Publications of the Department of Audiovisual Technology

The following list (automatically generated by the University Library) contains the publications from the year 2016. The publications up to the year 2015 can be found on an extra page.

Note: If you want to search through all the publications, select "Show All" and then you can use the browser search with Ctrl+F.

Results: 162
Created on: Mon, 15 Apr 2024 23:02:18 +0200 in 0.1020 sec


Arévalo Arboleda, Stephanie; Conde, Melisa; Döring, Nicola; Raake, Alexander
Introducing personas and scenarios to highlight older adults' perspectives on robot-mediated communication. - In: HRI '24 companion, (2024), S. 209-213

Little is known about the expectations of older adults (60+ years old) in robot-mediated communication when leaving aside care-related activities. To bridge this gap, we carried out 30 semi-structured interviews with older adults to explore their experiences and expectations related to technology-mediated communication. We present the results of the collected data through personas that portray three archetype users, Conny Connected, Stephan Skeptical, and Thomas TechFan. These personas are presented in a specific communication scenario with individual goals that go beyond mere communication, such as the desire for closeness (Conny Connected), a problem-free experience (Stephan Skeptical), and exploring affordances of telepresence robots (Thomas Tech-Fan). Also, we provide two considerations when aiming at positive experiences for older adults with robots: balance generalizable aspects and individual needs and identify and challenge preconceptions of telepresence robots.



https://doi.org/10.1145/3610978.3640659
Döring, Nicola; Mikhailova, Veronika; Brandenburg, Karlheinz; Broll, Wolfgang; Groß, Horst-Michael; Werner, Stephan; Raake, Alexander
Digital media in intergenerational communication: status quo and future scenarios for the grandparent-grandchild relationship. - In: Universal access in the information society, ISSN 1615-5297, Bd. 23 (2024), 1, S. 379-394

Communication technologies play an important role in maintaining the grandparent-grandchild (GP-GC) relationship. Based on Media Richness Theory, this study investigates the frequency of use (RQ1) and perceived quality (RQ2) of established media as well as the potential use of selected innovative media (RQ3) in GP-GC relationships with a particular focus on digital media. A cross-sectional online survey and vignette experiment were conducted in February 2021 among N = 286 university students in Germany (mean age 23 years, 57% female) who reported on the direct and mediated communication with their grandparents. In addition to face-to-face interactions, non-digital and digital established media (such as telephone, texting, video conferencing) and innovative digital media, namely augmented reality (AR)-based and social robot-based communication technologies, were covered. Face-to-face and phone communication occurred most frequently in GP-GC relationships: 85% of participants reported them taking place at least a few times per year (RQ1). Non-digital established media were associated with higher perceived communication quality than digital established media (RQ2). Innovative digital media received less favorable quality evaluations than established media. Participants expressed doubts regarding the technology competence of their grandparents, but still met innovative media with high expectations regarding improved communication quality (RQ3). Richer media, such as video conferencing or AR, do not automatically lead to better perceived communication quality, while leaner media, such as letters or text messages, can provide rich communication experiences. More research is needed to fully understand and systematically improve the utility, usability, and joy of use of different digital communication technologies employed in GP-GC relationships.



https://doi.org/10.1007/s10209-022-00957-w
Singla, Ashutosh; Wang, Shuang; Göring, Steve; Ramachandra Rao, Rakesh Rao; Viola, Irene; Cesar, Pablo; Raake, Alexander
Subjective quality evaluation of point clouds using remote testing. - In: IXR '23, (2023), S. 21-28

Subjective quality assessment serves as a method to evaluate the perceptual quality of 3D point clouds. These evaluations can be conducted using lab-based or remote or crowdsourcing tests. The lab-based tests are time-consuming and less cost-effective. As an alternative, remote or crowd tests can be used, offering a time and cost-friendly approach. Remote testing enables larger and more diverse participant pools. However, this raises the question of its applicability due to variability in participants' display devices and environments for the evaluation of the point cloud. In this paper, the focus is on investigating the applicability of remote testing by using the Absolute Category Rating (ACR) test method for assessing the subjective quality of point clouds in different tests. We compare the results of lab and remote tests by replicating lab-based tests. In the first test, we assess the subjective quality of a static point cloud geometry for two different types of geometrical degradations, namely Gaussian noise, and octree-pruning. In the second test, we compare the performance of two different compression methods (G-PCC and V-PCC) to assess the subjective quality of coloured point cloud videos. Based on the results obtained using correlation and Standard deviation of Opinion Scores (SOS) analysis, the remote testing paradigm can be used for evaluating point clouds.



