JPEG Column: 106th JPEG Meeting

JPEG AI becomes an International Standard

The 106th JPEG meeting was held online from January 6 to 10, 2025. During this meeting, the first image coding standard based on machine learning technology, JPEG AI, was sent for publication as an International Standard. This is a major achievement as it leverages JPEG with major trends in imaging technologies and provides an efficient standardized solution for image coding, with nearly 30% improvement over the most advanced solutions in the state-of-the-art. JPEG AI has been developed under the auspices of three major standardization organizations: ISO, IEC and ITU.

The following sections summarize the main highlights of the 106th JPEG meeting.

  • JPEG AI – the first International Standard for end-to-end learning-based image coding
  • JPEG Trust – a framework for establishing trust in digital media
  • JPEG XE – lossless coding of event-based vision
  • JPEG AIC – assessment of the visual quality of high-fidelity images
  • JPEG Pleno – standard framework for representing plenoptic data
  • JPEG Systems – file formats and metadata
  • JPEG DNA – DNA-based storage of digital pictures
  • JPEG XS – end-to-end low latency and low complexity image coding
  • JPEG XL – new image coding system
  • JPEG 2000
  • JPEG RF – exploration on Radiance Fields

JPEG AI

At its 106th meeting, the JPEG Committee approved publication of the text of JPEG AI, the first International Standard for end-to-end learning-based image coding. This achievement marks a significant milestone in the field of digital imaging and compression, offering a new approach for efficient, high-quality image storage and transmission.

The scope of JPEG AI is the creation of a learning-based image coding standard offering a single-stream, compact compressed domain representation, targeting both human visualization with significant compression efficiency improvement over image coding standards in common use at equivalent subjective quality, and effective performance for image processing and computer vision tasks, with the goal of supporting a royalty-free baseline.

The JPEG AI standard leverages deep learning algorithms that learn from vast amounts of image data the best way to compress images, allowing it to adapt to a wide range of content and offering enhanced perceptual visual quality and faster compression capabilities. The key benefits of JPEG AI are:

  1. Superior compression efficiency: JPEG AI offers higher compression efficiency, leading to reduced storage requirements and faster transmission times compared to other state-of-the-art image coding solutions.
  2. Implementation-friendly encoding and decoding: JPEG AI codec supports a wide array of devices with different characteristics, including mobile platforms, through optimized encoding and decoding processes.
  3. Compressed-domain image processing and computer vision tasks: JPEG AI’s architecture enables multi-purpose optimization for both human visualization and machine-driven tasks.

By creating the JPEG AI International Standard, the JPEG Committee has opened the door to more efficient and versatile image compression solutions that will benefit industries ranging from digital media and telecommunications to cloud storage and visual surveillance. This standard provides a framework for image compression in the face of rapidly growing visual data demands, enabling more efficient storage, faster transmission, and higher-quality visual experiences.

As JPEG AI establishes itself as the new benchmark in image compression, its potential to reshape the future of digital imaging is undeniable, promising groundbreaking advancements in efficiency and versatility.

JPEG Trust

The first part of JPEG Trust, the “Core Foundation” (ISO/IEC 21617-1) was approved for publication in late 2024 and is in the process of being published as an International Standard by ISO. The JPEG Trust standard provides a proactive approach to trust management by defining a framework for establishing trust in digital media. The Core Foundation specifies three main pillars: annotating provenance, extracting and evaluating Trust Indicators, and handling privacy and security concerns.

At the 106th JPEG Meeting, the JPEG Committee produced a Committee Draft (CD) for a 2nd edition of the Core Foundation. The 2nd edition further extends and improves the standard with new functionalities, including important specifications for Intellectual Property Rights (IPR) management such as authorship and rights declarations. In addition, this new edition will align the specification with the upcoming ISO 22144 standard, which is a standard for Content Credentials based on the C2PA 2.1 specification.

In parallel with the work on the 2nd edition of the Core Foundation (Part 1), the JPEG Committee continues to work on Part 2 and Part 3, “Trust Profiles Catalogue” and “Media Asset Watermarking”, respectively.

JPEG XE

The JPEG XE initiative is currently awaiting the conclusion of the open Final Call for Proposals on lossless coding of events, which will close on March 31, 2025. This initiative focuses on a new and emerging image modality introduced by event-based visual sensors. JPEG aims to establish a standard that efficiently represents events, facilitating interoperability in sensing, storage, and processing for machine vision and other relevant applications.

To ensure the success of this emerging standard, the JPEG Committee has reached out to other standardization organizations. The JPEG Committee, already a collaborative group under ISO/IEC and ITU-T, is engaged in discussions with ITU-T’s SG21 to develop JPEG XE as a joint standard. This collaboration aligns perfectly with the objectives of both organizations, as SG21 is also dedicated to creating standards around event-based systems.

Additionally, the JPEG Committee continues its discussions and research on lossy coding of events, focusing on future evaluation methods for these technologies. Those interested in the JPEG XE initiative are encouraged to review the public documents available at jpeg.org. Furthermore, the Ad-hoc Group on event-based vision has been re-established to advance work leading up to the 107th JPEG meeting in Brussels. To stay informed about this activity, please join the event-based vision Ad-hoc Group mailing list.

JPEG AIC

Part 3 of JPEG AIC (AIC-3) defines a methodology for subjective assessment of the visual quality of high-fidelity images, and the forthcoming Part 4 of JPEG AIC deals with objective quality metrics, also of high-fidelity images. In this JPEG meeting, the document on Use Cases and Requirements that refers to both AIC-3 and AIC-4, was revised. It defines the scope of both anticipated standards and sets it into relation to the previous specifications for AIC-1 and AIC-2. While AIC-1 covers a broad quality range including low quality, it does not allow fine-grained quality assessment in the high-fidelity range. AIC-2 entails methods that determine a threshold separating visually lossless coded images from lossy ones. The quality range addressed by AIC-3 and AIC-4 is an interval that contains the AIC-2 threshold, reaching from high quality up to the numerically lossless case. The JPEG Committee is preparing the DIS text for AIC-3 and has launched the Second Draft Call for Proposals on Objective Image Quality Assessment (AIC-4) which includes the timeline for this JPEG activity. Proposals are expected at the end of Summer 2025. The first Working Draft for Objective Image Quality Assessment (AIC-4) is planned for April 2026.

JPEG Pleno

The 106th meeting marked a major milestone for the JPEG Pleno Point Cloud activity with the release of the Final Draft International Standard (FDIS) for ISO/IEC DIS 21794-6:2024 Information technology — Plenoptic image coding system (JPEG Pleno) — Part 6: Learning-based point cloud coding. Point cloud data supports a wide range of applications, including computer-aided manufacturing, entertainment, cultural heritage preservation, scientific research, and advanced sensing and analysis. The JPEG Committee considers this learning-based standard to be a powerful and efficient solution for point cloud coding. This standard is applicable to interactive human visualization, with competitive compression efficiency compared to state-of-the-art point cloud coding solutions in common use, and effective performance for 3D processing and machine-related computer vision tasks and has the goal of supporting a royalty-free baseline. This standard specifies a codestream format for storage of point clouds. The standard also provides information on the coding tools and defines extensions to the JPEG Pleno File Format and associated metadata descriptors that are specific to point cloud modalities. With the release of the FDIS at the 106th JPEG meeting, it is expected that the International Standard will be published in July 2025.

The JPEG Pleno Light Field activity discussed the Committee Draft (CD) of the 2nd edition of ISO/IEC 21794-2 (“Plenoptic image coding system (JPEG Pleno) Part 2: Light field coding”) that integrates AMD1 of ISO/IEC 21794-2 (“Profiles and levels for JPEG Pleno Light Field Coding”) and includes the specification of a third coding mode entitled Slanted 4D Transform Mode and its associated profile.

A White Paper on JPEG Pleno Light Field Coding has been released, providing the architecture of the current two JPEG Pleno Part-2 coding modes, as well as the coding architecture of its third coding mode, to be included in the 2nd edition of the standard. The White Paper also presents applications and use cases and briefly describes the JPEG Pleno Model (JPLM). The JPLM provides a reference implementation for the standardized technologies within the JPEG Pleno framework, including the JPEG Pleno Part 2 (ISO/IEC 21794-2). Improvements to JPLM have been implemented and tested, including a user-friendly interface that relies on well-documented JSON configuration files.

During the JPEG meeting week, significant progress was made in the JPEG Pleno Quality Assessment activity, which focuses on developing methodologies for subjective and objective quality assessment of plenoptic modalities. A Working Draft on subjective quality assessment, incorporating insights from extensive experiments conducted by JPEG experts, was discussed.

JPEG Systems

The reference software of JPEG Systems (ISO/IEC 19566-10) is now published as an International Standard and is available as open source on the JPEG website. This first edition implements the JPEG Universal Metadata Box Format (ISO/IEC 19566-5) and provides a reference dataset. An extended version of the reference software with support for additional Parts of JPEG Systems is currently under development. This new edition will add support for JPEG Privacy and Security, JPEG 360, JLINK, and JPEG Snack.

At its 106th meeting, the JPEG Committee also initiated a 3rd edition of the JPEG Universal Metadata Box Format (ISO/IEC 19566-5). This new edition will integrate the latest amendment that allows JUMBF boxes to exist as stand-alone files and adds support for payload compression. In addition, the 3rd edition will add a JUMBF validator and a scheme for JUMBF box retainment while transcoding from one JPEG format to another.

JPEG DNA

JPEG DNA is an initiative aimed at developing a standard capable of representing bi-level, continuous-tone grayscale, continuous-tone color, or multichannel digital samples in a format using nucleotide sequences to support DNA storage. The JPEG DNA Verification Model (VM) was created during the 102nd JPEG meeting based on performance assessments and descriptive analyses of the submitted solutions to a Call for Proposals, issued at the 99th JPEG meeting. Since then, several core experiments have been continuously conducted to validate and enhance this Verification Model. Such efforts led to the creation of the first Working Draft of JPEG DNA during the 103rd JPEG meeting. At the 105th JPEG meeting, the JPEG Committee officially introduced a New Work Item Proposal (NWIP) for JPEG DNA, elevating it to an officially sanctioned ISO/IEC Project. The proposal defined JPEG DNA as a multi-part standard: Part 1: Core Coding System, Part 2: Profiles and Levels, Part 3: Reference Software, Part 4: Conformance.

The JPEG Committee is targeting the International Standard (IS) stage for Part 1 by April 2026.

At its 106th meeting, the JPEG Committee made significant progress toward achieving this goal. Efforts were focused on producing the Committee Draft (CD) for Part 1, a crucial milestone in the standardization process. Additionally, JPEG DNA Part 1 has now been assigned the Project identification ISO/IEC 25508-01.

JPEG XS

The JPEG XS activity focussed primarily on finalization of the third editions of JPEG XS Part 4 – Conformance testing, and Part 5 – Reference software. Recall that the 3rd editions of Parts 1, 2, and 3 are published and available for purchase. Part 4 is now at FDIS stage and is expected to be approved as International Standard around April of 2025. For Part 5, work on the reference software was completed to implement TDC profile encoding functionality, making it feature complete and fully compliant with the 3rd edition of JPEG XS. As such, Part 5 is ready to be balloted as a DIS. However, work on the reference software will continue to bring further improvements. The reference software and Part 5 will become publicly and freely available, similar to Part 4.

JPEG XL

The second edition of Part 3 (conformance testing) of JPEG XL proceeded to publication as International Standard. Regarding Part 2 (file format), a third edition has been prepared, and it reached the DIS stage. The new edition will include support for embedding gain maps in JPEG XL files.

JPEG 2000

The JPEG Committee has begun work on adding support for the HTTP/3 transport to the JPIP protocol, which allows the interactive browsing of JPEG 2000 images over networks. HTTP/3 is the third major version of the Hypertext Transfer Protocol (HTTP) and allows for significantly lower latency operations compared to earlier versions. A Committee Draft ballot of the 3rd edition of the JPIP specifications (Rec. ITU-T T.808 | ISO/IEC 15444-9) is expected to start shortly, with the project completed sometime in 2026.

