We are pleased to present the technical program of the 16th ACM International Workshop on Immersive Mixed and Virtual Environment systems (MMVE) 2024. This workshop has always embraced a multidisciplinary approach, exploring not only the evolution of immersive experiences but also the crossroads where immersive technology intersects with diverse domains. Co-located with ACM Multimedia Systems Conference (MMSys) 2024, MMVE allows the gathering and interaction of researchers in the field of immersive technology, from both academia and industry, with multimedia system researchers.
Proceeding Downloads
Immersive Virtual Reality in Child Interview Skills Training: A Comparison of 2D and 3D Environments
- Pegah Salehi,
- Syed Zohaib Hassan,
- Gunn Astrid Baugerud,
- Martine Powell,
- M. Cayetana López Cano,
- Miriam S. Johnson,
- Ragnhild Klingenberg Røed,
- Dag Johansen,
- Saeed Shafiee Sabet,
- Michael A. Riegler,
- Pål Halvorsen
The current study aims to evaluate and compare the subjective quality of an AI-based training system developed for conducting child interviews, focusing on the distinction between immersive 3D (using virtual reality) and 2D desktop environments. To this ...
A3Cplus: Efficient Anatomically Accurate Avatar Creation
Virtual reality applications are witnessing increased adoption in mental and physical health fields, from rehabilitation therapies to psychological studies. The more advanced the application, the greater the demand to incorporate realistic, custom ...
Spatial Publish/Subscribe: Decoupling Game State Dissemination from State Computation for Massive Multiplayer Online Games
The rapid expansion of virtual environments, particularly Massively Multi-user Virtual Environments (MMVEs), presents significant challenges in scalability and performance. Traditional Client/Server and Client/Multi-Server architectures often encounter ...
Influence of Gameplay Duration, Hand Tracking, and Controller Based Control Methods on UX in VR
- Tanja Kojić,
- Maurizio Vergari,
- Simon Knuth,
- Maximilian Warsinke,
- Sebastian Möller,
- Jan-Niklas Voigt-Antons
Inside-out tracking is growing popular in consumer VR, enhancing accessibility. It uses HMD camera data and neural networks for effective hand tracking. However, limited user experience studies have compared this method to traditional controllers, with ...
Designing with Two Hands in Mind?: A Review of Mainstream VR Applications with Upper-Limb Impairments in Mind
Virtual reality (VR) has the potential to transform work, collaboration, and socialization in diverse settings. Nevertheless, most immersive interactions are inaccessible to individuals who use one hand, as their design assumes that VR users have ...
An Extensible Architecture for Recognizing Sensory Effects in 360° Images
The use of 360° content with sensory effects can enhance user immersion. However, creating such effects is complex and time-consuming as authors must annotate the spatial position (i.e., "origin of the effect") in 360°. To tackle this mutimedia authoring ...
A Platform for Collecting User Behaviour Data during Social VR Experiments Using Mozilla Hubs
In recent years, a large variety of online communication tools have emerged, including social Virtual Reality (VR) platforms for interacting in a virtual world with participants being represented as virtual avatars. Given their popularity, an active area ...
Untethered Real-Time Immersive Free Viewpoint Video
- Javier Usón,
- Carlos Cortés,
- Victoria Muñoz,
- Teresa Hernando,
- Daniel Berjón,
- Francisco Morán,
- Julián Cabrera,
- Narciso García
The recent development of new video capture systems has led to the adoption of volumetric video technologies to replace 2D video in use cases such as videoconference, where this enhancement promises to solve videoconference fatigue. In particular, ...
V2RA: a Grid-Based Rate-Adaptation Logic for Volumetric Video
- Zafer Gurel,
- Alperen F. Zengin,
- Ali C. Begen,
- Saba Ahsan,
- Lukasz Kondrad,
- Kashyap Kammachi-Sreedhar,
- Serhan Gül,
- Gazi Illahi,
- Igor D.D. Curcio
The quality-bitrate relationship is not necessarily as straightforward in volumetric video content as in 2D video. This is caused by the different volumetric video components affecting the overall quality of the content disproportional to their bitrates. ...
Human Trajectory Forecasting in 3D Environments: Navigating Complexity under Low Vision
This work tackles the challenge of predicting human trajectories while carrying out complex tasks in contextually-rich virtual environments. We evaluate the CREATIVE3D multimodal dataset on human interaction and navigation in 3D virtual reality (VR). In ...
Quality Assessment and Modeling for MPEG V-PCC Volumetric Video
Volumetric video, which is typically represented by 3D point clouds, requires efficient point cloud compression (PCC) technologies for practical storage and transmission. Particularly, developed by the Moving Picture Experts Group (MPEG), video-based PCC ...
Perceptual Impact of Facial Quality in MPEG V-PCC-encoded Volumetric Videos
Volumetric video, a technique used in augmented reality (AR) and virtual reality (VR) applications, presents unique challenges in rendering and compression. To enable efficient compression, video-based point cloud compression (V-PCC) techniques have been ...
Progressive Coding for Deep Learning based Point Cloud Attribute Compression
Progressive coding is a valuable technique for networked immersive media. As users approach objects in an immersive environment, progressive coding enables a gradual improvement of content quality. This effectively reduces bandwidth consumption compared ...
Volumetric Video Compression Through Neural-based Representation
Volumetric video offers immersive exploration and interaction in 3D space, revolutionizing visual storytelling. Recently, Neural Radiance Fields (NeRF) have emerged as a powerful neural-based technique for generating high-fidelity images from 3D scenes. ...
A Comparative Study of K-Planes vs. V-PCC for 6-DoF Volumetric Video Representation
With NeRF, neural scene representations have gained increased popularity in recent years. To date, many models have been designed to represent dynamic scenes that can be explored in 6 degrees-of-freedom (6-DoF) in immersive applications such as virtual ...
Index Terms
- Proceedings of the 16th International Workshop on Immersive Mixed and Virtual Environment Systems