Conferences related to Immersive Video

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GLOBECOM 2020 - 2020 IEEE Global Communications Conference

IEEE Global Communications Conference (GLOBECOM) is one of the IEEE Communications Society’s two flagship conferences dedicated to driving innovation in nearly every aspect of communications. Each year, more than 2,900 scientific researchers and their management submit proposals for program sessions to be held at the annual conference. After extensive peer review, the best of the proposals are selected for the conference program, which includes technical papers, tutorials, workshops and industry sessions designed specifically to advance technologies, systems and infrastructure that are continuing to reshape the world and provide all users with access to an unprecedented spectrum of high-speed, seamless and cost-effective global telecommunications services.


Oceans 2020 MTS/IEEE GULF COAST

To promote awareness, understanding, advancement and application of ocean engineering and marine technology. This includes all aspects of science, engineering, and technology that address research, development, and operations pertaining to all bodies of water. This includes the creation of new capabilities and technologies from concept design through prototypes, testing, and operational systems to sense, explore, understand, develop, use, and responsibly manage natural resources.

  • OCEANS '96

  • OCEANS '97

  • OCEANS '98

  • OCEANS '99

  • OCEANS 2000

  • OCEANS 2001

  • OCEANS 2002

  • OCEANS 2003

  • OCEANS 2004

  • OCEANS 2005

  • OCEANS 2006

  • OCEANS 2007

  • OCEANS 2008

    The Marine Technology Society (MTS) and the Oceanic Engineering Society (OES) of the Institute of Electrical and Electronic Engineers (IEEE) cosponsor a joint conference and exposition on ocean science, engineering, education, and policy. Held annually in the fall, it has become a focal point for the ocean and marine community to meet, learn, and exhibit products and services. The conference includes technical sessions, workshops, student poster sessions, job fairs, tutorials and a large exhibit.

  • OCEANS 2009

  • OCEANS 2010

    The Marine Technology Society and the Oceanic Engineering Scociety of the IEEE cosponsor a joint annual conference and exposition on ocean science engineering, and policy.

  • OCEANS 2011

    The Marine Technology Society and the Oceanic Engineering Scociety of the IEEE cosponsor a joint annual conference and exposition on ocean science engineering, and policy.

  • OCEANS 2012

    Ocean related technology. Tutorials and three days of technical sessions and exhibits. 8-12 parallel technical tracks.

  • OCEANS 2013

    Three days of 8-10 tracks of technical sessions (400-450 papers) and concurent exhibition (150-250 exhibitors)

  • OCEANS 2014

    The OCEANS conference covers four days. One day for tutorials and three for approx. 450 technical papers and 150-200 exhibits.

  • OCEANS 2015

    The Marine Technology Scociety and the Oceanic Engineering Society of the IEEE cosponor a joint annual conference and exposition on ocean science, engineering, and policy. The OCEANS conference covers four days. One day for tutorials and three for approx. 450 technical papers and 150-200 exhibits.

  • OCEANS 2016

    The Marine Technology Scociety and the Oceanic Engineering Society of the IEEE cosponor a joint annual conference and exposition on ocean science, engineering, and policy. The OCEANS conference covers four days. One day for tutorials and three for approx. 500 technical papers and 150 -200 exhibits.

  • OCEANS 2017 - Anchorage

    Papers on ocean technology, exhibits from ocean equipment and service suppliers, student posters and student poster competition, tutorials on ocean technology, workshops and town meetings on policy and governmental process.

  • OCEANS 2018 MTS/IEEE Charleston

    Ocean, coastal, and atmospheric science and technology advances and applications


2020 IEEE International Symposium on Circuits and Systems (ISCAS)

The International Symposium on Circuits and Systems (ISCAS) is the flagship conference of the IEEE Circuits and Systems (CAS) Society and the world’s premier networking and exchange forum for researchers in the highly active fields of theory, design and implementation of circuits and systems. ISCAS2020 focuses on the deployment of CASS knowledge towards Society Grand Challenges and highlights the strong foundation in methodology and the integration of multidisciplinary approaches which are the distinctive features of CAS contributions. The worldwide CAS community is exploiting such CASS knowledge to change the way in which devices and circuits are understood, optimized, and leveraged in a variety of systems and applications.