Separately, the 3rd edition of Rec. ITU-T T.815 | ISO/IEC 15444-16, which specifies the carriage of JPEG 2000 imagery in the ISOBMFF and HEIF file formats, has been approved for publication. This new edition adds support for more flexible color signaling and JPEG 2000 video tracks.

JPEG RF

The JPEG RF exploration issued at this meeting the “JPEG Radiance Fields State of the Art and Challenges”, a public document that describes the latest developments on Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) technologies and defines a scope for the activity focusing on the creation of a coding standard. The JPEG Committee is also organizing a workshop on Radiance Fields jointly with MPEG, which will take place on January 31st, featuring key experts in the field presenting various aspects of this exciting new emerging technology.

Final Quote

“The newly approved JPEG AI, developed under the auspices of ISO, IEC and ITU, is the first image coding standard based on machine learning and is a breakthrough in image coding providing 30% compression gains over the most advanced solutions in state-of-the-art.” said Prof. Touradj Ebrahimi, the Convenor of the JPEG Committee.

MPEG Column: 150th MPEG Meeting (Virtual/Online)

The 150th MPEG meeting was held online from 31 March to 04 April 2025. The official press release can be found here. This column provides the following highlights:

  • Requirements: MPEG-AI strategy and white paper on MPEG technologies for metaverse
  • JVET: Draft Joint Call for Evidence on video compression with capability beyond Versatile Video Coding (VVC)
  • Video: Gaussian splat coding and video coding for machines
  • Audio: Audio coding for machines
  • 3DGH: 3D Gaussian splat coding

MPEG-AI Strategy

The MPEG-AI strategy envisions a future where AI and neural networks are deeply integrated into multimedia coding and processing, enabling transformative improvements in how digital content is created, compressed, analyzed, and delivered. By positioning AI at the core of multimedia systems, MPEG-AI seeks to enhance both content representation and intelligent analysis. This approach supports applications ranging from adaptive streaming and immersive media to machine-centric use cases like autonomous vehicles and smart cities. AI is employed to optimize coding efficiency, generate intelligent descriptors, and facilitate seamless interaction between content and AI systems. The strategy builds on foundational standards such as ISO/IEC 15938-13 (CDVS), 15938-15 (CDVA), and 15938-17 (Neural Network Coding), which collectively laid the groundwork for integrating AI into multimedia frameworks.

Currently, MPEG is developing a family of standards under the ISO/IEC 23888 series that includes a vision document, machine-oriented video coding, and encoder optimization for AI analysis. Future work focuses on feature coding for machines and AI-based point cloud compression to support high-efficiency 3D and visual data handling. These efforts reflect a paradigm shift from human-centric media consumption to systems that also serve intelligent machine agents. MPEG-AI maintains compatibility with traditional media processing while enabling scalable, secure, and privacy-conscious AI deployments. Through this initiative, MPEG aims to define the future of multimedia as an intelligent, adaptable ecosystem capable of supporting complex, real-time, and immersive digital experiences.

MPEG White Paper on Metaverse Technologies

The MPEG white paper on metaverse technologies (cf. MPEG white papers) outlines the pivotal role of MPEG standards in enabling immersive, interoperable, and high-quality virtual experiences that define the emerging metaverse. It identifies core metaverse parameters – real-time operation, 3D experience, interactivity, persistence, and social engagement – and maps them to MPEG’s longstanding and evolving technical contributions. From early efforts like MPEG-4’s Binary Format for Scenes (BIFS) and Animation Framework eXtension (AFX) to MPEG-V’s sensory integration, and the advanced MPEG-I suite, these standards underpin critical features such as scene representation, dynamic 3D asset compression, immersive audio, avatar animation, and real-time streaming. Key technologies like point cloud compression (V-PCC, G-PCC), immersive video (MIV), and dynamic mesh coding (V-DMC) demonstrate MPEG’s capacity to support realistic, responsive, and adaptive virtual environments. Recent efforts include neural network compression for learned scene representations (e.g., NeRFs), haptic coding formats, and scene description enhancements, all geared toward richer user engagement and broader device interoperability.

The document highlights five major metaverse use cases – virtual environments, immersive entertainment, virtual commerce, remote collaboration, and digital twins – all supported by MPEG innovations. It emphasizes the foundational role of MPEG-I standards (e.g., Parts 12, 14, 29, 39) for synchronizing immersive content, representing avatars, and orchestrating complex 3D scenes across platforms. Future challenges identified include ensuring interoperability across systems, advancing compression methods for AI-assisted scenarios, and embedding security and privacy protections. With decades of multimedia expertise and a future-focused standards roadmap, MPEG positions itself as a key enabler of the metaverse – ensuring that emerging virtual ecosystems are scalable, immersive, and universally accessible​.

The MPEG white paper on metaverse technologies highlights several research opportunities, including efficient compression of dynamic 3D content (e.g., point clouds, meshes, neural representations), synchronization of immersive audio and haptics, real-time adaptive streaming, and scene orchestration. It also points to challenges in standardizing interoperable avatar formats, AI-enhanced media representation, and ensuring seamless user experiences across devices. Additional research directions include neural network compression, cross-platform media rendering, and developing perceptual metrics for immersive Quality of Experience (QoE).

Draft Joint Call for Evidence (CfE) on Video Compression beyond Versatile Video Coding (VVC)

The latest JVET AHG report on ECM software development (AHG6), documented as JVET-AL0006, shows promising results. Specifically, in the “Overall” row and “Y” column, there is a 27.06% improvement in coding efficiency compared to VVC, as shown in the figure below.

The Draft Joint Call for Evidence (CfE) on video compression beyond VVC (Versatile Video Coding), identified as document JVET-AL2026 | N 355, is being developed to explore new advancements in video compression. The CfE seeks evidence in three main areas: (a) improved compression efficiency and associated trade-offs, (b) encoding under runtime constraints, and (c) enhanced performance in additional functionalities. This initiative aims to evaluate whether new techniques can significantly outperform the current state-of-the-art VVC standard in both compression and practical deployment aspects.

The visual testing will be carried out across seven categories, including various combinations of resolution, dynamic range, and use cases: SDR Random Access UHD/4K, SDR Random Access HD, SDR Low Bitrate HD, HDR Random Access 4K, HDR Random Access Cropped 8K, Gaming Low Bitrate HD, and UGC (User-Generated Content) Random Access HD. Sequences and rate points for testing have already been defined and agreed upon. For a fair comparison, rate-matched anchors using VTM (VVC Test Model) and ECM (Enhanced Compression Model) will be generated, with new configurations to enable reduced run-time evaluations. A dry-run of the visual tests is planned during the upcoming Daejeon meeting, with ECM and VTM as reference anchors, and the CfE welcomes additional submissions. Following this dry-run, the final Call for Evidence is expected to be issued in July, with responses due in October.

The Draft Joint Call for Evidence (CfE) on video compression beyond VVC invites research into next-generation video coding techniques that offer improved compression efficiency, reduced encoding complexity under runtime constraints, and enhanced functionalities such as scalability or perceptual quality. Key research aspects include optimizing the trade-off between bitrate and visual fidelity, developing fast encoding methods suitable for constrained devices, and advancing performance in emerging use cases like HDR, 8K, gaming, and user-generated content.

3D Gaussian Splat Coding

Gaussian splatting is a real-time radiance field rendering method that represents a scene using 3D Gaussians. Each Gaussian has parameters like position, scale, color, opacity, and orientation, and together they approximate how light interacts with surfaces in a scene. Instead of ray marching (as in NeRF), it renders images by splatting the Gaussians onto a 2D image plane and blending them using a rasterization pipeline, which is GPU-friendly and much faster. Developed by Kerbl et al. (2023) it is capable of real-time rendering (60+ fps) and outperforms previous NeRF-based methods in speed and visual quality. Gaussian splat coding refers to the compression and streaming of 3D Gaussian representations for efficient storage and transmission. It’s an active research area and under standardization consideration in MPEG.

MPEG technical requirements working group together with MPEG video working group started an exploration on Gaussian splat coding and the MPEG coding of 3D graphics and haptics (3DGH) working group addresses 3D Gaussian splat coding, respectively. Draft Gaussian splat coding use cases and requirements are available and various joint exploration experiments (JEEs) are conducted between meetings.

(3D) Gaussian splat coding is actively researched in academia, also in the context of streaming, e.g., like in “LapisGS: Layered Progressive 3D Gaussian Splatting for Adaptive Streaming” or “LTS: A DASH Streaming System for Dynamic Multi-Layer 3D Gaussian Splatting Scenes”. The research aspects of 3D Gaussian splat coding and streaming span a wide range of areas across computer graphics, compression, machine learning, and systems for real-time immersive media. In particular, on efficiently representing and transmitting Gaussian-based neural scene representations for real-time rendering. Key areas include compression of Gaussian parameters (position, scale, color, opacity), perceptual and geometry-aware optimizations, and neural compression techniques such as learned latent coding. Streaming challenges involve adaptive, view-dependent delivery, level-of-detail management, and low-latency rendering on edge or mobile devices. Additional research directions include standardizing file formats, integrating with scene graphs, and ensuring interoperability with existing 3D and immersive media frameworks.

MPEG Audio and Video Coding for Machines

The Call for Proposals on Audio Coding for Machines (ACoM), issued by the MPEG audio coding working group, aims to develop a standard for efficiently compressing audio, multi-dimensional signals (e.g., medical data), or extracted features for use in machine-driven applications. The standard targets use cases such as connected vehicles, audio surveillance, diagnostics, health monitoring, and smart cities, where vast data streams must be transmitted, stored, and processed with low latency and high fidelity. The ACoM system is designed in two phases: the first focusing on near-lossless compression of audio and metadata to facilitate training of machine learning models, and the second expanding to lossy compression of features optimized for specific applications. The goal is to support hybrid consumption – by machines and, where needed, humans – while ensuring interoperability, low delay, and efficient use of storage and bandwidth.

The CfP outlines technical requirements, submission guidelines, and evaluation metrics. Participants must provide decoders compatible with Linux/x86 systems, demonstrate performance through objective metrics like compression ratio, encoder/decoder runtime, and memory usage, and undergo a mandatory cross-checking process. Selected proposals will contribute to a reference model and working draft of the standard. Proponents must register by August 1, 2025, with submissions due in September, and evaluation taking place in October. The selection process emphasizes lossless reproduction, metadata fidelity, and significant improvements over a baseline codec, with a path to merge top-performing technologies into a unified solution for standardization.

Research aspects of Audio Coding for Machines (ACoM) include developing efficient compression techniques for audio and multi-dimensional data that preserve key features for machine learning tasks, optimizing encoding for low-latency and resource-constrained environments, and designing hybrid formats suitable for both machine and human consumption. Additional research areas involve creating interoperable feature representations, enhancing metadata handling for context-aware processing, evaluating trade-offs between lossless and lossy compression, and integrating machine-optimized codecs into real-world applications like surveillance, diagnostics, and smart systems.

The MPEG video coding working group approved the committee draft (CD) for ISO/IEC 23888-2 video coding for machines (VCM). VCM aims to encode visual content in a way that maximizes machine task performance, such as computer vision, scene understanding, autonomous driving, smart surveillance, robotics and IoT. Instead of preserving photorealistic quality, VCM seeks to retain features and structures important for machines, possibly at much lower bitrates than traditional video codecs. The CD introduces several new tools and enhancements aimed at improving machine-centric video processing efficiency. These include updates to spatial resampling, such as the signaling of the inner decoded picture size to better support scalable inference. For temporal resampling, the CD enables adaptive resampling ratios and introduces pre- and post-filters within the temporal resampler to maintain task-relevant temporal features. In the filtering domain, it adopts bit depth truncation techniques – integrating bit depth shifting, luma enhancement, and chroma reconstruction – to optimize both signaling efficiency and cross-platform interoperability. Luma enhancement is further refined through an integer-based implementation for luma distribution parameters, while chroma reconstruction is stabilized across different hardware platforms. Additionally, the CD proposes removing the neural network-based in-loop filter (NNLF) to simplify the pipeline. Finally, in terms of bitstream structure, it adopts a flattened structure with new signaling methods to support efficient random access and better coordination with system layers, aligning with the low-latency, high-accuracy needs of machine-driven applications.

