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360-degree video has become increasingly popular in content consumption. However, finding the viewing direction for important content within each frame poses a significant challenge. Existing approaches rely on either viewer input or…
The application of Virtual Reality Environments (VRE) has been gaining momentum as a relatively new tool to assist with mitigating various difficulties including abstractness of concepts, lack of user engagement, perception of disconnection…
Contrastive learning has recently narrowed the gap between self-supervised and supervised methods in image and video domain. State-of-the-art video contrastive learning methods such as CVRL and $\rho$-MoCo spatiotemporally augment two clips…
Immersive video, namely 180-degree and 360-degree video designed to be viewed through head-mounted displays, constitutes a boundary case between interactive VR and conventional two-dimensional video for reconsidering self-experience in XR.…
In recent years 360$^{\circ}$ videos have been becoming more popular. For traditional media presentations, e.g., on a computer screen, a wide range of assessment methods are available. Different constructs, such as perceived quality or the…
Visual-semantic embedding aims to learn a joint embedding space where related video and sentence instances are located close to each other. Most existing methods put instances in a single embedding space. However, they struggle to embed…
Immersive video offers the freedom to navigate inside virtualized environment. Instead of streaming the bulky immersive videos entirely, a viewport (also referred to as field of view, FoV) adaptive streaming is preferred. We often stream…
Given the significant industrial growth of demand for virtual reality (VR), 360{\deg} video streaming is one of the most important VR applications that require cost-optimal solutions to achieve widespread proliferation of VR technology.…
Metaverse learning environments allow for a seamless and intuitive transition between activities compared to Virtual Reality (VR) learning environments, due to their interconnected design. The design of VR scenes is important for creating…
Compared to images, videos better reflect real-world acquisition and possess valuable temporal cues. However, existing multi-sensor fusion research predominantly integrates complementary context from multiple images rather than videos due…
Although the use of technologies like multimedia and virtual reality (VR) in training offer the promise of improved learning, these richer and potentially more engaging materials do not consistently produce superior learning outcomes.…
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…
While audio description (AD) is the standard approach for making videos accessible to blind and low vision (BLV) people, existing AD guidelines do not consider BLV users' varied preferences across viewing scenarios. These scenarios range…
The literature describes many visualization techniques for different types of data, tasks, and application contexts, and new techniques are proposed on a regular basis. Visualization surveys try to capture the immense space of techniques…
Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology…
Objective: Immersive virtual reality (VR) enhances ecologically validity and facilitates intuitive and ergonomic hand interactions for performing neuropsychological assessments. However, its comparability to traditional computerized methods…
Fully immersive experiences that tightly integrate 6-DoF visual and auditory interaction are essential for virtual and augmented reality. While such experiences can be achieved through computer-generated content, constructing them directly…
360{\deg} videos a.k.a. spherical videos are getting popular among users nevertheless, omnidirectional view of these videos demands high bandwidth and processing power at the end devices. Recently proposed viewport aware streaming…
Exploratory search starts with ill-defined goals and involves browsing, learning, and formulating new targets for search. To fluidly support such dynamic search behaviours, we focus on devising interactive visual facets (IVF), visualising…
360$^o$ video is an essential component of VR/AR/MR systems that provides immersive experience to the users. However, 360$^o$ video is associated with high bandwidth requirements. The required bandwidth can be reduced by exploiting the fact…