- Virtual Reality Applications and Impacts
- Image and Video Quality Assessment
- Video Coding and Compression Technologies
- Visual Attention and Saliency Detection
- Media Influence and Health
- Multimedia Communication and Technology
- Augmented Reality Applications
- Advanced Optical Imaging Technologies
- Educational Games and Gamification
- Telecommunications and Broadcasting Technologies
- Urban Green Space and Health
- Conferences and Exhibitions Management
- Teleoperation and Haptic Systems
- Marine and fisheries research
- Video Surveillance and Tracking Methods
- AI in Service Interactions
- Tactile and Sensory Interactions
- Assistive Technology in Communication and Mobility
- Social Robot Interaction and HRI
- Down syndrome and intellectual disability research
- Digital Storytelling and Education
- Communication in Education and Healthcare
- Team Dynamics and Performance
- Innovative Human-Technology Interaction
- Autism Spectrum Disorder Research
Nokia (Spain)
2023-2025
Nokia (Finland)
2024
Universidad Politécnica de Madrid
2017-2022
Centro de Estudios Políticos y Constitucionales
2021
European Telecommunications Standards Institute
2021
Ayuntamiento de Sevilla
2021
Instituto Nacional de Investigacion y Desarrollo Pesquero
2012
This paper describes the subjective experiments and subsequent analysis carried out to validate application of one most robust influential video quality metrics, Video Multimethod Assessment Fusion (VMAF), 360VR contents. VMAF is a full reference metric initially designed work with traditional 2D Hence, at first, it cannot be assumed compatible particularities scenario where omnidirectional content visualized using Head-Mounted Display (HMD). Therefore, through complete set tests, we prove...
Recently an impressive development in immersive technologies, such as Augmented Reality (AR), Virtual (VR) and 360<inline-formula><tex-math notation="LaTeX">${^\circ }$</tex-math></inline-formula> video, has been witnessed. However, methods for quality assessment have not keeping up. This paper studies of video from the cross-lab tests (involving ten laboratories more than 300 participants) carried out by Immersive Media Group (IMG) Video Quality Experts (VQEG). These were addressed to...
This paper analyzes the joint assessment of quality, spatial and social presence, empathy, attitude, attention in three conditions: (A)visualizing rating quality contents a Head-Mounted Display (HMD), (B)visualizing an HMD,and (C)visualizing HMD where participants can see their hands take notes. The experiment simulates immersive communication attend conversations different genres from acquisition perspectives context international experiences. Video is evaluated with Single-Stimulus...
VR communications present great challenges that should be addressed in subjective assessment methodologies. Thus, the HMD, usability of controllers and touchpad, or even fatigue produced by test session are factors highly influence QoE. In addition, a 360VR scenario, most experiments focused on evaluation video quality socioemotional concepts such as sense presence. However, no standardized methodology to evaluate both kinds is available nowadays. this paper, we an experiment where presence...
We present a low-cost telepresence system with application in remote education. It follows an Augmented Distributed Reality approach, where the student, wearing Head Mounted Display, is immersed mixed reality scene composed of real-time 360 video stream classroom, pass-through view his/her own hands, and additional augmented information obtained via Artificial Intelligence. The can help students quarantine or similar situations to improve their learning experience, particularly for hands-on...
We present a viability analysis of content preparation scheme used to smartly distribute mono-and stereoscopic 360VR video using the MPEG-DASH paradigm. Several configurations in which portion scene that is located at opposite side viewport set black have been studied. The main goal estimate bandwidth savings these configurations.
We are rapidly moving to a hybrid world, where telepresence technologies play crucial role. But, current ready for such shift? Do they provide adequate support interaction and collaboration? In this workshop, together with the participants, we will try out variety of meetings. Based on small group activities explore how different systems compare in terms immersion, interaction, usability. Additionally, reflect social implications telepresence. The aim workshop is bring lived experiences both...
A DASH streaming service of 360VR stereoscopic video has been analyzed to evaluate the effect bitrate on Quality Experience perceived by user, and benefit use advance delivery schemes for bandwidth savings. Preliminary results show that user (un)stability dizziness are related low representations, can produce significant savings while maintaining good QoE values.
Comodia Elderly project studies the use of immersive video in elderly population with intellectual disability. Participants took part live concerts, which were recorded a 180-degree stereoscopic camera. Recording visualized succesive sessions virtual reality video. Preliminary results show high level spacial and social presence, assessed both from adapted questionnaires for external observation observable signs.
Adapting traditional behavioral therapy with eXtended Reality (XR) and physiological data allows phobia treatment for individuals intellectual disabilities. Using systematic desensitization, our tool creates tailored virtual environments stair-related phobias. Therapists guide the process, monitoring real-time from Head-Mounted Display Empatica E4 wristband during session. This approach promises a valid transition classical to immersive therapies. A video demo can be seen in:...
This work-in-progress presents a dataset of 360degree videos, called EVENT-CLASS, with associated characteristics in the context tele-education. The sequences (video and audio) have been captured considering several environments, lighting conditions, acquisition perspectives, cameras, enriching dataset. EVENT-CLASS will be helpful for numerous applications related to tele-education, including quality assessment tests, aim improving immersive experience remote users thanks detection relevant...
Most literature has already shown that virtual reality, concretely, 360-degrees video can have influence on affective skills in multiple applications from education to medicine. This thesis aims go one step further, real-time 360-degree communications. Researchers commonly based their experiments controlled environments and participants with specific characteristics which reduce the reproducibility ecological validity of methodologies. We propose design a methodology questionnaires use...
This doctoral thesis looks for the identification and evaluation of factors that allow to improve QoE a remote client in telepresence virtual reality scenarios. Specifically, quality socioemotional concepts such as social spatial presence, empathy, emotions being completely different place, well communicate interact with people who are place. The main goals my research analysis methodologies evaluate video concepts, implementation additional tools using ML techniques QoE, finally,...
The last several years have seen a strong growth of telerobotic technologies with promising implications for many areas learning. HCI has contributed to these discussions, mainly studies on user experiences and interfaces telepresence robots. However, only few telerobot addressed everyday use in real-world learning environments. In the post-COVID 19 world, sociotechnical uncertainties unforeseen challenges hybrid environments constitute unique frontier where robotic immersive can mediate...
Tele-education was already a solution for people who cannot attend lessons in person (such as inaccessibility rural areas or illness issues). However, COVID has revealed problems tele-education with current technology, causing adolescents and children to slow down their learning curves experience of social distancing classmates. This paper presents user study validate an immersive communication system purposes. streams real time class using 360-degree cameras, allowing remote students...
This paper presents a comparison between three content-immersive methodologies to evaluate video quality: Absolute Category Rating (ACR) with unrepeated scenes, Single Stimulus Continuous Quality Evaluation (SSCQE), and Discrete (SSDQE). Three tests were conducted different participants assigned each methodology assess 360-degree quality in an immersive communications context. Additionally, socioemotional aspects such as presence, attitude, or attention measured for condition. All offer...