Research in VCM focuses on optimizing video representation for downstream machine tasks, exploring task-driven compression techniques that prioritize inference accuracy over perceptual quality. Key areas include joint video and feature coding, adaptive resampling methods tailored to machine perception, learning-based filter design, and bitstream structuring for efficient decoding and random access. Other important directions involve balancing bitrate and task accuracy, enhancing robustness across platforms, and integrating machine-in-the-loop optimization to co-design codecs with AI inference pipelines.

Concluding Remarks

The 150th MPEG meeting marks significant progress across AI-enhanced media, immersive technologies, and machine-oriented coding. With ongoing work on MPEG-AI, metaverse standards, next-gen video compression, Gaussian splat representation, and machine-friendly audio and video coding, MPEG continues to shape the future of interoperable, intelligent, and adaptive multimedia systems. The research opportunities and standardization efforts outlined in this meeting provide a strong foundation for innovations that support real-time, efficient, and cross-platform media experiences for both human and machine consumption.

The 151st MPEG meeting will be held in Daejeon, Korea, from 30 June to 04 July 2025. Click here for more information about MPEG meetings and their developments.

O QoE, Where Art Thou?


Once upon a time, when engineers measured networks in latency and packet loss, the idea of Quality of Experience (QoE) emerged — a myth whispered among researchers who dared to ask not what the system delivers, but what the user perceives. Decades later, QoE has evolved into a sprawling epic, spanning disciplines and domains, from humble MOS scores to immersive virtual realities. But as media experiences become ever more complex — adaptive, interactive, personalized — the question lingers: O QoE, where art thou?

1. Introduction

In this column, we revisit the notion of QoE and its evolution over time. We begin by reviewing early work from the 1990s to 2000s on the definitions of QoE (Section 2), where researchers first recognized the importance of user perception and the relevant QoE influence factors, as well as QoE modeling efforts. As a summary of this literature survey, QoE evolved from abstract notions of perception and satisfaction to a measurable, standardized concept encompassing the emotional, cognitive, and contextual responses of users to a service or application. The trends across time are:

  • 1990s: Early focus on perception and interaction design.
  • Early 2000s: Growing focus on subjectivity, emotion, and context in user experience. QoE separated from QoS, emphasizing emotion, context, and expectation. Seen as key to commercial and user success.
  • Mid-2000s: Integration of technical and perceptual layers; need for metrics and quantification. Push for measurable models combining technical and user perspectives. Recognition of multiple definitions across domains.
  • Late 2000s–2010s: Standardization, recognition of multi-dimensionality, and development of cross-disciplinary definitions. QoE defined around subjective perception and system-wide impact.
  • 2010s: Unified, multidisciplinary understanding established through initiatives like QUALINET; QoE as “delight or annoyance”.

This initial insight laid the foundation for larger initiatives like QUALINET, which helped to shape the field by providing widely accepted QoE definitions. We then examine how these developments have been formalized through standardization activities (Section 3), particularly within the ITU and the QUALINET whitepapers on the definition of QoE and immersive QoE.

The diverse and often conflicting definitions of QoE emerging in the 2000s highlighted the need for coordinated efforts and shared understanding across disciplines. This led to joint initiatives like QUALINET, which aimed to formalize and unify QoE research within a dedicated network. One of the results is the updated QoE definition, which is now taken in standardization.

  • 2016: ITU-T Recommendation P.10/G.100 (2006) Amendment 5 (07/ 16), New Definitions for Inclusion in Recommendation ITU-T P.10/G.100, International Telecommunication Union, July 2016. ‘‘Quality of experience (QoE) is the degree of delight or annoyance of the user of an application or service’’.
Figure 1. Timeline on the notion and definitions of QoE in literature and standardization.

A timeline of the literature survey and the early definitions of QoE as well as the standardization activities is visualized in Figure 1. Finally, we discuss selected open issues in QoE research (Section 4) that continue to challenge both academia and industry.

2. Early Definitions of QoE: 1990s to 2000s

The term Quality of Experience (QoE) emerged in the late 1990s to early 2000s as a response to the limitations of traditional network-centric approaches. Although Quality of Service (QoS) had already been formally defined in ITU-T Recommendation E.800 (1994) [ITU-T E.800] for telephony and established a basis for assessing service quality from both technical and user viewpoints, QoS primarily addresses performance at the network level. QoS is commonly applied within communication networks to describe a system’s ability to meet predefined performance targets, ensuring consistent data transmission through metrics such as bandwidth, latency, jitter, and packet loss [Varela2014].

In contrast, researchers and industry practitioners began to recognize the importance of how users actually perceive the quality of a service in the late 1990s to early 2000s. In this context, a variety of alternative terms were used prior to the standardization and definition of QoE, including User-Perceived Quality, Perceived Quality, End-User Quality, User-Experience Quality, Multimedia Experience Quality, Subjective Quality of Service, and user-level QoS. These early terms reflected a growing awareness of the need to evaluate digital services from the user’s point of view, ultimately leading to the coining and adoption of QoE as a distinct and essential concept in the field of communication systems and multimedia applications.

The term QoE brought attention to the user’s subjective perception, marking a shift toward evaluating service quality from the end-user’s perspective in the mid of 2000s. In the following, a brief overview on first documents about “Quality of Experience” or “QoE” are provided to sketch the definition of terms. In particular, research articles from the ACM Digital Library and IEEE Xplore searching for “Quality of Experience” or “QoE” are collected. 

Focus on user perception and interaction design

  • 1990: Harman, G. “The intrinsic quality of experience.“ laims we’re not directly aware of our experiences’ intrinsic properties, but of those of the external objects they represent—like color, shape, texture, motion, and spatial relations.
  • 1996: Austin Henderson. “What’s next?” explains the idea behind the ACM Award about QoE in interaction. “We really want to know what users experience! In short we are interested in the quality of a person’s experience in the interaction. […] factors contribute to the effective experience of interacting with the device.“ However, no QoE definition is proposed.
  • 1996: Lauralee Alben. “Quality of experience: defining the criteria for effective interaction design“ is also related to the ACM interactions design award. “By ‘experience’ we mean all the aspects of how people use an interactive product: the way it feels in their hands, how well they understand how it works, how they feel about it while they’re using it, how well it serves their purposes, and how well it fits into the entire context in which they are using it. If these experiences are successful and engaging, then they are valuable to users and noteworthy to the interaction design awards jury. We call this ‘quality of experience’.”  This early definition of QoE encompasses all aspects of a user’s interaction with a product, including its physical feel, usability, emotional impact, and the overall satisfaction derived from its use.
  • 2000: Alan Turner and Lucy T. Nowell. “Beyond the desktop: diversity and artistry” relate QoE to the need for engaging, media-rich interactions across diverse devices, emphasizing the role of artistry in delivering compelling user experiences. A remarkable statement: “We also believe that the quality of experience will become the key metric of success for software, both commercially and socially.“

Focus on subjectivity, emotion, and context

  • 2000: Marion Buchenau and Jane Fulton Suri. “Experience prototyping.” introduce a prototyping approach that immerses users in simulated interactions to explore and refine QoE, including sensory, emotional, and contextual dimensions beyond usability or function. QoE goes beyond usability or functionality, encompassing emotional and contextual factors.
  • 2000: Anna Bouch, Allan Kuchinsky, and Nina Bhatti. “Quality is in the eye of the beholder: meeting users’ requirements for Internet quality of service.” They show that in Internet commerce, QoE depends on both technical QoS as well as user expectations and context. “Only through such integration of users’ requirements into systems design [of users’ requirements into systems design] will it be possible to achieve the customer satisfaction that leads to the success of any commercial system.”
  • 2001: Public slide set by Touradj Ebrahimi (2012) “Quality of Experience Past, Present and Future Trends”, presented 23 Nov 2012, refers to a definition of QoE as follows. “The degree of fulfillment of an intended experience on a given user – as defined by Touradj Ebrahimi, 2001”.
  • 2002: Heddaya, A. S. “An economically scalable Internet” uses the term “QoE rather than quality of service because QoS is not necessary for QoE, and QoE is sufficient for successful service.”

Focus on measurable models combining technical and user perspectives

  • 1994: Nahrstedt, K., & Smith, J., Ralf Steinmetz. “Mapping User Level QoS from a Single Parameter” aims at quantifying QoE. “The ‘satisfaction’ concept has been introduced to quantify the QoS provided by the system. The transformations required to both map the cost into satisfaction and then configure the system are then developed.”
  • 2003: Siller, M., & Woods, J. C. “QoS arbitration for improving the QoE in multimedia transmission.” propose a QoE-aware framework that adapts QoS to real-time user perception for multimedia networks. They define QoE as  “the user’s perceived experience of what is being presented by the Application Layer, where the application layer acts as a user interface front-end that presents the overall result of the individual Quality of Services”.
    They also review current related work at that time, which are taken from white papers, which are not accessible anymore:
    • “A metric used for measuring the performance of this perceptual layer is Quality of Experience (QoE).”
    • “QoE is referred to as; what a customer experiences and values to complete his tasks quickly and with confidence.”
    • “QoE is considered as all the perception elements of the network and performance relative to expectations of the users/subscribers.“
    • The QoE is defined as “the totality of the Quality of Service mechanisms, provided to ensure smooth transmission of audio and video over IP networks”.
  • 2004: R. Jain. “Quality of Experience” asks the following questions. “But how do we quantitatively define the quality of experience? Can we extend QoS to QoE? What factors should we consider in developing measures for QoE?” He concludes with a remarkable statement. “In a sense, the challenges of QoE are nothing new. People in social sciences and marketing have always developed techniques to quantify people’s preferences and choices. That situation is similar to what goes into QoE.”
  • 2004: Euro-NGI D.JRA.6.1.1 “State-of-the-art with regards to user-perceived Quality of Service and quality feedback” with Fiedler as lead for this deliverable reviews QoS from the user’s perspective. The notion of QoE is “The degree of satisfaction, i.e. the subjective quality, is influenced by the technical, objective quality stemming from the application and the interconnecting network(s). For this reason, subjective quality as perceived by the network has to be linked to objective, measurable quality, which is expressed in application and network performance parameters. “
  • 2007: Hoßfeld, Tobias, Phuoc Tran-Gia, and Markus Fiedler. “Quantification of quality of experience for edge-based applications” provide a quantitative link between technical metrics and QoE. “Quality of Experience (QoE), a subjective measure from the user perspective of the overall value of the provided service or application”.

Diversity of definitions and interdisciplinarity

  • 2007:  Soldani, D., Li, M., & Cuny, R. “QoS and QoE management in UMTS cellular systems” define: “QoE is the term used to describe the perception of end-users on how usable the services are. […] The term ‘QoE’ refers to the perception of the user about the quality of a particular service or networks.” Notably, they already mentioned that “Browsing through the literature, one may find many different definitions for quality of end-user experience (QoE) and quality of service (QoS).”
  • 2009: International Conference on Quality of Multimedia Experience (QoMEX) includes in the call for papers“perceived user experience is psychological in nature and changes in different environmental conditions and with different multimedia devices.”

3. Definitions of QoE in Standardization

In standardization, the following definitions were introduced.

