2022
DOI: 10.1109/tbc.2021.3123499
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Toward Hyper-Realistic and Interactive Social VR Experiences in Live TV Scenarios

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Cited by 24 publications
(15 citation statements)
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References 48 publications
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“…La mayoría de las plataformas de RV Social se basan en el uso de avatares sintéticos, ya sean con apariencia de dibujos animados o humana, para representar a los usuarios (Montagud, et al 2022;Rincón, 2022b). Esto se ha identificado como una barrera para casos de uso en los que se requiere una apariencia seria, profesional y/o fidedigna (Lee;Joo;Jun, 2021) un impacto en el sector educativo, como se analiza a continuación.…”
Section: Avatares Vs Representaciones Realistas En Rv Socialunclassified
“…La mayoría de las plataformas de RV Social se basan en el uso de avatares sintéticos, ya sean con apariencia de dibujos animados o humana, para representar a los usuarios (Montagud, et al 2022;Rincón, 2022b). Esto se ha identificado como una barrera para casos de uso en los que se requiere una apariencia seria, profesional y/o fidedigna (Lee;Joo;Jun, 2021) un impacto en el sector educativo, como se analiza a continuación.…”
Section: Avatares Vs Representaciones Realistas En Rv Socialunclassified
“…In [12] the authors proposed a lightweight social VR platform that allows multiple users in shared virtual environments (e.g., a live TV show) to socially interact and collaborate though the broadband media contents. Since traditional IoT targets on narrowband applications, CATtalk can serve as intelligent control for the VR platform proposed in [12]. Details of the integration can be found in [13].…”
Section: Related Workmentioning
confidence: 99%
“…Line SA02 imports the DA library. Line SA03 imports the Swing1_API library provided by the artist at Figure 9 (12). Line SA04 specifies the URL of the CATtalk server.…”
Section: Da and Sa Generationmentioning
confidence: 99%
“…The olfactory system can be triggered by vaporizer devices [5], and finally lighting fixtures can be used to stimulate the visual system. Enhancing the sense of reality and the strength of emotions can be seen as the primary reasons of adding effects to audio-visual contents, to achieve better viewing experience [8]- [11]. Most of the rendering devices for sensory effects in mulsemedia applications are using short range wireless communication standards (i.e., Bluetooth, WiFi, ZigBee,) to connect and render the effects, having as main disadvantage the used architecture.…”
Section: Introductionmentioning
confidence: 99%
“…In state of the art of mulsemedia assessments, ad-hoc systems were used rendering the effects. In [4], [9] and [11], a gaming console equipped with two fans and a vibrating bar was used to render haptic effects and the wind flow. The video was displayed on a 24" PC monitor and two loudspeakers with integrated RGB LED lights delivered the visual effects.…”
Section: Introductionmentioning
confidence: 99%