2020 IEEE International Conference on Multimedia &Amp; Expo Workshops (ICMEW) 2020
DOI: 10.1109/icmew46912.2020.9105958
|View full text |Cite
|
Sign up to set email alerts
|

An Authoring Model for Interactive 360 Videos

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
8
0
1

Year Published

2020
2020
2023
2023

Publication Types

Select...
4
3

Relationship

0
7

Authors

Journals

citations
Cited by 9 publications
(9 citation statements)
references
References 8 publications
0
8
0
1
Order By: Relevance
“…As part of this method, we also define an algorithm for finding an adequate number of clusters based on the silhouette score. We investigate to what extent this method can be used as the core to leverage and enhance some innovative applications, especially in three different practical and important tasks: Video Face Recognition [2], Educational Video Recommendation [4], and Subtitles Positioning in 360-Video [3].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…As part of this method, we also define an algorithm for finding an adequate number of clusters based on the silhouette score. We investigate to what extent this method can be used as the core to leverage and enhance some innovative applications, especially in three different practical and important tasks: Video Face Recognition [2], Educational Video Recommendation [4], and Subtitles Positioning in 360-Video [3].…”
Section: Discussionmentioning
confidence: 99%
“…In [3], we proposed an authoring model for interactive 360video. In such a model, we can define interactive 360-videos that are presented together with additional information, such as images, text, subtitles, 2D traditional videos, and spatial audio.…”
Section: Subtitles Positioning In 360-videosmentioning
confidence: 99%
“…Based on the videogame development industry, which is a current environment for VR content creation [23], the work of [18] recommends the use of VR to produce and place objects within the content in order to improve production and provide greater fidelity in the final product. For this particular type of technology, game engines, such as Unity 1 , offer good production support for VR content, as well as support for standard media, such as image, video and audio, user interaction and even integration with sensory effects [20], [21].…”
Section: Introductionmentioning
confidence: 99%
“…Besides supporting dynamic subtitles positioning in 360-videos, it also supports navigation among 360-videos, additional media, interactive behaviors such as selection and guided attention. For other case studies not closely related to this dissertation, please check our paper that presents this authoring model (64). This model is supported by a player based on the Unity Game Engine.…”
Section: Discussionmentioning
confidence: 99%
“…As a result of this research, three papers have already been published at relevant multimedia conferences (62,63,64). In (62), we have evaluated video face clustering together with a cluster-matching method for video face recognition.…”
Section: Publicationsmentioning
confidence: 99%