  • 2007: ITU-T Rec. G.100/P.10 Amendment 1 (2007) New Appendix I – Definition of Quality of Experience (QoE).  “The overall acceptability of an application or service, as perceived subjectively by the end user. NOTE 1: Quality of experience includes the complete end-to-end system effects (client, terminal, network, services infrastructure, etc.). NOTE 2: Overall acceptability may be influenced by user expectations and context.”
    This definition has been superseded by the Qualinet Definition of QoE in 2016. It should be mentioned that acceptance and QoE are different concepts. acceptability refers more narrowly to whether a service or system is deemed “good enough” or usable under certain conditions. Approaches to link QoE and acceptance have  been discussed in literature [Schatz2011,Hossfeld2016].
  • 2008: ITU-T Recommendation E.800. “Definitions of terms related to quality of service” defines in as follows: “quality of service experienced/perceived by customer/user (QoSE): a statement expressing the level of quality that customers/users believe they have experienced. NOTE 1: The level of QoS experienced and/or perceived by the customer/user may be expressed by an opinion rating.”
  • 2009: ETSI TR 102 643 V1.0.1 (2009-12) “Human Factors (HF); Quality of Experience (QoE) requirements for real-time communication services” defines QoE as “measure of user performance based on both objective and subjective psychological measures of using an ICT service or product”. It includes two notes on QoE: (1) Considers technical QoS, context, and measures both communication process and outcomes (e.g. effectiveness, satisfaction). (2) Uses objective (e.g. task time, errors) and subjective (e.g. perceived quality, satisfaction) psychological measures, depending on context.

The diverse and often conflicting definitions of QoE emerging in the 2000s highlighted the need for coordinated efforts and shared understanding across disciplines. This led to joint initiatives like QUALINET, which aimed to formalize and unify QoE research within a dedicated network. One of the results is the updated QoE definition, which is now taken in standardization.

  • 2016: ITU-T Recommendation P.10/G.100 (2006) Amendment 5 (07/ 16), New Definitions for Inclusion in Recommendation ITU-T P.10/G.100, International Telecommunication Union, July 2016: ‘‘Quality of experience (QoE) is the degree of delight or annoyance of the user of an application or service’’.

QUALINET White Paper on Definitions of Quality of Experience

QUALINET is the European Network on Quality of Experience in Multimedia Systems and Service (COST Action IC 1003 from 2010 to 2014, later a network that meets regularly at QoMEX) with the aim to “to establish a strong network on Quality of Experience (QoE) with participation from both academia and industry” (https://www.cost.eu/actions/IC1003/). QUALINET was the driving force to further advance research in the context of QoE, producing three major, well-cited assets (among others), namely (1) QUALINET White Paper on Definitions of Quality of Experience, (2) QUALINET databases [QUALINET2019], and (3) QUALINET White Paper on Definitions of Immersive Media Experience (IMEx)

The white paper on definitions of QoE was the result from a consultation and collaborative writing process within the COST Action IC 1003 of 38 authors, contributors, and editors from 18 countries. A first draft was discussed and improved at the 2012 QoE Dagstuhl Seminar [Fiedler2012].  The final definition of QoE: 

“Quality of Experience (QoE) is the degree of delight or annoyance of the user of an application or service. It results from the fulfillment of his or her expectations with respect to the utility and / or enjoyment of the application or service in the light of the user’s personality and current state.”

[QUALINET2013]

The white paper also defines influence factors (human, system, context) and features of QoE (level of direct perception, level of interaction, level of the usage situation, level of service) as well as the relationship between QoS and QoE, plus application areas, which allow “to provide specializations of a generally agreed definition of QoE pertaining to the respective application domain taking into account its requirements formulated by means of influence factors and features of QoE”.

QUALINET White Paper on Definitions of Immersive Media Experience (IMEx)

A follow-up white paper defines the QoE for immersive media as

“the degree of delight or annoyance of the user of an application or service which involves an immersive media experience. It results from the fulfillment of his or her expectations with respect to the utility and/or enjoyment of the application or service in the light of the user’s personality and current state.”

[QUALINET2020]

IMEx is defined as

“a high-fidelity simulation provided and communicated to the user through multiple sensory and semiotic modalities. Users are emplaced in a technology-driven environment with the possibility to actively partake and participate in the information and experiences dispensed by the generated world.”

[QUALINET2020]

Consequently, this white paper provides a “toolbox for definitions of IMEx including its Quality of Experience, application areas, influencing factors, and assessment methods.” [QUALINET2020].

4. Open Issues in QoE Research

We would like to conclude with some open issues regarding Quality of Experience. The upcoming 6G standard presents significant opportunities, such as QoE-aware orchestration of edge computing, cloud rendering, and network slicing [Tondwalkar2024] and native AI in 6G [Ziegler2020], while also considering tradeoff between QoE and CO2 emissions [Hossfeld2023]. As AI-generated content continues to rise, the evaluation of its quality remains in its early stages. The same applies to learning-based codecs, where existing quality assessment methods—both objective and subjective—are reaching their limits, particularly concerning media authenticity, which is becoming a critical issue. In this context, ethics and privacy are paramount, as user data plays a central role in QoE modeling. Future research must focus on privacy-preserving methods for QoE measurement and personalization. Finally, new modalities such as point clouds, light fields, and holograms necessitate the adaptation of existing techniques or the development of new methods. Moreover, multimodal or multisensory QoE, particularly concerning audio-visual-haptic or olfactory integration (previously referred to as Mulsemedia), is emerging as an important area that requires tailored QoE assessment methods and metrics. This is also reflected by the upcoming 17th Int. Conf. on Quality of Multimedia Experiences (QoMEX’25) under the theme “Thinking of a QoE ®evolultion”. In particular, the call for papers requests: “On the edge of QoMEX ‘coming of age’, it is time to rethink the purpose and methods of QoE research: cross-fertilizing with adjacent fields, reaching more diverse populations, or exploring novel techniques and paradigms.” This addresses innovative approaches and novel paradigms in QoE research, technological innovations in the era of big data data and AI, but also on user-centricity in 6G. Interdisciplinary links in QoE include diversity, ethics, accessibility, but also novel interaction techniques and multimedia experiences. Specific applications such as gaming, healthcare, education, and immersive technologies, and multisensory perception are in the scope.

And so, like any true odyssey, the search for Quality of Experience continues — not as a destination, but as a path we shape with every interaction, every pixel tuned, every user understood. QoE is no longer a myth, but neither is it fully found. It lives at the intersection of perception and precision, where engineers meet psychologists, and systems learn to listen. In a world of immersive media and intelligent networks, perhaps the better question is no longer “O QoE, where art thou?” but rather — “Are we ready to meet it where it truly resides?”

References

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  • ETSI TR 102 643 V1.0.1 (2009-12) “Human Factors (HF); Quality of Experience (QoE) requirements for real-time communication services”
  • [EuroNGI2004] Euro-NGI D.JRA.6.1.1 : State-of-the-art with regards to user-perceived Quality of Service and quality feedback, Deliverable version No: 1.0 Sending date: 31/05-2004, Lead: Markus Fiedler, BTH Karlskrona. <a href=”https://www.diva-portal.org/smash/get/diva2:837296/FULLTEXT01.pdf”>Last accessed: 2025/04/22</a>
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CASTLE 2024: A Collaborative Effort to Create a Large Multimodal Multi-perspective Daily Activity Dataset

This report describes the CASTLE 2024 event, a collaborative effort to create a PoV 4K video dataset recorded by a dozen people in parallel over several days. The participating content creators wore a GoPro and a Fitbit for approximately 12 hours each day while engaging in typical daily activities. The event took place in Ballyconneely, Ireland, and lasted for four days. The resulting data is publicly available and can be used for papers, studies, and challenges in the multimedia domain in the coming years. A preprint of the paper presenting the resulting dataset is available on arXiv (https://arxiv.org/abs/2503.17116). 

Introduction

Motivated by a requirement for a real-world PoV video dataset, a group of co-organizers of the annual VBS and LSC challenges came together to hold an invitation workshop and generate a novel PoV video dataset. In the first week of December 2024, twelve researchers from the multimedia community gathered in a remote house in Ballyconneely, Ireland, with the goal to create a large multi-view and multimodal lifelogging video dataset. Equipped with a Fitbit on their wrists, a GoPro Hero 13 on their heads for about 12 hours a day, with five fixed cameras capturing the environment, they began a journey of 4K lifelogging. They lived together for four full days and performed some typical living tasks, such as cooking, eating, washing dishes, talking, discussing, reading, watching TV, as well as playing games (ranging from paper plane folding and darts to quizzes). While this sounds very enjoyable, the whole event required a lot of effort, discipline, and meticulous planning – in terms of food and, more importantly, the data acquisition, data storage, data synchronization, avoiding the usage of any copyrighted material (book, movie, songs, etc.), limiting the usage of smartphones and laptops for privacy concerns, and making the content as diverse as possible. Figure 1 gives an impression of the event and shows different activities by the participants.

Figure 1: Participants at CASTLE 2024, having a light dinner and playing cards.

Organisational Procedure

Already months before the event, we were planning for the recording equipment, the participants, the activities, as well as the food.    

The first challenge was figuring out a way to make wearing a GoPro camera all day as simple and enjoyable as possible. This was realized by using the camera with the elastic strap for a strong hold, a specifically adapted rubber pad at the back side of the camera, and a USB-C cable to a large 20,000 mAh power bank that every participant was wearing in their pocket. In the end of the day, the Fitbits, the battery packs, and the SD cards of every participant were collected, approximately 4TB of data was copied to an on-site NAS system, the SD cards cleared, and the batteries fully charged, so that next day in the morning they were usable again.

We ended up with six people from Dublin City University, and six international researchers, but only 10 people were wearing recording equipment. Every participant was asked to prepare at least one breakfast, lunch, or dinner, and all the food and drinks were purchased a few days before the event. 

After arrival at the house, every participant had to sign an agreement that all collected data can be publicly released and used for scientific purposes in the future.    

CASTLE 2024 Multimodal Dataset

The dataset (https://castle-dataset.github.io/) that emerged from this collaborative effort contains heart rate and steps logs of 10 people, 4K@50fps video streams from five fixed mounted cameras, as well as 4K video streams from 10 head-mounted cameras. The recording time per day is 7-12 hours per device, resulting in over 600 hours of video that totals to about 8.5 TB of data, after processing and more efficient re-encoding. The videos were processed into one hour-long parts that are aligned to all start at the hour. This was achieved in a multi-stage process, using a machine-readable QR code-based clock for initial rough- and subsequent audio signal correlation analysis for fine-alignment. 

The language spoken in the videos is mainly English with a few parts of (Swiss-)German and Vietnamese. The activities by the participants include:

  • preparing food and drinks
  • eating
  • washing dishes
  • cleaning up
  • discussing
  • hiding items
  • presenting and listening
  • drawing and painting
  • playing games (e.g., chess, darts, guitar, various card games, etc.)
  • reading (out loud)
  • watching tv (open source videos)
  • having a walk
  • having a car-ride

Use Scenarios of the Dataset

The dataset can be used for content retrieval contests, such as the Lifelog Search Challenge (LSC) and the Video Browser Showdown (VBS), but also for automatic content recognition and annotation challenges, such as the CASTLE Challenge that will happen at ACM Multimedia 2025 (https://castle-dataset.github.io/).  

Further application scenarios include complex scene understanding, 3d reconstruction and localization, audio event prediction, source separation, human-human/machine interaction, and many more.

Challenges of Organizing the Event

As this was the first collaborative event to collect such a multi-view multimodal dataset, there were also some challenges that are worth mentioning and may help other people that want to organize a similar event in the future. 

First of all, the event turned out to be much more costly than originally planned for. Reasons for this are the increased living/rental costs, the travel costs for international participants, but also expenses for technical equipment such as batteries, which we originally did not intend to use. Originally we wanted to organize the event in a real castle, but it turned out to be way too expensive, without a significant gain.

For the participants it was also hard to maintain privacy for all days, since not even quickly responding to emails was possible. When having a walk or a car ride, we needed to make sure that other people or car plates were not recorded.

In terms of the data, it should be mentioned that the different recording devices needed to be synchronized. This was achieved via regular capturing of dynamic QR codes showing the master time (or wall clock time), and using these positions in all videos as temporal anchors during post-processing. 

