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Towards Framework for Choosing 360-degree Video SDK

Antti Luoto
2017 Proceedings of the 14th International Joint Conference on e-Business and Telecommunications  
360-degree videos are gaining popularity among consumers. Still, software developers are early adopters of technology so it is important to map their needs for 360-degree video development.  ...  In this position paper we describe a preliminary 360-degree video SDK choosing criteria, based on literature and our own experiences, which we plan to evaluate with a survey.  ...  ACKNOWLEDGEMENTS This study was made in a research project called 360 Video Intelligence. We would like to thank TEKES for funding the project.  ... 
doi:10.5220/0006470600810086 dblp:conf/sigmap/Luoto17 fatcat:hbj5dgoeejgilocppuxo7kvboi

Engaging Immersive Video Consumers: Challenges Regarding 360-Degree Gamified Video Applications

Lemonia Argyriou, Daphne Economou, Vassiliki Bouki, Ioannis Doumanis
2016 2016 15th International Conference on Ubiquitous Computing and Communications and 2016 International Symposium on Cyberspace and Security (IUCC-CSS)  
Abstract-360-degree videos is a new medium that has gained the attention of the research community imposing challenges for creating more interactive and engaging immersive experiences.  ...  -degree video and 3D computer generated objects.  ...  THE 360-DEGREE GAMIFICATION FRAMEWORK In order to address the technical and design challenges for more immersive and engaging experiences offered by consuming 360-degree video, a conceptual gamification  ... 
doi:10.1109/iucc-css.2016.028 dblp:conf/css/ArgyriouEBD16 fatcat:t66nx42ah5bnrf63yzjt65h3pu

360-Degree Video Streaming: A Survey of the State of the Art

Rabia Shafi, Wan Shuai, Muhammad Usman Younus
2020 Symmetry  
360-degree video streaming is expected to grow as the next disruptive innovation due to the ultra-high network bandwidth (60–100 Mbps for 6k streaming), ultra-high storage capacity, and ultra-high computation  ...  This paper surveys 360-degree video streaming by focusing on different paradigms from capturing to display.  ...  Acknowledgments: We would like to thank Kaifang Yang from Shaanxi Normal University for his insightful comments to improve the quality of the manuscript.  ... 
doi:10.3390/sym12091491 fatcat:wciqpwsi75grffl2ug73uzsbsm

A new application for the motor rehabilitation at home: structure and usability of Bal-App

Elisa Pedroli, Pietro Cipresso, Luca Greci, Sara Arlati, Atieh Mahroo, Valentina Mancuso, Lorenzo Boilini, Monica Rossi, Laura Stefanelli, Karine Goulene, Marco Sacco, Marco Stramba-Badiale (+2 others)
2020 IEEE Transactions on Emerging Topics in Computing  
The aim of this paper is to present an innovative tablet-based application with 360° videos for the motor rehabilitation of frail elderly, Bal-App.  ...  This app was developed for iPad and exploits the potentiality of 360° videos to improve balance in frail patients through several exercises with an increasing level of difficulty.  ...  ACKNOWLEDGMENT This work was supported by the Italian-funded project "High-End and Low-End Virtual Reality Systems for the Rehabilitation of Frailty in the Elderly" (PE-2013-02355948).  ... 
doi:10.1109/tetc.2020.3037962 fatcat:gkzuutm24rdwppnxpquk5ly4li

Accessibility in 360-degree video players [article]

Chris Hughes, Mario Montagud
2020 arXiv   pre-print
used immersive medium, like 360-degree video.  ...  The in-depth analysis has been part of a research effort towards the development of a fully inclusive and accessible 360-degree video player.  ...  Commonly, all of these players come from extensions to existing 2D video players for 6 7 8 9  ... 
arXiv:2005.03373v1 fatcat:hsrfvittbfbmvkstg5ul2ixgui

The prefetch aggressiveness tradeoff in 360° video streaming

Mathias Almquist, Viktor Almquist, Vengatanathan Krishnamoorthi, Niklas Carlsson, Derek Eager
2018 Proceedings of the 9th ACM Multimedia Systems Conference on - MMSys '18  
With 360^∘ video, only a limited fraction of the full view is displayed at each point in time.  ...  By qualitatively and quantitatively analyzing the above tradeoffs, we provide insights into how to best design tomorrow's delivery systems for 360^∘ videos, allowing content providers to reduce bandwidth  ...  Acknowledgements: The authors are thankful to the participants of the study and to our shepherd Simon Gunkel and the anonymous reviewers for their feedback.  ... 
doi:10.1145/3204949.3204970 dblp:conf/mmsys/AlmquistAKCE18 fatcat:54o3w6f52nfonifmubugyfdbga

Accessibility in 360° video players

Chris J. Hughes, Mario Montagud
2020 Multimedia tools and applications  
The in-depth analysis has been part of a research effort towards the development of a fully inclusive and accessible 360° video player.  ...  used immersive medium, like 360° video.  ...  THEOplayer 6 is another 360°player, which consists of a growing portfolio of feature-rich Software Development Kits (SDKs) with wide video ecosystem pre-integration.  ... 
doi:10.1007/s11042-020-10088-0 fatcat:i6sx66l2irhynnel7sqxhg5xe4

ADEPT: Exploring the Design, Pedagogy and Analysis of a Mixed Reality Application for Piano Training

