Open Science

Standardization, open source software and datasets

Jump to Introduction, Reports from Standardization, Open Source, Datasets, Quality-of-Experience

Introduction

Standards Column: JPEG and MPEG

Standards Column: JPEG and MPEG

Introduction ISO/IEC JTC 1/SC 29 area of work comprises the standardization of coded representation of audio, picture, multimedia and hypermedia information and sets of compression and control functions for use with such information. SC29 basically hosts two working groups responsible for the development of international standards for the compression, decompression, processing, and coded representation of media content, ...


Reports from Standardization

  • MPEG Visual Quality Assessment Advisory Group: Overview and Perspectives

    MPEG Visual Quality Assessment Advisory Group: Overview and Perspectives

    Introduction The perceived visual quality is of utmost importance in the context of visual media compression, such as 2D, 3D, immersive video, and point clouds. The trade-off between compression efficiency and computational/implementation complexity has a crucial impact on the success of a compression scheme. This specifically holds for the development of visual media compression standards which ...

  • JPEG Column: 92nd JPEG Meeting

    JPEG Column: 92nd JPEG Meeting

    JPEG Committee explores NFT standardisation needs The 92nd JPEG meeting was held online from 7 to 13 July 2021. This meeting has consolidated JPEG’s exploration on standardisation needs related to Non-Fungible Tokens (NFTs). Recently, there has been a growing interest in the use of NFTs in many applications, notably in the trade of digital art and ...

  • MPEG Column: 135th MPEG Meeting (virtual/online)

    MPEG Column: 135th MPEG Meeting (virtual/online)

    The original blog post can be found at the Bitmovin Techblog and has been modified/updated here to focus on and highlight research aspects. The 135th MPEG meeting was once again held as an online meeting, and the official press release can be found here and comprises the following items: MPEG Video Coding promotes MPEG Immersive Video (MIV) ...

  • VQEG Column: VQEG Meeting Jun. 2021 (virtual/online)

    VQEG Column: VQEG Meeting Jun. 2021 (virtual/online)

    Introduction Welcome to the fifth column on the ACM SIGMM Records from the Video Quality Experts Group (VQEG).The last VQEG plenary meeting took place online from 7 to 11 June 2021. As the previous meeting celebrated in December 2020, it was organized online (this time by Kingston University) with multiple sessions spread over five days, allowing remote participation of people from 22 different countries ...

  • JPEG Column: 91st JPEG Meeting

    JPEG Column: 91st JPEG Meeting

    JPEG Committee issues a Call for Proposals on Holography coding The 91st JPEG meeting was held online from 19 to 23 April 2021. This meeting saw several activities relating to holographic coding, notably the release of the JPEG Pleno Holography Call for Proposals, consolidated with the definition of the use cases and requirements for holographic coding ...

  • MPEG Column: 134th MPEG Meeting (virtual/online)

    MPEG Column: 134th MPEG Meeting (virtual/online)

    The original blog post can be found at the Bitmovin Techblog and has been modified/updated here to focus on and highlight research aspects. The 134th MPEG meeting was once again held as an online meeting, and the official press release can be found here and comprises the following items: First International Standard on Neural Network Compression for ...

  • VQEG Column: New topics

    Introduction Welcome to the fourth column on the ACM SIGMM Records from the Video Quality Experts Group (VQEG).During the last VQEG plenary meeting (14-18 Dec. 2020) various interesting discussions arose regarding new topics not addressed up to then by VQEG groups, which led to launching three new sub-projects and a new project related to: 1) ...

  • MPEG Column: 133rd MPEG Meeting (virtual/online)

    MPEG Column: 133rd MPEG Meeting (virtual/online)

    The original blog post can be found at the Bitmovin Techblog and has been modified/updated here to focus on and highlight research aspects. The 133rd MPEG meeting was once again held as an online meeting, and this time, kicked off with great news, that MPEG is one of the organizations honored as a 72nd Annual Technology ...

  • JPEG Column: 90th JPEG Meeting

    JPEG Column: 90th JPEG Meeting

    JPEG AI becomes a new work item of ISO/IEC The 90th JPEG meeting was held online from 18 to 22 January 2021. This meeting was distinguished by very relevant activities, notably the new JPEG AI standardization project planning, and the analysis of the Call for Evidence on JPEG Pleno Point Cloud Coding. The new JPEG AI Learning-based Image Coding System ...