The data volume together with the available transfer speed were also an issue and it required many hours during the nights to copy all the data from all sd-cards. 

Summary

The CASTLE 2024 event brought together twelve multimedia researchers in a remote house in Ireland for an intensive four-day data collection retreat, resulting in a rich multimodal 4K video dataset designed for lifelogging research. Equipped with head-mounted GoPro cameras and Fitbits, ten participants captured synchronized, real-world point-of-view footage while engaging in everyday activities like cooking, playing games, and discussing, with additional environmental video captured from fixed cameras. The team faced significant logistical challenges, including power management, synchronization, privacy concerns, and data storage, but ultimately produced over 600 hours of aligned video content. The dataset – freely available for scientific use – is intended to support future research and competitions focused on content-based video analysis, lifelogging, and human activity understanding.

MPEG Column: 149th MPEG Meeting in Geneva, Switzerland

The 149th MPEG meeting took place in Geneva, Switzerland, from January 20 to 24, 2025. The official press release can be found here. MPEG promoted three standards (among others) to Final Draft International Standard (FDIS), driving innovation in next-generation, immersive audio and video coding, and adaptive streaming:

  • MPEG-I Immersive Audio enables realistic 3D audio with six degrees of freedom (6DoF).
  • MPEG Immersive Video (Second Edition) introduces advanced coding tools for volumetric video.
  • MPEG-DASH (Sixth Edition) enhances low-latency streaming, content steering, and interactive media.

This column focuses on these new standards/editions based on the press release and amended with research aspect relevant for the ACM SIGMM community.

MPEG-I Immersive Audio

At the 149th MPEG meeting, MPEG Audio Coding (WG 6) promoted ISO/IEC 23090-4 MPEG-I immersive audio to Final Draft International Standard (FDIS), marking a major milestone in the development of next-generation audio technology.

MPEG-I immersive audio is a groundbreaking standard designed for the compact and highly realistic representation of spatial sound. Tailored for Metaverse applications, including Virtual, Augmented, and Mixed Reality (VR/AR/MR), it enables seamless real-time rendering of interactive 3D audio with six degrees of freedom (6DoF). Users can not only turn their heads in any direction (pitch/yaw/roll) but also move freely through virtual environments (x/y/z), creating an unparalleled sense of immersion.

True to MPEG’s legacy, this standard is optimized for efficient distribution – even over networks with severe bitrate constraints. Unlike proprietary VR/AR audio solutions, MPEG-I Immersive Audio ensures broad interoperability, long-term stability, and suitability for both streaming and downloadable content. It also natively integrates MPEG-H 3D Audio for high-quality compression.

The standard models a wide range of real-world acoustic effects to enhance realism. It captures detailed sound source properties (e.g., level, point sources, extended sources, directivity characteristics, and Doppler effects) as well as complex environmental interactions (e.g., reflections, reverberation, diffraction, and both total and partial occlusion). Additionally, it supports diverse acoustic environments, including outdoor spaces, multiroom scenes with connecting portals, and areas with dynamic openings such as doors and windows. Its rendering engine balances computational efficiency with high-quality output, making it suitable for a variety of applications.

Further reinforcing its impact, the upcoming ISO/IEC 23090-34 Immersive audio reference software will fully implement MPEG-I immersive audio in a real-time framework. This interactive 6DoF experience will facilitate industry adoption and accelerate innovation in immersive audio. The reference software is expected to reach FDIS status by April 2025.

With MPEG-I immersive audio, MPEG continues to set the standard for the future of interactive and spatial audio, paving the way for more immersive digital experiences.

Research aspects: Research can focus on optimizing the streaming and compression of MPEG-I immersive audio for constrained networks, ensuring efficient delivery without compromising spatial accuracy. Another key area is improving real-time 6DoF audio rendering by balancing computational efficiency and perceptual realism, particularly in modeling complex acoustic effects like occlusions, reflections, and Doppler shifts for interactive VR/AR/MR applications.

MPEG Immersive Video (Second Edition)

At the 149th MPEG meeting, MPEG Video Coding (WG 4) advanced the second edition of ISO/IEC 23090-12 MPEG immersive video (MIV) to Final Draft International Standard (FDIS), marking a significant step forward in immersive video technology.

MIV enables the efficient compression, storage, and distribution of immersive video content, where multiple real or virtual cameras capture a 3D scene. Designed for next-generation applications, the standard supports playback with six degrees of freedom (6DoF), allowing users to not only change their viewing orientation (pitch/yaw/roll) but also move freely within the scene (x/y/z). By leveraging strong hardware support for widely used video formats, MPEG immersive video provides a highly flexible framework for multi-view video plus depth (MVD) and multi-plane image (MPI) video coding, making volumetric video more accessible and efficient.

With the second edition, MPEG continues to expand the capabilities of MPEG immersive video, introducing a range of new technologies to enhance coding efficiency and support more advanced immersive experiences. Key additions include:

  • Geometry coding using luma and chroma planes, improving depth representation
  • Capture device information, enabling better reconstruction of the original scene
  • Patch margins and background views, optimizing scene composition
  • Static background atlases, reducing redundant data for stationary elements
  • Support for decoder-side depth estimation, enhancing depth accuracy
  • Chroma dynamic range modification, improving color fidelity
  • Piecewise linear normalized disparity quantization and linear depth quantization, refining depth precision

The second edition also introduces two new profiles: (1) MIV Simple MPI profile, allowing MPI content playback with a single 2D video decoder, and (2) MIV 2 profile, a superset of existing profiles that incorporates all newly added tools.

With these advancements, MPEG immersive video continues to push the boundaries of immersive media, providing a robust and efficient solution for next-generation video applications.

Research aspects: Possible research may explore advancements in MPEG immersive video to improve compression efficiency and real-time streaming while preserving depth accuracy and spatial quality. Another key area is enhancing 6DoF video rendering by leveraging new coding tools like decoder-side depth estimation and geometry coding, enabling more precise scene reconstruction and seamless user interaction in volumetric video applications.

MPEG-DASH (Sixth Edition)

At the 149th MPEG meeting, MPEG Systems (WG 3) advanced the sixth edition of MPEG-DASH (ISO/IEC 23009-1 Media presentation description and segment formats) by promoting it to the Final Draft International Standard (FDIS), the final stage of standards development. This milestone underscores MPEG’s ongoing commitment to innovation and responsiveness to evolving market needs.

The sixth edition introduces several key enhancements to improve the flexibility and efficiency of MPEG-DASH:

  • Alternative media presentation support, enabling seamless switching between main and alternative streams
  • Content steering signaling across multiple CDNs, optimizing content delivery
  • Enhanced segment sequence addressing, improving low-latency streaming and faster tune-in
  • Compact duration signaling using patterns, reducing MPD overhead
  • Support for Common Media Client Data (CMCD), enabling better client-side analytics
  • Nonlinear playback for interactive storylines, expanding support for next-generation media experiences

With these advancements, MPEG-DASH continues to evolve as a robust and scalable solution for adaptive streaming, ensuring greater efficiency, flexibility, and enhanced user experiences across a wide range of applications.

Research aspects: While advancing MPEG-DASH for more efficient and flexible adaptive streaming has been subject to research for a while, optimizing content delivery across multiple CDNs while minimizing latency and optimizing QoE remains an open issue. Another key area is enhancing interactivity and user experiences by leveraging new features like nonlinear playback for interactive storylines and improved client-side analytics through Common Media Client Data (CMCD).

The 150th MPEG meeting will be held online from March 31 to April 04, 2025. Click here for more information about MPEG meetings and their developments.

JPEG Column: 105th JPEG Meeting in Berlin, Germany

JPEG Trust becomes an International Standard

The 105th JPEG meeting was held in Berlin, Germany, from October 6 to 11, 2024. During this JPEG meeting, JPEG Trust was sent for publication as an International Standard. This is a major achievement in providing standardized tools to effectively fight against the proliferation of fake media and disinformation while restoring confidence in multimedia information.

In addition, the JPEG Committee also sent for publication the JPEG Pleno Holography standard, which is the first standardized solution for holographic content coding. This type of content might be represented by huge amounts of information, and efficient compression is needed to enable reliable and effective applications.

The following sections summarize the main highlights of the 105th JPEG meeting:

105th JPEG Meeting, held in Berlin, Germany.
  • JPEG Trust
  • JPEG Pleno
  • JPEG AI
  • JPEG XE
  • JPEG AIC
  • JPEG DNA
  • JPEG XS
  • JPEG XL


JPEG Trust

In an important milestone, the first part of JPEG Trust, the “Core Foundation” (ISO/IEC IS 21617-1) International Standard, has now been approved by the international ISO committee and is being published. This standard addresses the problem of dis- and misinformation and provides leadership in global interoperable media asset authenticity. JPEG Trust defines a framework for establishing trust in digital media.

Users of social media are challenged to assess the trustworthiness of the media they encounter, and agencies that depend on the authenticity of media assets must be concerned with mistaking fake media for real, with risks of real-world consequences. JPEG Trust provides a proactive approach to trust management. It is built upon and extends the Coalition for Content Provenance and Authenticity (C2PA) engine. The first part defines the JPEG Trust framework and provides building blocks for more elaborate use cases via its three main pillars:

  • Annotating provenance – linking media assets together with their associated provenance annotations in a tamper-evident manner
  • Extracting and evaluating Trust Indicators – specifying how to extract an extensive array of Trust Indicators from any given media asset for evaluation
  • Handling privacy and security concerns – providing protection for sensitive information based on the provision of JPEG Privacy and Security (ISO/IEC 19566-4)

Trust in digital media is context-dependent. JPEG Trust does NOT explicitly define trustworthiness but rather provides a framework and tools for proactively establishing trust in accordance with the trust conditions needed. The JPEG Trust framework outlined in the core foundation enables individuals, organizations, and governing institutions to identify specific conditions for trustworthiness, expressed in Trust Profiles, to evaluate relevant Trust Indicators according to the requirements for their specific usage scenarios. The resulting evaluation can be expressed in a Trust Report to make the information easily accessed and understood by end users.

JPEG Trust has an ambitious schedule of future work, including evolving and extending the core foundation into related topics of media tokenization and media asset watermarking, and assembling a library of common Trust Profile requirements.

JPEG Pleno

The JPEG Pleno Holography activity reached a major milestone with the FDIS of ISO/IEC 21794-5 being accepted and the International Standard being under preparation by ISO. This is a major achievement for this activity and is the result of the dedicated work of the JPEG Committee over a number of years. The JPEG Pleno Holography activity continues with the development of a White Paper on JPEG Pleno Holography to be released at the 106th JPEG meeting and planning for a workshop for future standardization on holography intended to be conducted in November or December 2024.

The JPEG Pleno Light Field activity focused on the 2nd edition of ISO/IEC 21794-2 (“Plenoptic image coding system (JPEG Pleno) Part 2: Light field coding”) which will integrate AMD1 of ISO/IEC 21794-2 (“Profiles and levels for JPEG Pleno Light Field Coding”) and include the specification of the third coding mode entitled Slanted 4D Transform Mode and the associated profile.

Following the Call for Contributions on Subjective Light Field Quality Assessment and as a result of the collaborative process, the JPEG Pleno Light Field is also preparing standardization activities for subjective and objective quality assessment of light fields. At the 105th JPEG meeting, collaborative subjective results on light field quality assessments were presented and discussed. The results will guide the subjective quality assessment standardization process, which has issued its fourth Working Draft.

The JPEG Pleno Point Cloud activity released a White Paper on JPEG Pleno Learning-based Point Cloud Coding. This document outlines the context, motivation, and scope of the upcoming Part 6 of ISO/IEC 21794 scheduled for publication in early 2025, as well as giving the basis of the new technology, use cases, performance, and future activities. This activity focuses on a new exploration study into the latent space optimization for the current Verification Model.

