Daniele Giunchi

ORCID: 0000-0003-1674-8876
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Augmented Reality Applications
  • Interactive and Immersive Displays
  • Image and Video Quality Assessment
  • Visual Attention and Saliency Detection
  • Advanced Vision and Imaging
  • Computer Graphics and Visualization Techniques
  • Tactile and Sensory Interactions
  • Data Visualization and Analytics
  • Gaze Tracking and Assistive Technology
  • Human Pose and Action Recognition
  • 3D Shape Modeling and Analysis
  • Advanced Image Processing Techniques
  • Human Motion and Animation
  • Robotics and Sensor-Based Localization
  • Multimodal Machine Learning Applications
  • Generative Adversarial Networks and Image Synthesis
  • Advanced Image and Video Retrieval Techniques
  • Scientific Computing and Data Management
  • Video Analysis and Summarization
  • Evacuation and Crowd Dynamics
  • Human Mobility and Location-Based Analysis
  • Water Systems and Optimization
  • Image Enhancement Techniques
  • Robotics and Automated Systems

University College London
2018-2025

UCL Australia
2023

Speech Pathology Australia
2014

A large number of imaging and computer graphics applications require localized information on the visibility image distortions. Existing quality metrics are not suitable for this task as they provide a single value per image. produce visual difference maps, specifically designed detecting just noticeable distortions but their predictions often inaccurate. In work, we argue that key reason problem is lack collections with good coverage possible occur in different applications. To address...

10.1145/3196493 article EN ACM Transactions on Graphics 2018-10-31

This paper describes the Ubiq-Genie framework for integrating external frameworks with Ubiq social VR platform. The proposed architecture is modular, allowing easy integration of services and providing mechanisms to offload computationally intensive processes a server. To showcase capabilities framework, we present two prototype applications: 1) voice- gesture-controlled texture generation method based on Stable Diffusion 2.0 2) an embodied conversational agent ChatGPT. work aims demonstrate...

10.1109/vrw58643.2023.00108 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2023-03-01

We describe a novel method for searching 3D model collections using free-form sketches within virtual environment as queries. As opposed to traditional sketch retrieval, our queries are drawn directly onto an example model. Using immersive reality the user can express their query through that demonstrates desired structure, color and texture. Unlike previous sketch-based retrieval methods, users remain immersed without relying on textual or 2D projections which disconnect from environment....

10.1145/3229147.3229166 article EN 2018-08-01

Virtual Reality (VR) has revolutionized how we interact with digital worlds. However, programming for VR remains a complex and challenging task, requiring specialized skills knowledge. Powered by large language models (LLMs), DreamCodeVR is designed to assist users, irrespective of their coding skills, in crafting basic object behavior environments translating spoken into code within an active application. This approach seeks simplify the process defining behaviors visual changes through...

10.1109/vr58804.2024.00078 article EN 2024-03-16

Developing mixed-reality (MR) experiments is a challenge as there wide variety of functionality to support. This exacerbated if the MR experiment multi-user or needs be run out lab. We present Ubiq-Exp - set tools that provide facilitate distributed and remote experiments. motivate our design from recent practice in field desire build are easier reproduce. Key features ability support supervised unsupervised experiments, for experimenter operation documentation experimental sessions....

10.3389/frvir.2022.912078 article EN cc-by Frontiers in Virtual Reality 2022-10-14

Mutual awareness of visual attention is crucial for successful collaboration. Previous research has explored various ways to represent attention, such as field-of-view visualizations and cursor based on eye-tracking, but these methods have limitations. Verbal communication often utilized a complementary strategy overcome disadvantages. This paper proposes novel method that combines verbal with the Cone Vision improve gaze inference mutual in VR. We conducted within-group study pairs...

10.1145/3544548.3581283 article EN 2023-04-19

Most research on collaborative mixed reality (CMR) has focused indoor spaces. In this paper, we present our ongoing work aimed at investigating the potential of CMR in outdoor These spaces unique challenges due to their larger and more com-plex nature, particularly terms reconstruction, tracking, interaction. Our prototype system utilises a photorealistic model facilitate collaboration between remote virtual (VR) users local augmented (AR) user. We discuss design considerations, lessons...

10.1109/vrw58643.2023.00029 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2023-03-01

Mutual awareness of visual attention is essential for collaborative work. In the field virtual environments (CVE), it has been proposed to use Field-of-View (FoV) frustum visualisations as a cue support mutual during collaboration. Recent studies on FoV focus asymmetric collaboration with AR/VR hardware setups and 3D reconstructed environments. contrast, we general-purpose CVEs (i.e., VR shared offices), whose popularity increasing due availability low-cost headsets, restrictions imposed by...

10.1145/3555615 article EN Proceedings of the ACM on Human-Computer Interaction 2022-11-07

Sketch and speech are intuitive interaction methods that convey complementary information have been independently used for 3D model retrieval in virtual environments. While sketch has shown to be an effective method, not all collections easily navigable using this modality alone. We design a new challenging database comprised of chairs where each the components (arms, legs, seat, back) colored. To overcome this, we implement multimodal interface querying databases within environment. base on...