2020 IEEE International Conference on Consumer Electronics (ICCE)

The International Conference on Consumer Electronics (ICCE) is soliciting technical papersfor oral and poster presentation at ICCE 2018. ICCE has a strong conference history coupledwith a tradition of attracting leading authors and delegates from around the world.Papers reporting new developments in all areas of consumer electronics are invited. Topics around the major theme will be the content ofspecial sessions and tutorials.


2020 IEEE International Conference on Robotics and Automation (ICRA)

The International Conference on Robotics and Automation (ICRA) is the IEEE Robotics and Automation Society’s biggest conference and one of the leading international forums for robotics researchers to present their work.



Periodicals related to Immersive Video

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Broadcasting, IEEE Transactions on

Broadcast technology, including devices, equipment, techniques, and systems related to broadcast technology, including the production, distribution, transmission, and propagation aspects.


Circuits and Systems for Video Technology, IEEE Transactions on

Video A/D and D/A, display technology, image analysis and processing, video signal characterization and representation, video compression techniques and signal processing, multidimensional filters and transforms, analog video signal processing, neural networks for video applications, nonlinear video signal processing, video storage and retrieval, computer vision, packet video, high-speed real-time circuits, VLSI architecture and implementation for video technology, multiprocessor systems--hardware and software-- ...


Communications Magazine, IEEE

IEEE Communications Magazine was the number three most-cited journal in telecommunications and the number eighteen cited journal in electrical and electronics engineering in 2004, according to the annual Journal Citation Report (2004 edition) published by the Institute for Scientific Information. Read more at http://www.ieee.org/products/citations.html. This magazine covers all areas of communications such as lightwave telecommunications, high-speed data communications, personal communications ...


Computer

Computer, the flagship publication of the IEEE Computer Society, publishes peer-reviewed technical content that covers all aspects of computer science, computer engineering, technology, and applications. Computer is a resource that practitioners, researchers, and managers can rely on to provide timely information about current research developments, trends, best practices, and changes in the profession.


Computer Graphics and Applications, IEEE

IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...



Most published Xplore authors for Immersive Video

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Xplore Articles related to Immersive Video

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Scalable multiview video coding for immersive video streaming systems

2016 Visual Communications and Image Processing (VCIP), 2016

Immersive video places the user inside the video scene, allowing the user to control the direction of the view. To achieve this, the view of every direction must be recorded using either a panoramic camera or multiple cameras placed at different positions with different angels. The size of the captured video can be quite large due to multiple video streams, ...


Modeling the Perceptual Impact of Viewport Adaptation for Immersive Video

2018 IEEE International Symposium on Circuits and Systems (ISCAS), 2018

Immersive video offers the freedom to navigate inside the virtualized environment. Instead of streaming the entire bulky content, a viewport or field of view (FoV) adaptive streaming is preferred. We often stream the high- quality content within current viewport, but degraded-quality representation elsewhere, so as to reduce the network bandwidth consumption. We then could refine the quality when focusing to ...


A Kinect Based Immersive Video Conferencing System

2015 IEEE 14th International Conference on Cognitive Informatics & Cognitive Computing (ICCI*CC), 2015

This paper presents a Kinect Based Immersive Video Conferencing System (KIVC), which aims at improving the quality of user experience (QoE) in the future video conferencing communication. In our KIVC system, we choose Kinect as the camera for capturing the videos, benefiting from the state-of-the-art computer vision toolbox integrated in Kinect. In addition, in order to improve QoE with the ...


