MMVE '18- Proceedings of the 10th International Workshop on Immersive Mixed and Virtual Environment Systems


A DASH-based Mulsemedia Adaptive Delivery Solution

  •      Ting Bi
  • Antoine Pichon
  • Longhao Zou
  • Shengyang Chen
  • Gheorghita Ghinea
  • Gabriel-Miro Muntean

The Dynamic Adaptive Streaming over HTTP (DASH) is a standard designed for adaptive multimedia delivery. This paper describes an adaptive multimedia and mulsemedia delivery system which employs an extension of DASH to support multiple sensorial media. Testing using a real-life test-bed shows how user satisfaction increases when employing the proposed solution which exposes users to multi-sensorial content. The motivation behind this work is the creation the first solution for remote adaptive multi-sensory media (mulsemedia) content delivery in order to enhance user satisfaction and increase their quality of experience. A DASH-based mulsemedia delivery system (DASH-MS) was built and tested. This work focuses on a fundamental issue for remote multi-sensory media systems: synchronization and shows how the proposed DASH-MS addresses it. Results of real life subjective testing indicate that the average levels of user satisfaction when exposed to content with the mulsemedia effects are better or at least equal to those when no such effects were included. Additionally, the highest value of the level of satisfaction corresponds to the case when these effects were correctly synchronized. Finally, users seem to have preferred effects in advance than late effects.

Virtual Transcendence Experiences: Exploring Technical and Design Challenges in Multi-Sensory Environments

  •      Vanissa Wanick
  • Guilherme Xavier
  • Erhan Ekmekcioglu

In this paper1, we introduce the concept of Virtual Transcendence Experience (VTE) as a response to the interactions of several users sharing several immersive experiences through different media channels. For that, we review the current body of knowledge that has led to the development of a VTE system. This is followed by a discussion of current technical and design challenges that could support the implementation of this concept. This discussion has informed the VTE framework (VTEf), which integrates different layers of experiences, including the role of each user and the technical challenges involved. We conclude this paper with suggestions for two scenarios and recommendations for the implementation of a system that could support VTEs.

Remote Synchronous Interaction in Mixed Reality Gaming Worlds

  •      Vlasios Kasapakis
  • Elena Dzardanova
  • Damianos Gavalas
  • Stella Sylaiou

Mixed-Reality (MR) worlds are created by fusing together real and virtual elements. This paper presents SEaMlESS, a multiuser, long-distance room-scale MR world. SEaMlESS utilizes widespread 3D modelling techniques and object tracking technologies to enable free user movement by providing full-body motion control, accurate real object representation within the virtual world, as well as interaction with real and virtual objects.

Towards Augmented Reality in Quality Assurance Processes

  •      Natalie Hube
  • Mathias Müller
  • Jan Wojdziak
  • Franziska Hannß
  • Rainer Groh

Augmented reality (AR) has gained exceptional importance in supporting task performance. Particularly, in quality assurance (QA) processes in the automotive sector AR offers a diversity of use cases. In this paper we propose an interface design which projects information as a digital canvas on the surface of vehicle components. Based on a requirement analysis, we discuss design aspects and describe our application in applying the quality assurance process of a luxury automaker. The application includes a personal view on spatial information embedded in a guided interaction process as a design solution that can be applied to enhance QA processes.

Uninterruptible Play in Virtual Node-based Virtual Worlds

  •      Bingqing Shen
  • Jingzhi Guo

For scalability, reliability and cost reduction, virtual environment has been evolved from the client-server model, peer-to-peer model, to the virtual node-based hybrid model. When objects are hosted by unreliable nodes, replication is applied for reliability. An important problem is to maintain replica consistency in interaction, while to minimize interaction latency in play. We propose a fast state machine replication model to address this issue. Besides correctness, our simulation shows the achievable high responsiveness. The work can also be applied in augmented and mixed reality systems, where hundreds of users interact with virtual elements on a common platform.

Improving the Quality of 3D Immersive Interactive Cloud Based Services Over Unreliable Network

  •      De-Yu Chen
  • Magda El-Zarki

Applying cloud technology to 3D interactive multimedia applications is a promising way to provide flexible and cost efficient online high bandwidth immersive services to a large population of end users. One main reason cloud systems are popular among users is the fact that it relaxes the hardware requirements for high-end interactive visual applications. As most of the computational tasks are done on cloud servers, users no longer need to upgrade their hardware frequently to keep up with the ever increasing high end computing requirements of the latest applications. Moreover, cloud systems make it easier for a user to enjoy applications on different platforms, including mobile devices that are usually not powerful enough to run high-end, memory intensive services. In short, applying cloud technology to high end immersive applications has advantages in cost efficiency and flexibility both for the end users and the service providers. In previous work, we proposed a flexible framework that addresses the bandwidth utilization and latency issues by using a combination of collaborative rendering, progressive meshes, and 3D image warping techniques. In this paper, we analyze the performance of our framework for unreliable network environments where packets can be lost during network transmission. The experimental results show that compared to pure video streaming approaches, the proposed system is less sensitive to network conditions as part of the content is generated locally on the client.