Lynda Joy Gerry, Sofia Dahl, Stefania Serafin
2019 Proceedings of the SMC Conferences  
We would also like to thank Daniel Ludwig for creating the figures that demonstrate the overall design schema for the project and the anonymous reviewers for their helpful comments in improving the paper  ...  Author Dahl designed data collection and analysis tools for motion capture and analysis. Author Serafin designed data collection and analysis tools for audio spatialization.  ...  Visual Environment The visual environment consists of 360 degree video footage that has been captured using the Garmin VIRB 360 camera with a head-mounted strap (made by Go Pro) to create a head-mounted  ... 
doi:10.5281/zenodo.3249332 fatcat:4roxjbr6xjay7du7liw5thitmu

PRACTICA. A Virtual Reality Platform for Specialized Training Oriented to Improve the Productivity

Juan Manuel Lombardo, Miguel Angel Lopez, Vicente García, Mabel López, Rubén Cañadas, Susana Velasco, Mónica León
2018 International Journal of Interactive Multimedia and Artificial Intelligence  
video games, it will open new possibilities for exploiting the virtual reality (VR).  ...  Therefore, the PRACTICA project is defined as a new service aimed to offering a system for creating courses based on a VR simulator for specialized training companies that allows offering to the students  ...  He has developed various games in Unity3D and his final degree thesis was a VR Cinema and 360 degrees Video Player for Android smartphones using Google Cardboard technology.  ... 
doi:10.9781/ijimai.2018.04.007 fatcat:6g7guyjhbvdyxj6qohx6qysdve

Computer aided rehabilitation for patients with rheumatoid arthritis

V. Metsis, P. Jangyodsuk, V. Athitsos, M. Iversen, F. Makedon
2013 2013 International Conference on Computing, Networking and Communications (ICNC)  
RA can also cause major organ damage and is an independent risk factor for cardiovascular disease.  ...  For that reason we use it as our video capturing device. Kinect is a motion sensing input device designed by Microsoft for the Xbox 360 video game console [28] .  ...  A candidate motion sequence is formed by choosing one candidate answer for a frame.  ... 
doi:10.1109/iccnc.2013.6504061 dblp:conf/iccnc/MetsisJAIM13 fatcat:vru3rf4i7vgwja4c6bkiywi33y

Unifying Events from Multiple Devices for Interpreting User Intentions through Natural Gestures [chapter]

Pablo Llinás, Manuel García-Herranz, Pablo A. Haya, Germán Montoro
2011 Lecture Notes in Computer Science  
This article describes the Flash Library for Interpreting Natural Gestures (FLING), a framework for developing multigestural applications integrated and running in different gestural-platforms.  ...  By offering an architecture for the integration and unification of different types of interaction, FLING eases scalability while presenting an environment for rapid prototyping by novice multi-gestural  ...  Systems such as Surface SDK [14] or DiamondTouch SDK [15] provide this kind of flexibility to a reasonable degree but are constrained to a particular platform, limiting their extensibility and scalability  ... 
doi:10.1007/978-3-642-23774-4_46 fatcat:47eetzvnyjdaxj3m2vouumwsza

D5.1- Market analysis report

Pascal Perrot, Laurence Leopold, Romain Alcaras
2018 Zenodo  
This deliverable describes the market for audio-visual immersive products and provides a set of recommendations as input for the use cases and the exploitation and innovation transfer activities in T.5.1  ...  The goal of this new standard is to enable various forms of audio-visual immersion, including panoramic video with 2D and 3D audio, with various degrees of true 3D visual perception (leaning toward 6 degrees  ...  subjective quality assessment of 360-degree content.  ... 
doi:10.5281/zenodo.3529594 fatcat:63cz2h5djzhf5dp6tswnnenu2y

Real-time human motion tracking using multiple depth cameras

Licong Zhang, Jurgen Sturm, Daniel Cremers, Dongheui Lee
2012 2012 IEEE/RSJ International Conference on Intelligent Robots and Systems  
In direct comparison to two existing trackers (OpenNI, Microsoft Kinect SDK), we found that our approach is significantly more robust for unconstrained motions and under (partial) occlusions.  ...  The motivation behind our approach, termed Multiple Depth Camera Approach (MDCA), is that by using several cameras, we can significantly improve the tracking quality and reduce ambiguities as for example  ...  POSE ESTIMATION Our pose estimation framework is based on particle filtering [14] .  ... 
doi:10.1109/iros.2012.6385968 dblp:conf/iros/ZhangSCL12 fatcat:t225hh2rwvahbpg2cd22n5eulm

Predictive Scheduling for Virtual Reality [article]

I-Hong Hou, Narges Zarnaghi Naghsh, Sibendu Paul, Y. Charlie Hu, Atilla Eryilmaz
2019 arXiv   pre-print
A significant challenge for future virtual reality (VR) applications is to deliver high quality-of-experience, both in terms of video quality and responsiveness, over wireless networks with limited bandwidth  ...  We then develop a predictive scheduling policy for the AP that jointly optimizes the scheduling decisions in both phases.  ...  By using multilayered video coding, each 360-degree panoramic image is encoded into a base layer and several enhancement layers.  ... 
arXiv:1912.12672v1 fatcat:oqve73nuafczxmjqygrszd4rcu

5GCity Virtualization Infrastructure Final Release (D3.3)

Teodora Sechkova, Michele Paolino, Elian Kraja, Leonardo Agueci, Gino Carrozzo, Antonio Garcia, Trevor Moore, August Betzler, Carlos Colman Meixner, Felipe Huici, Pedro Diogo, Jordi Colom
2019 Zenodo  
a 360° source of video, an Orah 4i Live Spherical Live-Streams 4K 360 Degree VR Camera is used.  ...  This allows creation of slices with any combination of these radio technologies, giving a higher degree of flexibility to tenants when choosing which technology to enable in their slice and also adding  ... 
doi:10.5281/zenodo.3752607 fatcat:ndsidd3bxrgxbbf7d5egw6b5ee
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