IVQAD 2017: An immersive video quality assessment database

2017 International Conference on Systems, Signals and Image Processing (IWSSIP), 2017

This paper presents a new database, Immersive Video Quality Assessment Database 2017 (IVQAD 2017), intended for immersive video quality assessment in virtual reality environment. Video quality assessment (VQA) plays an important role in video research fields. Nowadays virtual reality technology have been widely used and playing videos in virtual reality visual system is becoming more and more popular. However, existing ...


Perceptual Pruning: A Context-Aware Transcoder for Immersive Video Conferencing Systems

IEEE Transactions on Multimedia, 2017

This paper proposes the concept of perceptual pruning to improve the scalability of immersive video conferencing (IVC) systems. The aim of perceptual pruning is to enable servers to dynamically reduce the bit rate of videos on-the-fly in response to changes in virtual distance and orientation of videos with respect to the receiving client. It is shown that the video of ...



Educational Resources on Immersive Video

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IEEE-USA E-Books

  • Scalable multiview video coding for immersive video streaming systems

    Immersive video places the user inside the video scene, allowing the user to control the direction of the view. To achieve this, the view of every direction must be recorded using either a panoramic camera or multiple cameras placed at different positions with different angels. The size of the captured video can be quite large due to multiple video streams, one from each camera. Even with compression standards such as Multiview Video Coding (MVC), the transmission of the whole MVC video is still bandwidth-costly, especially for heterogeneous users whose bandwidths vary. In this paper, we present a new approach for immersive video streaming by using Scalable Multiview Video Coding (SMVC) to create multiple layers of the immersive video, supporting heterogeneous receivers more efficiently. Our method limits the number of views in its base layer, while it uses view scalability and free view-point scalability in the additional layers to synthesize more views at the receiver and provide high quality free view-point viewing to the user. Performance evaluations demonstrate that our method: 1-synthesizes missing views more accurately, as evident subjectively, and 2-achieves an average and maximum gain of 0.75 and 1.4 in Bjontegaard BD-Bitrate scale, respectively, compared to existing work which simply group adjacent views in the same layer.

  • Modeling the Perceptual Impact of Viewport Adaptation for Immersive Video

    Immersive video offers the freedom to navigate inside the virtualized environment. Instead of streaming the entire bulky content, a viewport or field of view (FoV) adaptive streaming is preferred. We often stream the high- quality content within current viewport, but degraded-quality representation elsewhere, so as to reduce the network bandwidth consumption. We then could refine the quality when focusing to a new FoV. Therefore, in this work, we have attempted to model the perceptual response of the quality variations (through adapting the quantization and spatial resolution) with respect to the refinement duration, and reach at a product of two closed-form exponential functions that well explain the joint quantization and resolution induced quality impact. Analytical model is also cross-validated using another set of data with both Pearson and Spearman's rank rank correlations over 0.98. Our work would be devised to guide the bandwidth-quality optimized immersive video streaming.

  • A Kinect Based Immersive Video Conferencing System

    This paper presents a Kinect Based Immersive Video Conferencing System (KIVC), which aims at improving the quality of user experience (QoE) in the future video conferencing communication. In our KIVC system, we choose Kinect as the camera for capturing the videos, benefiting from the state-of-the-art computer vision toolbox integrated in Kinect. In addition, in order to improve QoE with the constraint on the limited bandwidth, we develop a framework for KIVC system. Then, in our KIVC system, several advanced key technologies are adopted, e.g., fast object-based video coding for real-time data, human- computer interaction, and blurring processing for attracting human visual attention. Extensive experimental results show that our KIVC system has excellent performance and achieves a reliable real-time processing results. As such, the QoE can be enhanced with plenty of user-customized applications by KIVC.