https://doi.org/10.1145/3607546.3616803
Breuer, Carolin; Leist, Larissa; Fremerey, Stephan; Raake, Alexander; Klatte, Maria; Fels, Janina
Towards investigating listening comprehension in virtual reality. - Aachen : Universitätsbibliothek der RWTH Aachen. - 1 Online-Ressource (7 Seiten)

The investigation of listening comprehension in auditory and visually complex classroom settings is a promising method to evaluate children’s cognitive performance in a realistic setting. Many studies were able to show that children are more susceptible to noise than adults. However, it has recently been suggested that established monaural listening situations could overestimate the influence of noise on children’s task performance. Therefore, new, close- to real-life scenarios need to be introduced to investigate cognitive performance in everyday situations rather than artificial laboratory settings. This study aimed at extending a validated paper-and-pencil test towards a virtual reality setting. To get first insights, into different interaction methods, a pilot study with adult participants was conducted. In contrast to other recent studies, the virtual environment had little influence on this listening comprehension paradigm, since comparable results were obtained in the paper-and-pencil test and in the virtual reality variants for all user interfaces. Thus, the presented paradigm has proven to be robust and can be used to further investigate the usage of virtual reality to evaluate children’s cognitive performance.



https://doi.org/10.18154/RWTH-2023-11913
Ramachandra Rao, Rakesh Rao; Göring, Steve; Elmeligy, Bassem; Raake, Alexander
AVT-VQDB-UHD-1-Appeal: a UHD-1/4K open dataset for video quality and appeal assessment using modern video codecs. - In: IEEE Xplore digital library, ISSN 2473-2001, (2023), insges. 6 S.

A number of factors play an important role in the perception of video quality for streaming and other services, key among them being encoding-related degradations. Hence, newer codecs are developed with the goal of optimizing video quality for a given encoding setting. Here, subjective studies are an efficient method to evaluate the performance of such newer codecs. Furthermore, contextual factors impact the perception of video quality, e.g., the appeal of the content itself. To this end, this paper presents a subjective study targeting both quality and appeal assessment of videos. For this purpose, a subjective study consisting of three different parts is conducted. Firstly, participants were asked to rate the appeal of the uncompressed UHD-1/4K source content with a duration of 8 - 10s each. Following this, the video quality of these source videos individually encoded with either the HEVC/H.265, AV1, or VVC/H.266 video codec was rated. A wide range of encoding conditions in terms of resolution (360p to 2160p) and bitrate (100kbps to 15mbps) is used to encode the videos, so as to enable the applicability of the data to real-world settings. In the last part, subjects are again asked to rate the appeal of the uncompressed source content. The results are analyzed to assess the impact of different encoding conditions on perceived video quality. In addition, the impact of appeal on video quality and vice-versa is also investigated. Furthermore, an objective quality assessment with different state-of-the-art full-reference, bitstream-based, and hybrid models including the newer codecs AV1 and VVC is presented. The subjective dataset including test design, subjective results, sources, and encoded audiovisual contents are made publicly available following an open science approach.



https://doi.org/10.1109/MMSP59012.2023.10337713
Viola, Irene; Amirpour, Hadi; Arévalo Arboleda, Stephanie; Torres Vega, Maria
IXR '23: 2nd International Workshop on Interactive eXtended Reality. - In: MM '23, (2023), S. 9728-9730

Despite remarkable advances, current Extended Reality (XR) applications are in their majority local and individual experiences. A plethora of interactive applications, such as teleconferencing, telesurgery, interconnection in new buildings project chain, Cultural Heritage, and Museum contents communication, are well on their way to integrating immersive technologies. However, interconnected, and interactive XR, where participants can virtually interact across vast distances, remains a distant dream. In fact, three great barriers stand between current technology and remote immersive interactive life-like experiences, namely (i) content realism, (ii) motion-to-photon latency, and accurate (iii) human-centric quality assessment and control. Overcoming these barriers will require novel solutions at all elements of the end-to-end transmission chain. This workshop focuses on the challenges, applications, and major advancements in multimedia, networks, and end-user infrastructures to enable the next generation of interactive XR applications and services.



https://doi.org/10.1145/3581783.3610945
Fischedick, Söhnke B.; Richter, Kay; Wengefeld, Tim; Seichter, Daniel; Scheidig, Andrea; Döring, Nicola; Broll, Wolfgang; Werner, Stephan; Raake, Alexander; Groß, Horst-Michael
Bridging distance with a collaborative telepresence robot for older adults - report on progress in the CO-HUMANICS project. - In: ISR Europe 2023: 56th International Symposium on Robotics, (2023), S. 346-353

