Export Citations
The 11th ACM SIGMM Workshop on Immersive Mixed and Virtual Environment Systems (MMVE 2019) received 18 high-quality (long and short papers) submissions, covering a variety of multimedia topics, including video streaming, virtual reality, augmented reality, Quality of Experience (QoE), spatial audio and gaming.
Proceeding Downloads
On the first JND and break in presence of 360-degree content: an exploratory study
Unlike traditional planar 2D visual content, immersive 360-degree images and videos undergo particular processing steps and are intended to be consumed via head-mounted displays (HMDs). To get a deeper understanding on the perception of 360-degree ...
Immersive mixed reality object interaction for collaborative context-aware mobile training and exploration
The recent generation of mobile devices brings the necessary processing power, sensorics and other hardware to enable highly interactive and immersive mixed reality experiences. However, existing applications mainly focus on single users or the ...
A quality of experience evaluation system and research challenges for networked virtual reality-based teleoperation applications
Teleoperation applications are designed to assist humans in operating complex mechanical systems. Interfaces to teleoperation systems have always been challenging. Recently the potential of virtual reality (VR) has been a topic of interest, particularly ...
Summarizing E-sports matches and tournaments: the example of counter-strike: global offensive
- Mathias Lux,
- Pål Halvorsen,
- Duc-Tien Dang-Nguyen,
- Håkon Stensland,
- Manoj Kesavulu,
- Martin Potthast,
- Michael Riegler
That video and computer games have reached the masses is a well known fact. Furthermore, game streaming and watching other people play video games is another phenomenon that has outgrown its small beginning by far, and game streams, be it live or ...
Playing with delay: an interactive VR demonstration
Virtual reality is now used across a range of applications, from entertainment to clinical purposes. Although the rendered visualisations have better temporal and spatial resolutions than ever, several technological constraints remain - and people still ...
Influence of primacy, recency and peak effects on the game experience questionnaire
When a participant is asked to evaluate a stimulus, the judgment is based on the remembered experience, which might be different from the actual experience. This phenomenon happens according to the theory that some moments of an experience such as the ...
Fusion confusion: exploring ambisonic spatial localisation for audio-visual immersion using the McGurk effect
Virtual Reality (VR) is attracting the attention of application developers for purposes beyond entertainment including serious games, health, education and training. By including 3D audio the overall VR quality of experience (QoE) will be enhanced ...
Towards a distributed reality: a multi-video approach to xR
In this article we define the concept of Distributed Reality, a new form of immersive media based on the combination of captured realities (e.g a remote and a local one), hence with a strong focus on video. While Virtual Reality fully substitutes the ...
Field-of-view prediction in 360-degree videos with attention-based neural encoder-decoder networks
In this paper, we propose attention-based neural encoder-decoder networks for predicting user Field-of-View (FoV) in 360-degree videos. Our proposed prediction methods are based on the attention mechanism that learns the weighted prediction power of ...
Index Terms
- Proceedings of the 11th ACM Workshop on Immersive Mixed and Virtual Environment Systems