JPEG AI

At the 105th meeting JPEG AI activity primarily concentrated on advancing Part 2 (Profiling), Part 3 (Reference Software), and Part 4 (Conformance). Part 4 moved forward to the Committee Draft (CD) stage, while Parts 2 and 3 are anticipated to reach DIS at the next meeting. The conformance CD outlines different types of conformances: 1) strict conformance for decoded residuals; 2) soft conformance for decoded feature tensors, allowing minor deviations; and 3) soft conformance for decoded images, ensuring that image quality remains comparable to or better than the quality offered by the reference model. For decoded images, two types of soft conformance were introduced based on device capabilities. Discussions on Part 2 examined memory requirements for various JPEG AI VM codec configurations. Additionally, three core experiments were established during this meeting, focusing on JPEG AI subjective assessment, integerization, and the study of profiles and levels.

JPEG XE

The JPEG XE activity is currently focused on preparing for handling the open Final Call for Proposals on lossless coding of events. This activity revolves around a new and emerging image modality created by event-based visual sensors. JPEG XE is about the creation and development of a standard to represent events in an efficient way allowing interoperability between sensing, storage, and processing, targeting machine vision and other relevant applications. The Final Call for Proposals ends in March of 2025 and aims to receive relevant coding tools that will serve as a basis for a JPEG XE standard. The JPEG Committee is also preparing discussions on lossy coding of events and how to evaluate such lossy coding technologies in the future. The JPEG Committee invites those interested in JPEG XE activity to consider the public documents, available on jpeg.org. The Ad-hoc Group on event-based vision was re-established to continue work towards the 106th JPEG meeting. To stay informed about this activity, please join the event-based vision Ad-hoc Group mailing list.

JPEG AIC

Part 3 of JPEG AIC (AIC-3) advanced to the Committee Draft (CD) stage during the 105th JPEG meeting. AIC-3 defines a methodology for subjective assessment of the visual quality of high-fidelity images. Based on two test protocols—Boosted Triplet Comparisons and Plain Triplet Comparisons—it reconstructs a fine-grained quality scale in JND (Just Noticeable Difference) units. According to the defined work plan, JPEG AIC-3 is expected to advance to the Draft International Standard (DIS) stage by April 2025 and become an International Standard (IS) by October 2026. During this meeting, the JPEG Committee also focused on the upcoming Part 4 of JPEG AIC, which refers to the objective quality assessment of high-fidelity images.

JPEG DNA

JPEG DNA is an initiative aimed at developing a standard capable of representing bi-level, continuous-tone grey-scale, continuous-tone colour, or multichannel digital samples in a format using nucleotide sequences to support DNA storage. The JPEG DNA Verification Model was created during the 102nd JPEG meeting based on the performance assessments and descriptive analyses of the submitted solutions to the Call for Proposals, published at the 99th JPEG meeting. Several core experiments are continuously conducted to validate and improve this Verification Model (VM), leading to the creation of the first Working Draft of JPEG DNA during the 103rd JPEG meeting. At the 105th JPEG meeting, the committee created a New Work Item Proposal for JPEG DNA to make it an official ISO work item. The proposal stated that JPEG DNA would be a multi-part standard: Part 1—Core Coding System, Part 2—Profiles and Levels, Part 3—Reference Software, and Part 4—Conformance. The committee aims to reach the IS stage for Part 1 by April 2026.

JPEG XS

The third editions of JPEG XS, Part 1 – Core coding tools, Part 2 – Profiles and buffer models, and Part 3 – Transport and container formats, have now been published and made available on ISO. The JPEG Committee is finalizing the third edition of the remaining two parts of the JPEG XS standards suite, Part 4 – Conformance testing and Part 5 – Reference software. The FDIS of Party 4 was issued for the ballot at this meeting. Part 5 is still at the Committee Draft stage, and the DIS is planned for the next JPEG meeting. The reference software has a feature-complete decoder fully compliant with the 3rd edition. Work on the TDC profile encoder is ongoing.

JPEG XL

A third edition of JPEG XL Part 2 (File Format) will be initiated to add an embedding syntax for ISO 21496 gain maps, which can be used to represent a custom local tone mapping and have artistic control over the SDR rendition of an HDR image coded with JPEG XL. Work on hardware and software implementations continues, including a new Rust implementation.

Final Quote

“In its commitment to tackle dis/misinformation and to manage provenance, authorship, and ownership of multimedia information, the JPEG Committee has reached a major milestone by publishing the first ever ISO/IEC endorsed specifications for bringing back trust into multimedia. The committee will continue developing additional enhancements to JPEG Trust. New parts of the standard are under development to define a set of additional tools to further enhance interoperable trust mechanisms in multimedia.” said Prof. Touradj Ebrahimi, the Convenor of the JPEG Committee.

Overview of Open Dataset Sessions and Benchmarking Competitions in 2023-2024 – Part 3 (MediaEval 2023, ImageCLEF 2024)


In this final part of the Overview of Open Dataset Sessions and Benchmarking Competitions we are focusing on the latest editions of some of the most popular multimedia-centric benchmarking competitions, continuing our reviews from previous years (https://records.sigmm.org/2023/01/19/overview-of-open-dataset-sessions-and-benchmarking-competitions-in-2022-part-3/). This third part of our review focuses on two benchmarking competitions:

  • MediaEval 2023 (https://multimediaeval.github.io/editions/2023/). We present the five benchmarking tasks, which target a wide range of topics, including medical multimedia applications (Medico), multimodal understanding of smells (Musti), multimodal content in news media (NewsImages), social media video memorability (Memorability), and sports action classification (SportsVideo).
  • ImageCLEF 2024 (https://www.imageclef.org/2024). This edition of ImageCLEF targets a wide range of tasks, covering four different medical-focused tasks (medical captions, Visual Question Answering, remote medicine, and GANs in medical scenarios), recommendation systems for editorials, image retrieval and generation, and pictogram generation from textual information.

For an overview of the QoMEX 2023 and QoMEX 2024 conferences, please see the first part of this column (https://records.sigmm.org/2024/09/07/overview-of-open-dataset-sessions-and-benchmarking-competitions-in-2023-2024-part-1-qomex-2023-and-qomex-2024/), while an overview of MDRE special sessions at MMM2023 and 2024 please take a look at the second part of this column (https://records.sigmm.org/2024/11/19/overview-of-open-dataset-sessions-and-benchmarking-competitions-in-2023-2024-part-2-mdre-at-mmm-2023-and-mmm-2024/).

MediaEval 2023

The MediaEval Multimedia Evaluation benchmark (https://multimediaeval.github.io/) benchmark offers challenges in artificial intelligence for multimedia data, tasking participants in benchmarking tasks centered around retrieval, classification, generation, analysis, and exploration of multimodal data. The latest editions of MediaEval also wish to delve deeper into understanding the data, trends, and system performance, by proposing a set of Quest for Insight (Q4I) questions and themes for each task. A column signed by the Coordination Committee of the latest MediaEval edition, outlying MediaEval’s history, impressions from the latest edition, and plans for the future is published in the October 2024 edition of our records (https://records.sigmm.org/2024/11/15/one-benchmarking-cycle-wraps-up-and-the-next-ramps-up-news-from-the-mediaeval-multimedia-benchmark/). MediaEval 2023 (https://multimediaeval.github.io/editions/2023/) was held between 1-2 February 2024, Collocated with MMM 2024 in Amsterdam, Netherlands, and the Coordination Committee was composed of Mihai Gabriel Constantin (University Politehnica of Bucharest, Romania), Steven Hicks, (SimulaMet, Norway), and Martha Larson (Radboud University, Netherlands) as the main coordinator.

Medical Multimedia Task – Transparent Tracking of Spermatozoa
Paper available at: https://ceur-ws.org/Vol-3658/paper1.pdf
Vajira Thambawita, Andrea Storås, Tuan-Luc Huynh, Hai-Dang Nguyen, Minh-Triet Tran, Trung-Nghia Le, Pål Halvorsen, Michael Riegler, Steven Hicks, Thien-Phuc Tran
SimulaMet, Norway, OsloMet, Norway, University of Science, VNU-HCM, Vietnam, Vietnam National University, Ho Chi Minh City, Vietnam
Dataset available at: https://multimediaeval.github.io/editions/2023/tasks/medico/

The Medico task provides a set of spermatozoa videos, tracked with a set of frame-by-frame bounding box annotations, tasking participants with the prediction of standard sperm quality assessment measurements, specifically the motility (movement) of spermatozoa (living sperm cells).

Musti: Multimodal Understanding of Smells in Texts and Images
Paper available at: https://ceur-ws.org/Vol-3658/paper34.pdf
Ali Hürriyetoğlu, Inna Novalija, Mathias Zinnen, Vincent Christlein, Pasquale Lisena, Stefano Menini, Marieke van Erp, Raphael Troncy
KNAW Humanities Cluster, DHLab, Jožef Stefan Institute, Slovenia, Pattern Recognition Lab, Friedrich-Alexander-Universität Erlangen-Nürnberg, EURECOM, Sophia Antipolis, France, Fondazione Bruno Kessler, Trento, Italy
Dataset available at: https://multimediaeval.github.io/editions/2023/tasks/musti/

Musti is an innovative task, seeking to understand the descriptions and depictions of smells in multilingual texts (English, German, Italian, French, Slovenian) and images from the 17th to the 20th century. Participants must create systems that recognize references to smells in texts and images, connecting these references across different modalities.

NewsImages: Connecting Text and Images
Paper available at: https://ceur-ws.org/Vol-3658/paper4.pdf
Andreas Lommatzsch, Benjamin Kille, Özlem Özgöbek, Mehdi Elahi, Duc Tien Dang Nguyen
Technische Universität Berlin, Berlin, Germany, Norwegian University of Science and Technology, Trondheim, Norway, University of Bergen, Bergen, Norway.
Dataset available at: https://multimediaeval.github.io/editions/2023/tasks/newsimages/

In this edition of the NewsImages task participants are encouraged to discover patterns and models that describe the relation between images and texts of news articles, body of articles, and their headlines.

Predicting Video Memorability
Paper available at: https://ceur-ws.org/Vol-3658/paper2.pdf
Mihai Gabriel Constantin, Claire-Hélène Demarty, Camilo Fosco, Alba García Seco de Herrera, Sebastian Halder, Graham Healy, Bogdan Ionescu, Ana Matran-Fernandez, Rukiye Savran Kiziltepe, Alan F. Smeaton, Lorin Sweeney
University Politehnica of Bucharest, Romania, InterDigital, France, Massachusetts Institute of Technology Cambridge, USA, University of Essex, UK, Dublin City University, Ireland, Karadeniz Technical University, Turkey
Dataset available at: https://multimediaeval.github.io/editions/2023/tasks/memorability/

The organizers propose a dataset that studies the long-term memorability of social media-like videos, providing participants with an extensive data set of videos with memorability annotations, related information, pre-extracted state-of-the-art visual features, and Electroencephalography (EEG) recordings.

SportsVideo: Fine Grained Action Classification and Position Detection in Table Tennis and Swimming Videos
Paper available at: https://ceur-ws.org/Vol-3658/paper3.pdf
Aymeric Erades, Pierre-Etienne Martin, Romain Vuillemot, Boris Mansencal, Renaud Peteri, Julien Morlier, Stefan Duffner, Jenny Benois-Pineau
Ecole Centrale de Lyon, LIRIS, France, CCP Department, Max Planck Institute for Evolutionary Anthropology, Leipzig, Germany, University of Bordeaux, Labri, France, INSA Lyon, LIRIS, France
Dataset available at: https://multimediaeval.github.io/editions/2023/tasks/sportsvideo/

The organizers developed a set of six sub-tasks covering table tennis and swimming, related to athlete position detection, stroke detection, the classification of motions, field or table registration, sound detection in sports, and scores and result extraction from visual cues.