  • ITU-T Standardization Activities Targeting Gaming Quality of Experience

    ITU-T Standardization Activities Targeting Gaming Quality of Experience

    Motivation for Research in the Gaming Domain The gaming industry has eminently managed to intrinsically motivate users to interact with their services. According to the latest report of Newzoo, there will be an estimated total of 2.7 billion players across the globe by the end of 2020. The global games market will generate revenues of $159.3 billion in 2020 . This ...


Open Source

  • COCO Annotator – Web-based Image Segmentation Tool for Object Detection, Localization, and Keypoints

    COCO Annotator - Web-based Image Segmentation Tool for Object Detection, Localization, and Keypoints

    Introduction COCO Annotator is an image annotation tool that allows the labelling of images to create training data for object detection and localization. It provides many features, including the ability to label an image segment by drawing, label objects with disconnected visible parts, efficiently store and export annotations in the well-known COCO format as well as ...

  • Multimedia Retrieval and Analysis with Cottontail DB

    Multimedia Retrieval and Analysis with Cottontail DB

    Introduction Analysis and retrieval of media collections get more and more challenging the larger the collections become. Keeping everything in the main memory becomes less feasible, and more and more time and effort have to be spent to deal with the data management. However, traditional relational databases do not support primitives often used in multimedia workloads, ...

  • Open Source for Video Games – A Shortlist of Game Engines

    Open Source for Video Games - A Shortlist of Game Engines

    Introduction Open-source software is a relevant topic in video game development. Taking a look at the most frequently employed game engines for developing Android games we can see that seven out of ten ranked engines are OSS. Over the last decade, more and more game studios and individual developers switched to open-source software. Oliver Franzke ...

  • nteract – A Desktop-Based Tool for Notebooks

    nteract - A Desktop-Based Tool for Notebooks

    Introduction Writing source code for programs with lightweight text editors or fully featured integrated development environments is considered the main method of programming. Notebooks, however, are an extremely practical tool. In contrast to IDEs, projects are set up more easily and they allow for running programs in a read-eval-print loop (REPL) environment. The Jupyter Notebooks Quick ...

  • Open Source Video Streaming & Recording

    Open Source Video Streaming & Recording

    By the time of writing, the CoViD-19 disease has spread, impacting the world. Education and research are affected as well, but fortunately the community can continue working due to all the developments over the last few years. Even more so, streaming tech and video conferences allow us to keep in touch with family and friends. ...

  • OpenVSLAM: A Versatile Visual SLAM Framework

    OpenVSLAM: A Versatile Visual SLAM Framework

    Visual simultaneous localization and mapping (VSLAM) systems are essential for augmented reality devices, autonomous control of robots and drones, etc. However, conventional open-source visual SLAM frameworks are not designed to be called as libraries from third-party programs. To overcome this situation, we have developed OpenVSLAM , a novel visual SLAM framework, and released it as ...

  • Configurable image annotation on the Web

    Configurable image annotation on the Web

    Image annotations are required in a wide range of applications including image classification (which requires textual labels), object detection (bounding boxes), or image segmentation (pixel-wise classification). The application we show here was presented in the ACM Multimedia 2018 Open Source Software Competition track, and provides a number of configurable manual image annotation tools for detection and segmentation. It is available online, but in ...

  • Deep Learning in the Browser: TensorFlow JS

    Having already discussed MatConvNet and Keras, let us continue with an open source framework for deep learning, which takes a new and interesting approach. TensorFlow.js is not only providing deep learning for JavaScript developers, but it’s also making applications of deep learning available in the WebGL enabled web browsers, or more specifically, Chrome, Chromium-based browsers, ...

  • Deep learning with Keras

    Deep learning with Keras

    Following the last column on MatConvNet, let us continue to look at open source frameworks for deep learning. In this column we are going to check Keras, a Python API that allows to use several different backends like Tensorflow and CNTK. Actually, it also supports Theano, although the development of this framework has been halted by the ...

  • Simulating Adaptive Video Streaming Using Sabre

    Simulating Adaptive Video Streaming Using Sabre

    Sabre . Sabre is ...


Datasets

  • Dataset Column: Overview, Scope and Call for Contributions

    Overview and Scope The Dataset Column (https://records.sigmm.org/open-science/datasets/) of ACM SIGMM Records provides timely updates on the developments in the domain of publicly available multimedia datasets as enabling tools for reproducible research in numerous related areas. It is intended as a platform for further dissemination of useful information on multimedia datasets and studies of datasets covering various ...