  • IVQAD 2017: An immersive video quality assessment database

    This paper presents a new database, Immersive Video Quality Assessment Database 2017 (IVQAD 2017), intended for immersive video quality assessment in virtual reality environment. Video quality assessment (VQA) plays an important role in video research fields. Nowadays virtual reality technology have been widely used and playing videos in virtual reality visual system is becoming more and more popular. However, existing research in VQA fields mainly focus on traditional videos. In this paper, we build the IVQAD which contains 10 raw videos and 150 distorted videos. Bit rate, frame rate and resolution were considered as quality degradation factors. All the videos were encoded with MPEG-4. Subjects were asked to assess the video under virtual reality environment and mean opinion score (MOS) was derived by computing. Using IVQAD 2017, researchers can explore the influence of resolution, video compression and video packet loss on immersive videos' quality.

  • Perceptual Pruning: A Context-Aware Transcoder for Immersive Video Conferencing Systems

    This paper proposes the concept of perceptual pruning to improve the scalability of immersive video conferencing (IVC) systems. The aim of perceptual pruning is to enable servers to dynamically reduce the bit rate of videos on-the-fly in response to changes in virtual distance and orientation of videos with respect to the receiving client. It is shown that the video of each participant will have to undergo varying degrees of texture to pixel mapping before it is rendered by the client. By reducing the resolution of the video at the scale of each transform block in response to nuances of this mapping, the video bit rate could be reduced without any noticeable degradation of quality. This paper presents the results of experimental tests and also real-world scalability tests to quantify the impact of perceptual pruning. It is concluded that perceptual pruning will be of significant benefit, especially in those situations when the number of videos in the client's viewpoint is large.

  • Attention guidance for immersive video content in head-mounted displays

    Immersive videos allow users to freely explore 4 π steradian scenes within head-mounted displays (HMD), leading to a strong feeling of immersion. However users may miss important elements of the narrative if not facing them. Hence, we propose four visual effects to guide the user's attention. After an informal pilot study, two of the most efficient effects were evaluated through a user study. Results show that our approach has potential but it remains challenging to implicitly drive the user's attention outside of the field of view.

  • Techno Economic Assessment of Immersive Video Services in 5G Converged Optical/Wireless Networks

    The economic feasibility of a 5G media service in converged optical/wireless networks for crowded events in venues shows a ~6.5years payback period. Sensitivity analysis highlights the impact of tariffs and CAPEX on net present value.

  • Realistic audio in immersive video conferencing

    With increasing computation power, network bandwidth, and improvements in display and capture technologies, fully immersive conferencing and tele- immersion is becoming ever closer to reality. Outside of video, one of the key components needed is high quality spatialized audio. This paper presents an implementation of a relatively low complexity, simple solution which allows realistic audio spatialization of arbitrary positions in a 3D video conference. When combined with pose tracking, it also allows the audio to change relative to which position on the screen the viewer is looking at.

  • Energy efficient delivery of immersive video centric services

    We examine the basic energy tradeoffs between video transport and video processing for services such as multi-view video (MVV) streaming, where multiple media streams are combined and processed to create an immersive and personalized user experience. We analyze and compare the energy efficiency of different architectural options for the location of video processing functions and illustrate how the architecture of choice is influenced by the network topology, the users' view preferences, and the relative transport-processing energy efficiency. We provide an integer linear programming formulation for the energy efficient functional resource allocation problem, which we show it can be solved as a linear program, and an easily implementable algorithm that generates optimal solutions in polynomial time.

  • Distributed Area of Interest Management for Large-Scale Immersive Video Conferencing

    Although video conferencing and its related applications have grown into a significant research area, the limited scalability of conference size is still a major problem. In this paper, a range of strategies for real-time area of interest (AOI) management in a 3D immersive video conference (IVC) are evaluated with the objective of minimising the required video transmission capacity and hence maximising the number of concurrent users. The paper shows that with judicious application of these techniques, the download capacity requirements of clients can be reduced by as much as 90% in a crowded virtual space.



Standards related to Immersive Video

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No standards are currently tagged "Immersive Video"