ImageCLEF 2024

ImageCLEF (https://www.imageclef.org/)  is part of the popular CLEF initiative (https://www.clef-initiative.eu/), and states as its main goal the evaluation of technologies for annotation, indexing, classification, and retrieval of multimodal data. The 2024 edition of ImageCLEF (https://www.imageclef.org/2024) was organized between the 9-12 September 2024, in Grenoble, France, with an Organization Committee composed of Bogdan Ionescu, Henning Müller, Ana-Maria Drăgulinescu, Ivan Eggel, and Liviu-Daniel Ștefan.

ImageCLEFmedical Caption
Paper available at: https://ceur-ws.org/Vol-3740/paper-132.pdf
Johannes Rückert, Asma Ben Abacha, Alba G. Seco de Herrera, Louise Bloch, Raphael Brüngel, Ahmad Idrissi-Yaghir, Henning Schäfer, Benjamin Bracke, Hendrik Damm, Tabea M. G. Pakull, Cynthia Sabrina Schmidt, Henning Müller, Christoph M. Friedrich
Department of Computer Science, University of Applied Sciences and Arts Dortmund, Dortmund, Germany, Microsoft, Redmond, Washington, USA, University of Essex, UK, UNED, Spain, Institute for Medical Informatics, Biometry and Epidemiology (IMIBE), University Hospital Essen, Germany, Institute for Artificial Intelligence in Medicine (IKIM), University Hospital Essen, Germany, Institute for Transfusion Medicine, University Hospital Essen, Essen, Germany, University of Applied Sciences Western Switzerland (HES-SO), Switzerland, University of Geneva, Switzerland,
Dataset available at: https://www.imageclef.org/2024/medical/caption

The medical caption task focuses on evaluating models that detect medical concepts and automatically create captions for medical images, which can be further applied for context-based image and information retrieval purposes.

ImageCLEFmed VQA
Paper available at: https://ceur-ws.org/Vol-3740/paper-131.pdf
Steven Hicks, Andrea Storås, Pål Halvorsen, Michael Riegler, Vajira Thambawita
SimulaMet, Oslo, Norway, OsloMet- Oslo Metropolitan University, Oslo, Norway
Dataset available at: https://www.imageclef.org/2024/medical/vqa

This edition of the medical VQA task focuses on images of the gastrointestinal tract, tasking participants with directing the power of artificial intelligence to generate medical images based on text input, while also looking at optimal prompts for off-the-shelf generative models, thus augmenting the datasets associated with the previous edition of this task.

ImageCLEFmed MEDIQA-MAGIC
Paper available at: https://ceur-ws.org/Vol-3740/paper-133.pdf
Wen-Wai Yim, Asma Ben Abacha, Yujuan Fu, Zhaoyi Sun, Meliha Yetisgen, Fei Xia
Microsoft Health AI, Redmond, USA, University of Washington, Seattle, USA.
Dataset available at: https://www.imageclef.org/2024/medical/mediqa

The MEDIQA task focuses on the problem of Multimodal And Generative TelemedICine (MAGIC) in the area of dermatology. Participants must develop systems that can take queries, text, clinical context, and images as input and generate appropriate medical textual responses to this input in a telemedicine setting.

ImageCLEFmed GANs
Paper available at: https://ceur-ws.org/Vol-3740/paper-130.pdf
Alexandra-Georgiana Andrei, Ahmedkhan Radzhabov, Dzmitry Karpenka, Yuri Prokopchuk, Vassili Kovalev, Bogdan Ionescu, Henning Müller
AI Multimedia Lab, National University of Science and Technology Politehnica Bucharest, Romania, Belarusian Academy of Sciences, Minsk, Belarus, University of Applied Sciences Western Switzerland (HES-SO), Sierre, Switzerland.
Dataset available at: https://www.imageclef.org/2024/medical/gans

This task addresses the challenges of privacy preservation in artificially generated medical images, looking for “fingerprints” of the original real-world training images in a set of artificially generated images, fingerprints that may break patient privacy when exposed in unwanted or unforeseen circumstances.

ImageCLEFrecommending
Alexandru Stan, George Ioannidis, Bogdan Ionescu, Hugo Manguinhas
IN2 Digital Innovations, Germany, Politehnica University of Bucharest, Romania, Europeana Foundation, Netherlands,
Dataset available at: https://www.imageclef.org/2024/recommending

This task identifies traditional multimedia search methods as a performance bottleneck and proposes the development of recommendation methods and systems applied to blog posts, editorials, and galleries, targeting data related to cultural heritage organizations and collections.

Image Retrieval for Arguments (part of Touché at CLEF)
Paper available at: https://ceur-ws.org/Vol-3740/paper-322.pdf
Johannes Kiesel, Çağrı Çöltekin, Maximilian Heinrich, Maik Fröbe, Milad Alshomary, Bertrand De Longueville, Tomaž Erjavec, Nicolas Handke, Matyáš Kopp, Nikola Ljubešić, Katja Meden, Nailia Mirzakhmedova, Vaidas Morkevičius, Theresa Reitis-Münstermann, Mario Scharfbillig, Nicolas Stefanovitch, Henning Wachsmuth, Martin Potthast, Benno Stein
Bauhaus-Universität Weimar, University of Tübingen, Friedrich-Schiller-Universität Jena, Leibniz University Hannover, European Commission, Joint Research Centre (JRC), Jožef Stefan Institute, Leipzig University, Charles University, Kaunas University of Technology, Arcadia Sistemi Informativi Territoriali, University of Kassel, hessian.AI, and ScaDS.AI
Dataset available at: https://www.imageclef.org/2024/image-retrieval-for-arguments

The goal for this task is the retrieval of images and data that can increase the persuasiveness of an argument, building upon the datasets of topics developed in previous editions of the Touché task.

ImageCLEF ToPicto
Cécile Macaire, Benjamin Lecouteux, Didier Schwab, Emmanuelle Esperança-Rodier
Université Grenoble Alpes, LIG, France
Dataset available at: https://www.imageclef.org/2023/topicto

Targeting the alleviation of symptoms related to diseases that create language impairment problems, the ToPicto task proposes the development of automated systems that translate text or speech to visual pictograms, that can then be used as communication aids and tools.

Challenges in Experiencing Realistic Immersive Telepresence


Immersive imaging technologies offer a transformative way to change how we experience interacting with remote environments, i.e., telepresence. By leveraging advancements in light field imaging, omnidirectional cameras, and head-mounted displays, these systems enable realistic, real-time visual experiences that can revolutionize how we interact with the remote scene in fields such as healthcare, education, remote collaboration, and entertainment. However, the field faces significant technical and experiential challenges, including efficient data capture and compression, real-time rendering, and quality of experience (QoE) assessment. Expanding on the findings of the authors’ recent publication and situating them within a broader theoretical framework, this article provides an integrated overview of immersive telepresence technologies, focusing on their technological foundations, applications, and the challenges that must be addressed to advance this field.

1. Redefining Telepresence Through Immersive Imaging

Telepresence is defined as the “sense of being physically present at a remote location through interaction with the system’s human interface[Minsky1980]. Such virtual presence is made possible by digital imaging systems and real-time communication of visuals and interaction signals. Immersive imaging systems such as light fields and omnidirectional imaging enhance the visual sense of presence, i.e., “being there[IJsselsteijn2000], with photorealistic recreation of the remote scene. This emerging field has seen rapid growth, both in research and development [Valenzise2022], due to advancements in imaging and display technologies, combined with increasing demand for interactive and immersive experiences. A visualization is provided in Figure 1 that shows a telepresence system that utilizes traditional cameras and controls and an immersive telepresence system.

Figure 1 – A side-by-side visualization of a traditional telepresence system (left) and an immersive telepresence system (right).

The experience of “presence” consists of three components according to Schubert et al. [Schubert2001], which are renamed in this article to take into account other definitions:

  1. Realness – “Realness[Schubert2001] or “realism[Takatalo2008] of the environment (i.e., in this case, the remote scene) relates to the “believability, the fidelity and validity of sensory features within the generated environments, e.g., photorealism.” [Perkis 2020].
  2. Immersion – User’s level of “involvement[Schubert2001] and “concentration to the virtual environment instead of real world, loss of time[Takatalo2008]. “The combination of sensory cues with symbolic cues essential for user emplacement and engagement[Perkis2020].
  3. Spatiality – An attribute of the environment helps “transporting” the user to induce spatial awareness [Schubert2001] which allows “spatial presence[Takatalo2008] and “the possibility for users to move freely and discover the world offered” [Perkis2020].

Immersion can happen without having realness or spatiality, for example, while we are reading a novel. Telepresence using traditional imaging systems might not be immersive in case of a relatively small display and other distractors present in the visual field. Realistic immersive telepresence necessitates higher degrees of freedom (e.g., 3 DoF+ or 6DoF) compared to a telepresence application with a traditional display. In this context, new view synthesis methods and spherical light field representations (cf. Section 3) will be crucial in giving correct depth cues and depth perception – which will increase realness and spatiality tremendously.

The rapid progress of immersive imaging technologies and their adoption can largely be attributed to advancements in processing and display systems, including light field displays and extended reality (XR) headsets. These XR headsets are becoming increasingly affordable while delivering excellent user experiences [Jackson2023], paving the way for the widespread adoption of immersive communication and telepresence applications in the near future. To further accelerate this transition, extensive efforts are being undertaken in both academia as well as industry.

The visual realism (i.e., realness) in realistic immersive telepresence relies on acquired photos rather than computer-generated imagery (CGI). In healthcare, it enables realistic remote consultations and surgical collaborations [Wisotzky2025]. In education and training, it facilitates immersive, location-independent learning environments [Kachach2021]. Similarly, visual realism can enhance remote collaboration by creating lifelike meeting spaces, while in media and entertainment, it can provide unprecedented realism for live events and performances, offering users a closer connection and having a feeling of being present on remote sites.

This article provides a brief overview of the technological foundations, applications, and challenges in immersive telepresence. The novel contribution of this article is setting up the theoretical framework for realistic immersive telepresence informed by prior literature and positioning the findings of the author’s recent publication [Zerman2024] within this broader theoretical framework. It explores how foundational technologies like light field imaging and real-time rendering drive the field forward, while also identifying critical obstacles, such as dataset availability, compression efficiency, and QoE evaluation.

2. Technological Foundations for Immersive Telepresence

A realistic immersive telepresence can be made possible by enabling its main defining factors of realness (e.g., photorealism), immersion, and spatiality. Although these factors can be satisfied with other modalities (e.g., spatial audio), this article focuses on the visual modality and visual recreation of the remote scene.

2.1 Immersive Imaging Modalities

Immersive imaging technologies encompass a wide range of methods aimed at capturing and recreating realistic visual and spatial experiences. These include light fields, omnidirectional images, volumetric videos using either point clouds or 3D meshes, holography, multi-view stereo imaging, neural radiance fields, Gaussian splats, and other extended reality (XR) applications — all of which contribute to recreating highly realistic and interactive representations of scenes and environments.

Light fields (LF) are vector fields of all the light rays passing through a given region in space, describing the intensity and direction of light at every point. This is fully described through the plenoptic function [Adelson1991] as follows: P(x,y,z,θ,ϕ,λ,t), where x, y, and z describe the 3D position of sampling, θ and ϕ are the angular direction, λ is the wavelength of the light ray, and t is time. Traditionally, LFs are represented using the two-plane parametrization [Levoy1996] with 2 spatial dimensions and 2 angular dimensions; however, this parametrization limits the use case of LFs to processing planar visual stimuli. The plenoptic function can be leveraged beyond the two-plane parameterization for a highly detailed view reconstruction or view synthesis. Newer capture scenarios and representations enable increased immersion with LFs [Overbeck2018],[Broxton2020], which can be further advanced in the future.

Omnidirectional image (or video) representation can provide an all-encompassing 360-degree view of a scene from a point in space for immersive visualization [Yagi1999], [Maugey2023]. This is made possible by stitching multiple views together. The created spherical image can be stored using traditional image formats (i.e., 2D planar formats) by projecting the sphere to planar format (e.g., equirectangular projection, cubemap projection, and others); however, processing these special representations without proper consideration for their spherical nature results in errors or biases.