  • Report from the MMM 2020 Special Session on Multimedia Datasets for Repeatable Experimentation (MDRE 2020)

    Introduction Information retrieval and multimedia content access have a long history of comparative evaluation, and many of the advances in the area over the past decade can be attributed to the availability of open datasets that support comparative and repeatable experimentation. Hence, sharing data and code to allow other researchers to replicate research results is needed ...

  • MediaEval Multimedia Evaluation Benchmark: Tenth Anniversary and Counting

    MediaEval Multimedia Evaluation Benchmark: Tenth Anniversary and Counting

    MediaEval Multimedia Challenges MediaEval is a benchmarking initiative that offers challenges in multimedia retrieval, analysis and exploration. The tasks offered by MediaEval concentrate specifically on the human and social aspects of multimedia. They encourage researchers to bring together multiple modalities (visual, text, audio) and to think in terms of systems that serve users. Our larger ...

  • Dataset Column: ToCaDa Dataset with Multi-Viewpoint Synchronized Videos

    Dataset Column: ToCaDa Dataset with Multi-Viewpoint Synchronized Videos

    This column describes the release of the Toulouse Campus Surveillance Dataset (ToCaDa). It consists of 25 synchronized videos (with audio) of two scenes recorded from different viewpoints of the campus. An extensive manual annotation comprises all moving objects and their corresponding bounding boxes, as well as audio events. The annotation was performed in order to ...

  • Dataset Column: Report from the MMM 2019 Special Session on Multimedia Datasets for Repeatable Experimentation (MDRE 2019)

    Dataset Column: Report from the MMM 2019 Special Session on Multimedia Datasets for Repeatable Experimentation (MDRE 2019)

    Special Session Information retrieval and multimedia content access have a long history of comparative evaluation, and many of the advances in the area over the past decade can be attributed to the availability of open datasets that support comparative and repeatable experimentation. Sharing data and code to allow other researchers to replicate research results is needed ...

  • Dataset Column: Datasets for Online Multimedia Verification

    Dataset Column: Datasets for Online Multimedia Verification

    Introduction Online disinformation is a problem that has been attracting increased interest by researchers worldwide as the breadth and magnitude of its impact is progressively manifested and documented in a number of studies (Boididou et al., 2014; Zhou & Zafarani, 2018; Zubiaga et al., 2018). This emerging area of research is inherently multidisciplinary and there have ...

  • The V3C1 Dataset: Advancing the State of the Art in Video Retrieval

    The V3C1 Dataset: Advancing the State of the Art in Video Retrieval

    Download In order to download the video dataset as well as its provided analysis data, please follow the instructions described here: https://github.com/klschoef/V3C1Analysis/blob/master/README.md Introduction Standardized datasets are of vital importance in multimedia research, as they form the basis for reproducible experiments and evaluations. In the area of video retrieval, widely used datasets such as the IACC , which has ...

  • ACM Multimedia 2019 and Reproducibility in Multimedia Research

    The first months of the new calendar year, multimedia researchers traditionally are hard at work on their ACM Multimedia submissions. (This year the submission deadline is 1 April.) Questions of reproducibility, including those of data set availability and release, are at the forefront of everyone’s mind. In this edition of SIGMM Records, the editors of ...

  • Predicting the Emotional Impact of Movies

    Predicting the Emotional Impact of Movies

    Affective video content analysis aims at the automatic recognition of emotions elicited by videos. It has a large number of applications, including mood based personalized content recommendation . Beyond the analysis of existing video material, affective computing techniques can also be used to generate new ...

  • Sharing and Reproducibility in ACM SIGMM

    Sharing and Reproducibility in ACM SIGMM

      This column discusses the efforts of ACM SIGMM towards sharing and reproducibility. Apart from the specific sessions dedicated to open source and datasets, ACM Multimedia Systems started to provide official ACM badges for articles that make artifacts available since last year. This year, it has marked a record with 45% of the articles acquiring such ...


