0000000000170441

AUTHOR

Mario Montagud

Social Viewing in Cinematic Virtual Reality: Challenges and Opportunities

Cinematic Virtual Reality (CVR) has been increasing in popularity in the last years. However, viewers can feel isolated when watching 360° movies with a Head-Mounted Display. Since watching movies is a social experience for most people, we investigate if the use of Head Mounted Displays is appropriate for enabling shared CVR experiences. In this context, even if viewers are watching the movie simultaneously, they do not automatically see the same field of view, since they can freely choose the viewing direction. Based on the literature and experiences from past user studies, we identify seven challenges. To address these challenges, we present and discuss design ideas for a CVR social movie…

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Making interaction with virtual reality accessible : rendering and guiding methods for subtitles

AbstractAccessibility in immersive media is a relevant research topic, still in its infancy. This article explores the appropriateness of two rendering modes (fixed-positioned and always-visible) and two guiding methods (arrows and auto-positioning) for subtitles in 360° video. All considered conditions have been implemented and integrated in an end-to-end platform (from production to consumption) for their validation and evaluation. A pilot study with end users has been conducted with the goals of determining the preferred options by users, the options that result in a higher presence, and of gathering extra valuable feedback from the end users. The obtained results reflect that, for the c…

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Accessibility in 360-degree video players

Any media experience must be fully inclusive and accessible to all users regardless of their ability. With the current trend towards immersive experiences, such as Virtual Reality (VR) and 360-degree video, it becomes key that these environments are adapted to be fully accessible. However, until recently the focus has been mostly on adapting the existing techniques to fit immersive displays, rather than considering new approaches for accessibility designed specifically for these increasingly relevant media experiences. This paper surveys a wide range of 360-degree video players and examines the features they include for dealing with accessibility, such as Subtitles, Audio Description, Sign …

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Towards an Immersive and Accessible Virtual Reconstruction of Theaters from the Early Modern

This paper reports on the work being done towards achieving an immersive and accessible reconstruction of Historical and Cultural Heritage, focusing on Theaters of the Early Modern as use case. In particular, the paper presents and discusses potential possibilities to enable: 1) the acoustical reconstruction of the virtual (lost) environments – beyond the graphical reconstruction for the buildings, elements and performances; 2) effective interaction features and navigation within the virtual environment (e.g. by means of adaptive interfaces, guiding methods, insertion of Point of Interest); and 3) accessible experiences, by means of an innovative and personalized presentation modes for acce…

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Open-source software tools for measuring resources consumption and DASH metrics

When designing and deploying multimedia systems, it is essential to accurately know about the necessary requirements and the Quality of Service (QoS) offered to the customers. This paper presents two open-source software tools that contribute to these key needs. The first tool is able to measure and register resources consumption metrics for any Windows program (i.e. process id), like the CPU, GPU and RAM usage. Unlike the Task Manager, which requires manual visual inspection for just a subset of these metrics, the developed tool runs on top of the Powershell to periodically measure these metrics, calculate statistics, and register them in log files. The second tool is able to measure QoS m…

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Incorporando dispositivos de radio definida por software en la materia de Comunicaciones Digitales: del grupo piloto a la gran clase

[ES] La innovación educativa es un proceso que se extiende más allá de un curso académico. En su desarrollo se distinguen las etapas de planificación, implementación, evaluación y realimentación, para identificar aspectos susceptibles de mejora. En esta contribución presentamos el trabajo desarrollado en los dos últimos cursos en la asignatura Teoría de la Comunicación (materia de Comunicaciones Digitales), Grado en Ingeniería Telemática, de la Universitat de València. Concretamente, se incorporan dispositivos de radio definida por software en los laboratorios como herramienta para conseguir unas prácticas más realistas. El artículo describe el proceso de adaptación de una sesión de laboratori…

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FALCON - joint fair airtime allocation and rate control for DASH video streaming in software defined wireless networks

Software Defined Wireless Networks offer an opportunity to enhance the performance of specific services by applying centralized mechanisms which make use of a global view of the network resources. This paper presents FALCON, a novel solution that jointly optimizes fair airtime allocation and rate recommendations for Server and Network Assisted DASH video streaming, providing proportional fairness among the clients. Since this problem is NP-hard, FALCON introduces a novel heuristic algorithm that is proved to achieve almost optimal results in a practical amount of time. The performance of FALCON is evaluated when used in conjunction with three referent Adaptive Bit Rate strategies (PANDA, BO…

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Evaluación del impacto del uso de dispositivos de radio definida por software como herramienta docente en la materia de comunicaciones digitales

La innovación educativa es un proceso que se extiende más allá de un año académico. En su desarrollo se distinguen las etapas de planificación, implementación, evaluación y retroalimentación para identificar los aspectos susceptibles de mejora. En esta contribución, presentamos un procedimiento para evaluar el impacto del uso de dispositivos de radio definidos por software en los laboratorios de comunicaciones digitales. Este procedimiento evalúa el compromiso de los estudiantes, además se implementan sesiones de laboratorio más realistas que se acercan a los sistemas de comunicaciones actuales y se alejan de las prácticas de simulación estándar. Se cuantifica el compromiso de los estudiant…

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