Since traditional methods to evaluate the user experience of potential consumers (e.g., ...
Cited By
- Lunding M, Grønbæk J, Grymer N, Wells T, Houben S and Petersen M (2023). Reality and Beyond: Proxemics as a Lens for Designing Handheld Collaborative Augmented Reality, Proceedings of the ACM on Human-Computer Interaction, 7:ISS, (21-40), Online publication date: 31-Oct-2023.
- Amores J and Lanier J HoloARt Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, (421-424)
- Proceedings of the 3rd International Workshop on Immersive Media Experiences
Recommendations
Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
ImmersiveMe '14 | 12 | 5 | 42% |
ImmersiveMe '13 | 19 | 6 | 32% |
Overall | 31 | 11 | 35% |