Quality-of-Experience

  • MPEG Visual Quality Assessment Advisory Group: Overview and Perspectives

    MPEG Visual Quality Assessment Advisory Group: Overview and Perspectives

    Introduction The perceived visual quality is of utmost importance in the context of visual media compression, such as 2D, 3D, immersive video, and point clouds. The trade-off between compression efficiency and computational/implementation complexity has a crucial impact on the success of a compression scheme. This specifically holds for the development of visual media compression standards which ...

  • ITU-T Standardization Activities Targeting Gaming Quality of Experience

    ITU-T Standardization Activities Targeting Gaming Quality of Experience

    Motivation for Research in the Gaming Domain The gaming industry has eminently managed to intrinsically motivate users to interact with their services. According to the latest report of Newzoo, there will be an estimated total of 2.7 billion players across the globe by the end of 2020. The global games market will generate revenues of $159.3 billion in 2020 . This ...

  • Immersive Media Experiences – Why finding Consensus is Important

    Immersive Media Experiences – Why finding Consensus is Important

    An introduction to the QUALINET White Paper on Definitions of Immersive Media Experience (IMEx) . Introduction Immersive media are reshaping the way users experience reality. They are increasingly incorporated across enterprise and consumer sectors to offer experiential solutions to a diverse range of industries. Current technologies that afford an immersive media experience (IMEx) include Augmented Reality (AR), ...

  • Towards Interactive QoE Assessment of Robotic Telepresence

    Towards Interactive QoE Assessment of Robotic Telepresence

    Telepresence robots (TPRs) are remote-controlled, wheeled devices with an internet connection. A TPR can “teleport” you to a remote location, let you drive around and interact with people.  A TPR user can feel present in the remote location by being able to control the robot position, movements, actions, voice and video. A TPR facilitates human-to-human ...

  • Definitions of Crowdsourced Network and QoE Measurements

    Definitions of Crowdsourced Network and QoE Measurements

    1 Introduction and Definitions Crowdsourcing is a well-established concept in the scientific community, used for instance by Jeff Howe and Mark Robinson in 2005 to describe how businesses were using the Internet to outsource work to the crowd , but can be dated back up to 1849 (weather prediction in the US). Crowdsourcing has enabled a ...

  • Collaborative QoE Management using SDN

    Collaborative QoE Management using SDN

    The Software-Defined Networking (SDN) paradigm offers the flexibility and programmability in the deployment and management of network services by separating the Control plane from the Data plane. Being based on network abstractions and virtualization techniques, SDN allows for simplifying the implementation of traffic engineering techniques as well as the communication among different services providers, included Internet Service Providers (ISPs) and Over ...

  • Can the Multimedia Research Community via Quality of Experience contribute to a better Quality of Life?

    Can the Multimedia Research Community via Quality of Experience contribute to a better Quality of Life?

    Can the multimedia community contribute to a better Quality of Life? Delivering a higher resolution and distortion-free media stream so you can enjoy the latest movie on Netflix or YouTube may provide instantaneous satisfaction, but does it make your long term life better? Whilst the QoMEX conference series has traditionally considered the former, in more ...

  • Report on QoMEX 2019: QoE and User Experience in Times of Machine Learning, 5G and Immersive Technologies

    Report on QoMEX 2019: QoE and User Experience in Times of Machine Learning, 5G and Immersive Technologies

    The QoMEX 2019 was held from 5 to 7 June 2019 in Berlin, with Sebastian Möller (TU Berlin and DFKI) and Sebastian Egger-Lampl (AIT Vienna) as general chairs. The annual conference celebrated its 10th birthday in Berlin since the first edition in 2009 in San Diego. The latter focused on classic multimedia voice, video and ...

  • Qualinet Databases: Central Resource for QoE Research – History, Current Status, and Plans

    Qualinet Databases: Central Resource for QoE Research - History, Current Status, and Plans

    Introduction Datasets are an enabling tool for successful technological development and innovation in numerous fields. Large-scale databases of multimedia content play a crucial role in the development and performance evaluation of multimedia technologies. Among those are most importantly audiovisual signal processing, for example coding, transmission, subjective/objective quality assessment, and QoE (Quality of Experience) . Publicly available ...

  • Report from QoE-Management 2019

    The 3rd International Workshop on Quality of Experience Management (QoE-Management 2019) was a successful full day event held on February 18, 2019 in Paris, France, where it was co-located with the 22nd Conference on Innovation in Clouds, Internet and Networks (ICIN). After the success of the previous QoE-Management workshops, the third edition of the workshop ...

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