In an aging society, the social needs of older adults, such as regular interactions and independent living, are crucial for their quality of life. However, due to spatial separation from their family and friends, it is difficult to maintain social relationships. Our multidisciplinary project, CO-HUMANICS, aims to meet these needs, even over long distances, through the utilization of innovative technologies, including a robot-based system. This paper presents the first prototype of our system, designed to connect family members or friends virtually present through a mobile robot with an older adult. The system incorporates bi-directional video telephony, remote control capabilities, and enhanced visualization methods. A comparison is made with other state-of-the-art robotic approaches, focusing on remote control capabilities. We provide details about the hard- and software components, e.g., a projector-based pointing unit for collaborative telepresence to assist in everyday tasks. Our comprehensive scene representation is discussed, which utilizes 3D NDT maps, enabling advanced remote navigation features, such as autonomously driving to a specific object. Finally, insights about past and concepts for future evaluation are provided to assess the developed system.



https://ieeexplore.ieee.org/document/10363093
Saboor, Qasim; Mehfooz-Khan, Hamd; Raake, Alexander; Arévalo Arboleda, Stephanie
A virtual gardening experience: evaluating the effect of haptic feedback on spatial presence, perceptual realism, mental immersion, and user experience. - In: MUM 2023, (2023), S. 520-522

Virtual nature settings have demonstrated to provide benefits to mental well-being. However, most studies have focused on providing only audiovisual stimuli. We aim to evaluate the use of haptic feedback to simulate touching elements in nature-inspired settings. In this paper, we designed a VR gardening environment to investigate the impact of haptic feedback on spatial presence, perceptual realism, mental immersion, user experience, and task performance while interacting with gardening objects in a study (N=18, 9 female and 9 male). Our results suggest that haptic feedback can increase spatial presence and point to gender differences, i.e., female participants reported higher scores in spatial presence and perceptual realism, in the chosen VR experience. Although our main goal was to evaluate the role of haptics in a virtual garden, our findings highlight the importance of investigating and identifying factors that could lead to gender differences in VR experiences.



https://doi.org/10.1145/3626705.3631794
Hartbrich, Jakob; Weidner, Florian; Kunert, Christian; Arévalo Arboleda, Stephanie; Raake, Alexander; Broll, Wolfgang
Eye and face tracking in VR: avatar embodiment and enfacement with realistic and cartoon avatars. - In: MUM 2023, (2023), S. 270-278

Previous studies have explored the perception of various types of embodied avatars in immersive environments. However, the impact of eye and face tracking with personalized avatars is yet to be explored. In this paper, we investigate the impact of eye and face tracking on embodiment, enfacement, and the uncanny valley with four types of avatars using a VR-based mirroring task. We conducted a study (N=12) and created self-avatars with two rendering styles: a cartoon avatar (created in an avatar generator using a picture of the user’s face) and a photorealistic scanned avatar (created using a 3D scanner), each with and without eye and face tracking and respective adaptation of the mirror image. Our results indicate that adding eye and face tracking can be beneficial for certain enfacement scales (belonged), and we confirm that compared to a cartoon avatar, a scanned realistic avatar results in higher body ownership and increased enfacement (own face, belonging, mirror) - regardless of eye and face tracking. We critically discuss our experiences and outline the limitations of the applied hardware and software with respect to the provided level of control and the applicability for complex tasks such as displaying emotions. We synthesize these findings into a discussion about potential improvements for facial animation in VR and highlight the need for a better level of control, the integration of additional sensing and processing technologies, and an objective metric for comparing facial animation systems.



https://doi.org/10.1145/3626705.3627793
Friese, Ingo; Galkow-Schneider, Mandy; Bassbouss, Louay; Zoubarev, Alexander; Neparidze, Andy; Melnyk, Sergiy; Zhou, Qiuheng; Schotten, Hans D.; Pfandzelter, Tobias; Bermbach, David; Kritzner, Arndt; Zschau, Enrico; Dhara, Prasenjit; Göring, Steve; Menz, William; Raake, Alexander; Rüther-Kindel, Wolfgang; Quaeck, Fabian; Stuckert, Nick; Vilter, Robert
True 3D holography: a communication service of tomorrow and its requirements for a new converged cloud and network architecture on the path to 6G. - In: International Conference on 6G Networking, October 18 - 20, 2023, (2023), insges. 8 S.

Research project 6G NeXt is considering true 3D holography as a use case, setting requirements on the communication as well as the computing infrastructure. In a future holographic communication service, clients are widely spread in the network and cooperatively interact with each other. Especially for holographic communication high processing power is required as well. This makes a high-speed distributed backbone computing infrastructure, which realizes the concept of split computing, inevitable. Furthermore, tight integration between processing facilities and wireless networks is required in order to provide an immersive user experience. This paper illustrates true 3D holographic communication and its requirements. Afterward, an appropriate solution approach is elaborated. Here, novel technological approaches are discussed based on a proposed overall communication and computing architecture.



https://doi.org/10.1109/6GNet58894.2023.10317647