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MMVE '22: Proceedings of the 14th International Workshop on Immersive Mixed and Virtual Environment Systems
ACM2022 Proceeding
  • General Chair:
  • Conor Keighrey
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
MMSys '22: 13th ACM Multimedia Systems Conference Athlone Ireland 14 June 2022
ISBN:
978-1-4503-9382-9
Published:
11 July 2022
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Abstract

We are pleased to present to you the technical program of the 14th ACM SIGMM Workshop on Immersive Mixed and Virtual Environment Systems (MMVE 2022). Despite the ongoing pandemic, MMVE 2022 received 11 interesting submissions, covering a variety of multimedia topics, including virtual reality, augmented reality, multisensory experiences, teleoperation, Quality of Experience, and gaming.

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short-paper
Does having a virtual body make a difference during cinematic vr experiences?

Cinematic VR, either as an in-game cutscene or a standalone 360° 3D movie, is a widespread narration tool for stories unfolding through Immersive Virtual Reality (IVR) experiences. Commonly, users experience cinematics from a 3rd or 1st person ...

research-article
Open Access
Rhythmic stimuli effects on subjective time perception in immersive virtual environments

Time perception is an essential component of a user's experience and interaction in immersive virtual environments. This paper explores the performance and subjective time perception when carrying out a cognitive task in a virtual environment while ...

research-article
Open Access
Real-time gaze prediction in virtual reality

Gaze is an important indicator of visual attention and knowledge of gaze location can be used to improve and augment Virtual Reality (VR) experiences. This has led to the development of VR Head Mounted Displays (HMD) with inbuilt gaze trackers. Given ...

short-paper
The development of a machine learning/augmented reality immersive training system for performance monitoring in athletes

As technology advances in computer graphics, augmented reality has become an increasingly popular tool for entertainment and learning purposes, especially in the sports sector. Examples can be found in different sports such as rugby, baseball, and ...

research-article
Subjective evaluation of group user QoE in collaborative virtual environment (CVE)

Interest in the applications of Extended Reality is growing across many different domains. Collaborative or shared experiences are seen as a primary use case. However, there is a surprisingly little research efforts on collaborative design tasks not ...

research-article
Open Access
Perceptually enhanced shadows for OST AR

Shadows are important spatial cues for virtual objects in augmented reality (AR). The common assumption is that a shadow should be darker than its surroundings as it is the result of something obscuring the light source. However, darkening pixels is ...

research-article
Effects of emotions on head motion predictability in 360° videos

While 360° videos watched in a VR headset are gaining in popularity, it is necessary to lower the required bandwidth to stream these immersive videos and obtain a satisfying quality of experience. Doing so requires predicting the user's head motion in ...

short-paper
The development of a glove-like controller interface for VR applications: a low-cost concept application with haptic and resistive feedback

Smart gloves are wearable interfaces which provide detection of movements and gestures, kinesthetic, and even tactile feedback. These capabilities are important for immersive applications as it can bring more realistic features. The presented paper ...

short-paper
Exploring non-verbal cues and user attention in IVR with eye tracking technologies

This study is a between-groups preliminary evaluation of how Non-Verbal Cues (NVCs) impact participant attention and degree of social presence with an NPC. Participants are divided in two groups and witness an agent's monologue who features high-...

Contributors
  • Technological University of the Shannon: Midlands Midwest (TUS)
  1. Proceedings of the 14th International Workshop on Immersive Mixed and Virtual Environment Systems

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      Acceptance Rates

      Overall Acceptance Rate 26 of 44 submissions, 59%
      YearSubmittedAcceptedRate
      MMVE '217686%
      MMVE '2010550%
      MMVE '1918950%
      MMVE '159667%
      Overall442659%