10.1145/3452918.3458806 article EN ACM International Conference on Interactive Media Experiences 2021-06-21

One traditional model of research on mixed-reality systems, is the laboratory-based experiment where a number small variants user experience are presented to participants under guidance an experimenter. This type can give reliable and generalisable results, but there arguments for running experiments that distributed remote from laboratory. These include, expanding participant pool, reaching specific classes user, access variety equipment, simply because laboratories might be inaccessible....

10.3389/fcomp.2022.966319 article EN cc-by Frontiers in Computer Science 2023-01-05

We introduce Alsop, a system that autonomously generates VR sto-rytelling experiences using generative artificial intelligence (AI). Alsop crafts unique stories by leveraging state-of-the-art Large Lan-guage Models (LLMs) and employs Text-To-Speech (TTS) technology for narration. Further enriching the experience, visual representation of narrative is produced through pipeline pairs LLM-generated prompts with diffusion models, rendering visuals clusters sentences in story. Our evaluation...

10.1109/vrw62533.2024.00229 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2024-03-16

Users within a Virtual Environment often need support designing the environment around them with to find relevant content while remaining immersed. We focus on familiar sketch-based interaction process of placing and specifically investigate how interactions from tablet or desktop translate into virtual environment. To understand sketching environment, we compare different methods sketch interaction, i.e., 3D mid-air sketching, 2D tablet, fixed whiteboard, real tablet. The user remains...

10.1145/3359997.3365751 article EN 2019-11-14

Eye behavior has gained much interest in the VR research community as an interactive input and support for collaboration. Researchers used head saliency to implement gaze inference models when eye-tracking is missing. However, these solutions are resource-demanding thus unfit untethered devices, their angle accuracy around 7°, which can be a problem high-density informative areas. To address this issue, we propose lightweight deep learning model that generates probability density function of...

10.1145/3517031.3529642 article EN 2022-05-27

We present MR-RIEW, a toolkit for virtual and mixed reality that provides researchers with dynamic way to design an immersive experiment workflow including instructions, environments, sessions, trials questionnaires. It is implemented in Unity via scriptable objects, allowing simple customisation. The graphic elements, the scenes questionnaires can be selected associated without code. MR-RIEW save locally into headset remotely questionnaire's answers. connected Google Firebase service remote...

10.1109/vrw55335.2022.00234 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2022-03-01

We describe a novel method for searching 3D model collections using free-form sketches within virtual environment as queries. As opposed to traditional Sketch Retrieval, our queries are drawn directly onto an example model. Using immersive reality the user can express their query through sketch that demonstrates desired structure, color and texture. Unlike previous sketch-based retrieval methods, users remain immersed without relying on textual or 2D projections which disconnect from...

10.1109/vr.2018.8446609 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2018-03-01

Abstract In real‐time rendering, the appearance of scenes is greatly affected by quality and resolution textures used for image synthesis. At same time, size determines performance memory requirements rendering. As a result, finding optimal texture critical, but also non‐trivial task since visibility imperfections depends on underlying geometry, illumination, interactions between several maps, viewing positions. Ideally, we would like to automate with metric, which could predict resolution....

10.1111/cgf.13871 article EN Computer Graphics Forum 2019-10-01

The consideration of systemic processes is becoming a common trend in the biomedical domain. However, exemplary problems analysis and review state art make evident that there shortage appropriate tools for exploring data defined across broad range spatial and/or temporal scales. Multiscale visualization not new issue, it has been investigated other scientific contexts which most relevant effort undertaken geographical visualization, like Google Earth [1]. While these approaches are extremely...

10.1145/2342896.2342987 article EN 2012-01-01

We introduce Streamspace as a framework for exploring screen based collaborative MR experiences, focusing on the streaming, integration, and layout of content in environments. Utilizing Unity Ubiq, this allows users to engage with, reposition, resize uniquely identified screens within user-centric virtual space. Building Ubiq's WebRTC capabilities, our frame work enables real-time streaming transformations through peer-to-peer communication. Key features include distributed automated layout,...

10.1109/vrw62533.2024.00226 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2024-03-16

We propose a lightweight deep learning approach for gaze estimation representing the visual field as three distinct regions: fovea, near, and far peripheral. Each region is modelled using parameterization regarding angle-magnitude, latitude, or combination of angle-magnitude-latitude. evaluated how accurately these representations can predict user's across when trained on data from VR headsets. Our experiments confirmed that latitude model generates predictions with superior accuracy an...

10.1109/vrw62533.2024.00230 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2024-03-16

Social VR (SVR) systems are with a common subset of features facilitating unstructured social interaction. In the real world, situations have many purposes, each different set requirements, and roles its participants take - creator, moderator, performer, visitor, etc. Yet, SVR typically offer only single client to users. Even if there versions for platforms, is one-size-fits-all approach user experience. Consequently users need employ workarounds or build their own functionality support...

10.1145/3611314.3615903 article EN cc-by-sa 2023-10-09

In recent years Italian water utilities have gone through a restructuring process which focus is on processes optimization. Nowadays, the industry still seeing many mergers and cost-reduction strategies taking place. Due to low tariffs, Water Industry has very limited economic resources that need be spent optimally. this framework, importance of optimal asset management increasing: as budget limited, an asset-specific knowledge required "to choose exactly right assets, optimize maintenance...

10.1061/41024(340)49 article EN 2009-04-27
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