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S. Subramanyam

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4 records found

Journal article (2024) - Carlos Cortés, Irene Viola, Jesús Gutiérrez, Jack Jansen, Shishir Subramanyam, Evangelos Alexiou, Pablo Pérez, Narciso García, Pablo César
Immersive technologies like eXtended Reality (XR) are the next step in videoconferencing. In this context, understanding the effect of delay on communication is crucial. This article presents the first study on the impact of delay on collaborative tasks using a realistic Social XR system. Specifically, we design an experiment and evaluate the impact of end-to-end delays of 300, 600, 900, 1,200, and 1,500 ms on the execution of a standardized task involving the collaboration of two remote users that meet in a virtual space and construct block-based shapes. To measure the impact of the delay in this communication scenario, objective and subjective data were collected. As objective data, we measured the time required to execute the tasks and computed conversational characteristics by analyzing the recorded audio signals. As subjective data, a questionnaire was prepared and completed by every user to evaluate different factors such as overall quality, perception of delay, annoyance using the system, level of presence, cybersickness, and other subjective factors associated with social interaction. The results show a clear influence of the delay on the perceived quality and a significant negative effect as the delay increases. Specifically, the results indicate that the acceptable threshold for end-to-end delay should not exceed 900 ms. This article additionally provides guidelines for developing standardized XR tasks for assessing interaction in Social XR environments. ...
Doctoral thesis (2024) - S. Subramanyam, P.S. Cesar Garcia, A. Hanjalic, Irene Viola
Remote communication applications have become a necessity in a globalised and connectedworld exemplified by the popularity of video conferencing applications. In recent years, virtual reality (VR) remote communication applications have emerged that aim to deliver a greater sense of co-presence and immersion in a shared virtual space where users are able to navigate freely while employing both verbal and non-verbal communication. Such applications require a volumetric user representation and point clouds have emerged as a popular format to represent real-time user reconstructions. However, volumetric point clouds are challenging to deliver over bandwidth-limited networks owing to the large volume of data required for dynamic streams. Adaptive streaming is the process of segmenting an object spatially and temporally in order to optimize the delivery of content by prioritizing the quality of spatial segments that are visible from a given viewport. In this thesis, we embed our research in the application scenario of VR remote communication with real-time point cloud user reconstructions and explore adaptive delivery optimizations. Previous work in the field mainly focused on using the entire point cloud object as the unit of bandwidth allocation in scenes containing multiple point clouds. Other recent work has relied on computationally complex surface estimation in order to spatially segment the point cloud that is unsuited to real-time applications. This thesis focuses on investigating if a user-centred approach combined with a low complexity adaptive streaming method can improve the quality of experience of interacting with point cloud user reconstructions in VR remote communication. We focus on optimizing the delivery of a remote user’s reconstruction with spatial segmentation and surface orientation estimation in real-time combinedwith an auxiliary utility function to allocate the available bandwidth across available segments. The utility is defined based on the position and surface orientation of the point cloud segment and the position and orientation of the user’s viewport. ...
Conference paper (2022) - Shishir Subramanyam, Irene Viola, Jack Jansen, Evangelos Alexiou, Alan Hanjalic, Pablo Cesar
Technological advances in head-mounted displays and novel real-time 3D acquisition and reconstruction solutions have fostered the development of 6 Degrees of Freedom (6DoF) teleimmersive systems for social VR applications. Point clouds have emerged as a popular format for such applications, owing to their simplicity and versatility; yet, dense point cloud contents are too large to deliver directly over bandwidth-limited networks. In this context, user-adaptive delivery mechanisms are a promising solution to exploit the increased range of motion offered by 6DoF VR applications to yield gains in perceived quality of 3D point cloud user representations, while reducing their bandwidth requirements. In this paper, we perform a user study in VR to quantify the gains adaptive tile selection strategies can bring with respect to non-adaptive solutions. In particular, we define an auxiliary utility function, we employ established methods from the literature and newly-proposed schemes for distributing the bit budget across the tiles, and we evaluate them together with non-adaptive streaming baselines through subjective QoE assessment. Results confirm that considerable gains can be obtained with user-adaptive streaming, achieving bit rate gains of up to 65% with respect to a non-adaptive approach to deliver comparable quality. Our analysis provides useful insights for the design and development of social VR applications. ...
Conference paper (2021) - Silvia Rossi, Irene Viola, Jack Jansen, Shishir Subramanyam, Laura Toni, Pablo Cesar
Social Virtual Reality (VR) applications represent a big step forward in the field of remote communication. Social VR provides the possibility for participants to explore and interact with virtual environments and objects, feelings of a full sense of immersion, and being together. Understanding how user behaviour is influenced by the shared virtual space and its elements becomes the key to design and optimize novel immersive experiences. This paper presents a behavioural analysis of user navigating in 6 degrees of freedom social VR movie. Specifically, we analyse 48 user trajectories from a photorealistic telepresence experiment, in which subjects watch a crime movie together in VR. We investigate how users are affected by salient agents (i.e., virtual characters) and by narrative elements of the VR movie (i.e., dialogues versus interactive part). We complete our assessment by conducting a statistical analysis of the collected data. Results indicate that user behaviour is affected by different narrative and interactive elements. We conclude by presenting our observations and drawing conclusions on future paths for social VR experiences. This work has been supported by Royal Society under grant IES R1180128 and by Cisco under Cisco Research Center Donation scheme. ...