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This paper presents an Immersive Telepresence system for Entertainment and Meetings (ITEM). The system aims to provide a radically new video communication experience by seamlessly merging participants into the same virtual space to allow a…
Data transformation is an essential step in data science. While experts primarily use programming to transform their data, there is an increasing need to support non-programmers with user interface-based tools. With the rapid development in…
We study student behavior and performance in two Massive Open Online Courses (MOOCs). In doing so, we present two frameworks by which video-watching clickstreams can be represented: one based on the sequence of events created, and another…
Link streams model interactions over time, and a clique in a link stream is defined as a set of nodes and a time interval such that all pairs of nodes in this set interact permanently during this time interval. This notion was introduced…
Video consumption is being shifted from sit-and-watch to selective skimming. Existing video player interfaces, however, only provide indirect manipulation to support this emerging behavior. Video summarization alleviates this issue to some…
Esports offers a platform for players to engage in competitive and cooperative gaming with others remotely via the Internet. Despite these opportunities for social interaction, many players may still experience loneliness while playing…
Virtual reality has been gaining popularity in recent years caused by the proliferation of affordable consumer-grade devices such as Oculus Rift, HTC Vive, and Samsung VR. Amongst the various VR applications, 360{\deg} video streaming is…
We present a system for streaming live entertainment content over the Internet originating from a single source to a scalable number of consumers without resorting to centralised or provider- provisioned resources. The system creates a…
Recently, the 3D Gaussian splatting (3DGS) technique for real-time radiance field rendering has revolutionized the field of volumetric scene representation, providing users with an immersive experience. But in return, it also poses a large…
A powerful means to help users discover new content in the overwhelming amount of information available today is sharing in online communities such as social networks or crowdsourced platforms. This means comes short in the case of what we…
The VirtualCube system is a 3D video conference system that attempts to overcome some limitations of conventional technologies. The key ingredient is VirtualCube, an abstract representation of a real-world cubicle instrumented with RGBD…
Live multimedia streaming from mobile devices is rapidly gaining popularity but little is known about the QoE they provide. In this paper, we examine the Periscope service. We first crawl the service in order to understand its usage…
The recent surge in artificial intelligence, particularly in multimodal processing technology, has advanced human-computer interaction, by altering how intelligent systems perceive, understand, and respond to contextual information (i.e.,…
Social media is often used by researchers as an approach to obtaining real-time data on people's activities and thoughts. Twitter, as one of the most popular social networking services nowadays, provides copious information streams on…
We present a systematic review, an empirical study, and a first set of considerations for designing visualizations in motion, derived from a concrete scenario in which these visualizations were used to support a primary task. In practice,…
Streaming videos is one of the methods for creators to share their creative works with their audience. In these videos, the streamer share how they achieve their final objective by using various tools in one or several programs for creative…
Generative models are reshaping the live-streaming industry by redefining how content is created, styled, and delivered. Previous image-based streaming diffusion models have powered efficient and creative live streaming products but have…
Typically, for analysing and modelling social phenomena, networks are a convenient framework that allows for the representation of the interconnectivity of individuals. These networks are often considered transmission structures for…
Spatial computing -- the ability of devices to be aware of their surroundings and to represent this digitally -- offers novel capabilities in human-robot interaction. In particular, the combination of spatial computing and egocentric…
In this paper, we focus on the problem of modeling dynamic geo-human interactions in streams for online POI recommendations. Specifically, we formulate the in-stream geo-human interaction modeling problem into a novel deep interactive…