MPEG Column: 131st 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 131st MPEG meeting concluded on July 3, 2020, online, again but with a press release comprising an impressive list of news items which is led by “MPEG Announces … Read more

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 … Read more

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 … Read more

JPEG Column: 88th JPEG Meeting

The 88th JPEG meeting initially planned to be held in Geneva, Switzerland, was held online because of the Covid-19 outbreak. JPEG experts organised a large number of sessions spread over day and night to allow the remote participation of multiple time zones. A very intense activity has resulted in multiple … Read more

An interview with Benoit Huet

Describe your journey into research from your youth up to the present. What foundational lessons did you learn from this journey? Why were you initially attracted to multimedia? This is an excellent question. Indeed, life is a journey, and every step is a lesson. I was originally attracted by electronics … Read more

VQEG Column: Recent contributions to ITU recommendations

Welcome to the second column on the ACM SIGMM Records from the Video Quality Experts Group (VQEG).VQEG plays a major role in research and the development of standards on video quality and this column presents examples of recent contributions to International Telecommunication Union (ITU) recommendations, as well as ongoing contributions … Read more

ACM IMX 2020: What does “going virtual” mean?

I work in the department of Research & Development, based in London, at the BBC. My interests include Interactive and Immersive Media, Interaction Design, Evaluative Methods, Virtual Reality, Augmented Reality, Synchronised Experiences & Connected Homes.In the interest of full disclosure, I serve on the steering board of ACM Interactive Media Experiences (IMX) … Read more

Report from ACM MMSys 2020 by Conor Keighrey

Conor Keighrey (@ConorKeighrey) recently completed his PhD in the Athlone Institute of Technology which aimed to capture and understand the quality of experience (QoE) within a novel immersive multimedia speech and language assessment. He is currently interested in exploring the application of immersive multimedia technologies within health, education and training. … Read more

Free or Open Source Item

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 [1] we can see that seven out of ten ranked engines are OSS. Over the last decade, more and more game studios and individual developers … Read more