Emerging immersive communication systems: overview, taxonomy, and good practices for QoE assessment

P Pérez, E Gonzalez-Sosa, J Gutiérrez… - Frontiers in Signal …, 2022 - frontiersin.org
Several technological and scientific advances have been achieved recently in the fields of
immersive systems (eg, 360-degree/multiview video systems, augmented/mixed/virtual …

Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results

J Ulmer, S Braun, CT Cheng, S Dowey… - International Journal of …, 2022 - Elsevier
Virtual Reality (VR) offers novel possibilities for remote training regardless of the availability
of the actual equipment, the presence of specialists, and the training locations. Research …

Full body video-based self-avatars for mixed reality: from E2E system to user study

D Gonzalez Morin, E Gonzalez-Sosa, P Perez… - Virtual Reality, 2023 - Springer
In this work, we explore the creation of self-avatars through video pass-through in mixed
reality (MR) applications. We present our end-to-end system, including custom MR video …

Ecological validity through gamification: an experiment with a mixed reality escape room

P Pérez, E González-Sosa, R Kachach… - … and virtual reality …, 2021 - ieeexplore.ieee.org
Increasing the ecological validity of subjective laboratory experiments is still an open
problem for the Quality of Experience research community. To contribute to this target, we …

Real time egocentric segmentation for video-self avatar in mixed reality

E Gonzalez-Sosa, A Gajic, D Gonzalez-Morin… - arXiv preprint arXiv …, 2022 - arxiv.org
In this work we present our real-time egocentric body segmentation algorithm. Our algorithm
achieves a frame rate of 66 fps for an input resolution of 640x480, thanks to our shallow …

Impact of self-view latency on quality of experience: Analysis of natural interaction in xr environments

C Cortés, J Gutiérrez, P Pérez, I Viola… - … on Image Processing …, 2022 - ieeexplore.ieee.org
The rise of eXtended Reality (XR) has led to multiple ways of including the user's body in
interactive experiences. However, the delay limits of self-view rendering in interactive XR …

Bringing real body as self-avatar into mixed reality: A gamified volcano experience

D Gonzalez–Morin, E Gonzalez–Sosa… - … IEEE conference on …, 2022 - ieeexplore.ieee.org
In this work we showcase a Mixed Reality experience able to bring users' own body as a self-
avatar. This is mainly based on an al-gorithm that segment in real time the egocentric full …

Qoe study of natural interaction in extended reality environment for immersive training

C Cortés, M Rubio, P Pérez… - … IEEE Conference on …, 2022 - ieeexplore.ieee.org
Immersive training is a hot topic in areas like construction. However, most of the
implemented use cases require external tools to allow interaction. This can lead to an …

Exploring the Realverse: Building, Deploying, and Managing QoE in XR Communications

P Pérez - 2022 ITU Kaleidoscope-Extended reality–How to …, 2022 - ieeexplore.ieee.org
Immersive communication based on extended Reality (XR) is foreseen to be the next step in
human communication. For that challenge, we propose the “Realverse”: an approach where …

Synchronous mixed reality (SMR): A personalized virtual‐real fusion framework with high immersion and effective interaction

J Guo, T Ma, D Weng - Journal of the Society for Information …, 2023 - Wiley Online Library
Virtual‐real fusion (VRF) technology plays a crucial role in the meta‐universe by bridging
the gap between virtual environments (VEs) and physical environments (PEs). However, the …