2.2 Processing Requirements for Realistic Immersive Telepresence

Immersive telepresence relies on capturing, transmitting, and rendering realistic representations of remote environments. “Capturing” can be considered an inherent part of the imaging modalities discussed in the previous section. For transmitting and rendering, there are different requirements to take into account.

Compression is an important step for telepresence that relies heavily on real-time transmission of the visual data from the remote scene. The importance of compression increases even more for immersive telepresence applications as immersive imaging modalities capture (and represent) more information and need even more compression compared to the telepresence using traditional 2D imaging systems. Compression of LFs [Stepanov2023], omnidirectional images and video [Croci2020], and other forms of immersive video such as MPEG Immersive Video [Boyce2021], volumetric 3D representations represented with point clouds [Graziosi2020], and textured 3D meshes [Marvie2022] have been a very hot research topic within the last decade, which led to the standardization of compression methods for some immersive imaging modalities.

Rendering [Eisert2023], [Maugey2023] is yet another important aspect, especially for LFs [Overbeck2018]. The LF data needs to be rendered correctly for the position of the viewer (i.e., to render interpolated or extrapolated views) to provide a realistic and immersive experience to the user. Without the view rendering (i.e., for interpolation or extrapolation), the final displayed visuals will appear jittery, which will make the experience harder to sustain the necessary “suspension of disbelief” for an immersive experience. Furthermore, this rendering has to be real-time, as it is a requirement for telepresence. Although technologies such as GPU acceleration and advanced compression algorithms ensure seamless interaction while minimizing latency, the quality and the realness of the remote scene are still to be solved.

Immersive telepresence systems rely on specialized hardware, including omnidirectional cameras, head-mounted displays, and motion tracking systems. These components must work in harmony to deliver high-quality, immersive experiences. Reducing prices and increasing availability of such specialized devices make them easier to deploy in industrial settings [Jackson2023] regardless of business size and enables the democratization of immersive imaging applications in a broader sense.

3. Efforts in Creating a Realistic Immersive Telepresence Experience

Creating an immersive telepresence system has been a topic of many scholarly studies. These include frameworks for group-to-group telepresence [Beck2013], creating capture and delivery frameworks for volumetric 3D models [Fechteler2013], and various other social XR applications [Cortés2024]. Google’s project Starline can also be mentioned here to include realness and immersion in its delivery of the visuals, creating an immersive experience [Lawrence2024], [Starline2025], although its main functionality is interpersonal video communication. In supporting realness, LFs [Broxton2020] and other types of neural representations [Suhail2022] can create views that can support reflections and similar non-Lambertian light material interactions in recreating light occurring in the remote scene, whereas the usual assumption for texturing reconstructed 3D objects is to assume Lambertian materials [Zhi2020].

Light field reconstruction [Gond2023] and new view synthesis from single-view [Lin2023] or sparse views [Chibane2021] can be a valid way to approach creating realistic immersive telepresence experiences. Various representations can be used to recreate various views that would support movement of the user and the spatial awareness factor of presence in the remote scene. These representations can be Multi-Planar Image (MPI) [Srinivasan2019], Multi-Cylinder Image (MCI) [Waidhofer2022], layered mesh representation [Broxton2020], and neural representations [Chibane2021], [Lin2023], [Gond 2023] – which rely on structured or unstructured 2D image captures of the remote scene.

Another way of creating a realistic immersive experience can be by combining the different imaging modalities – i.e., omnidirectional content and light fields – in the form of spherical light fields (SLFs). SLFs then enable rendering and view synthesis that can generate more realistic and immersive content. There have been various attempts to create SLFs by collecting linear captures vertically [Krolla2014], capturing omnidirectional content from the scene with multiple cameras [Maugey2019], and moving a single camera in a circular trajectory and utilizing deep neural networks to generate an image grid [Lo2023]. Nevertheless, these works either did not yield publicly available datasets or did not have precise localizations of the cameras. To address this, the Spherical Light Field Database (SLFDB) was introduced in previous work [Zerman2024], which provides a foundational dataset for testing and developing applications for realistic immersive telepresence applications.

4. Challenges and Limitations

Studies in creating realistic immersive telepresence environments showed that there are still certain challenges and limitations that need to be addressed to improve QoE and IMEx for these systems. These challenges include dataset availability, compression of the structured and unstructured LFs, new view synthesis and rendering, and QoE estimation. Most of these challenges are also discussed in our recent study [Zerman2024].

Figure 2 – A set of captures highlighting the effects of dynamically changing scene: lighting change and its effect on white balance (top) and dynamic capture environment, where people appear and disappear (bottom).

Datasets relevant to realistic immersive telepresence tasks, such as the SLFDB [Zerman2024], are crucial for developing and validating immersive telepresence technologies. However, the creation and use of such datasets with precise spatial and angular resolution and very precise positioning of the camera face significant hurdles. Traditional camera grid setups are ineffective for capturing spherical light fields due to occlusions. This challenge necessitates having static scenes and meticulous camera positioning for a consistent capture of the scene. A dynamic scene brings a risk of non-consistent views within the same light field, as shown in Figure 2, which is non-ideal. These challenges highlight the critical need for innovative approaches to spherical light field dataset generation and sharing, ensuring future advancements in the field. Additionally, variations in lighting present significant challenges when capturing spherical light fields, as they impact the scene’s dynamic range, white balance, and color grading, which creates yet another challenge in database creation. Brightness and color variations, such as sunlight’s yellow tint compared to cloudy daylight, are not easy to correct and often require advanced algorithms for adjustment. Capturing static outdoor scenes remains a challenge for future work, as they still encounter lighting-related issues despite lacking movement.

LF compression is also another challenge that requires attention after combining imaging modalities. JPEG Pleno compression algorithm [ISO2021] is adapted for 2-dimensional grid-like structured LFs (e.g., LFs captured by microlens array or structured camera grids) and does not work for linear or unstructured captures. The situation is the same for many other compression methods, as most of them require some form of structured representation. Considering how well scene regression and other new view synthesis algorithms can adapt for unstructured inputs, one can also see the importance of advancing the compression field for unstructured LFs (e.g., the volume of light captured by cameras in various positions or in-the-wild user captures). Furthermore, the said LF compression method needs to be real-time to support immersive telepresence applications while having a very good visual QoE that would not impede realism.

Figure 3 – Strong artifacts created at the extremes of view synthesis with a large baseline (i.e. 30cm), where either the scene is warped (left – 360ViewSynth), or strong ghosting artifacts occur (right – PanoSynthVR).

Current new view synthesis methods are primarily designed to handle small baselines, typically just a few centimeters, and face significant challenges when applied to larger baselines required in telepresence applications. Challenges such as ghosting artifacts and unrealistic distortions (e.g., nonlinear distortions, stretching) occur when interpolating views, particularly for larger baselines, as shown in Figure 3. A recent comparative evaluation of PanoSynthVR and 360ViewSynth [Zerman2024] reveals that while 360ViewSynth marginally outperforms PanoSynthVR on average quality metrics, the scores for both methods remain suboptimal. PanoSynthVR struggles with large baselines, exhibiting prominent layer-like ghosting artifacts due to limitations in its MCI structure. Although 360ViewSynth produces visually better results, closer inspection shows that it distorts object perspectives by stretching them rather than accurately rendering the scene, leading to an unnatural user experience. These findings underscore the limitations of current state-of-the-art view synthesis methods for SLFs and highlight the complexity of addressing larger baselines effectively in view synthesis.

Assessing user satisfaction and immersion in telepresence systems is a multidimensional challenge, requiring assessments in three different strands as described in IMEx whitepaper: subjective assessment, behavioral assessment, and assessment via psycho-physiological methods [Perkis2020]. Quantitative metrics can be used for interaction latency and task performance metrics in a user study, and individual preferences and experiences can be collected qualitatively. Certain aspects of user experience, such as visual quality and user engagement, can also be collected as quantitative data during user studies – with user self-reporting. Additionally, behavioral assessment (e.g., user movement, interaction patterns) can be used to identify different use patterns. Here, the limiting factor is mainly the time and experience cost in running the said user studies. Therefore, the challenge here is to prepare a framework that can model the user experience for realistic immersive telepresence scenarios, which can speed up the assessment strategies.

Other limitations and aspects to consider include accessibility, privacy issues, and ethics. Regarding accessibility, it is important to ensure that immersive telepresence technologies are affordable and usable by diverse populations. The situation is improving as the cameras and headsets are getting cheaper and easier to use (e.g., faster and stronger on-device processing, removal of headset connection cables, increased ease of use with hand gestures, etc.). Nevertheless, hardware costs, connectivity requirements, and usability barriers must be further addressed to make these systems widely accessible. Regarding privacy and ethics, the realistic nature of immersive telepresence may raise ethical and privacy concerns. Capturing and transmitting live environments may involve sensitive data, necessitating robust privacy safeguards and ethical guidelines to prevent misuse. Also, privacy concerns regarding the headsets that rely on visual cameras for localization and mapping must be addressed.

5. Conclusions and Future Directions

Realistic immersive telepresence systems represent a transformative shift in how people interact with remote environments. By combining advanced imaging, rendering, and interaction technologies, these systems promise to revolutionize industries ranging from healthcare to entertainment. However, significant challenges remain, including data availability, compression, rendering, and QoE assessment. Addressing these obstacles will require collaboration across disciplines and industries.

To address these challenges, future research should focus on attempting to create relevant datasets for spherical LFs that address with accurate positioning of the camera and challenges such as dynamic lighting conditions and occlusions. Developing real-time, robust compression methods for unstructured LFs, which maintain visual quality and support immersive applications, is another critical area. Developing advanced view synthesis algorithms capable of handling large baselines without introducing artifacts or distortions and creating frameworks for user experience and QoE assessment methodologies are still open research questions.

Further into the future, the remaining challenges can be solved using learning-based algorithms for the challenges related to realness and spatiality factors as well as QoE estimation, increasing the level of interactivity and feeling of immersion through integrating different senses to the existing systems (e.g., spatial audio, haptics, natural interfaces), and increasing the standardization to create common frameworks that can manage interoperability across different systems. Long-term goals include the integration of realistic immersive displays – such as LF displays or improved holographic displays – and the convergence of telepresence systems with emerging technologies like 5G or 6G networks and edge computing, on which the efforts are already underway [Mahmoud2023].

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SIGMM Workshop on Multimodal AI Agents

The SIGMM Workshop on Multimodal AI Agents was held on October 28th, 2024, at ACMMM24 in Melbourne as an invitation-only event. The initiative was launched by Alberto Del Bimbo, Ramesh Jain, and Alan Smeaton following a vision of the future where multimedia expertise converges with the power of large language models and the belief that there is a great opportunity to position the Multimedia research community at the center of this transformation. The event was structured as three roundtables, inviting some of the most influential figures in the multimedia field to brainstorm on key issues. The goal was to design the future, identifying the multimodal opportunity in the days of powerful large-model systems and preparing an agenda for the coming years for the SIGMM community. We did not want to overlap with the current thinking of how multimodality will be included in the emerging large-models.  Instead, the goal was on how deep multimodality is essential in building next stages of AI agents for real world applications and how fundamental it is in understanding real-time contexts and for actions by agents. The event received a great response, with over 30 attendees from both Academia and Industry, representing 13 different countries.

Three roundtables focused on Tech ChallengesApplications, and Industry-University collaboration. The participants were divided into three groups and assigned to the three roundtables according to their profiles and preferences. For the roundtables, we did not prepare specific questions but rather outlined key areas of focus for discussion. A brief document that provided a short introduction for each roundtable, summarizing the topic of the debate and highlighting three major subjects to guide the discussion was prepared and given to the discussant a few days before the meeting. 

In the following we report a brief synthesis of the discussions at the roundtables, highlighting the principal arguments of discussion and proposals. 

Tech challenges Roundtable

Motivations for the discussion: As large pre-trained models become more prevalent and move towards multimodality, looking at the future, a key issue for their usage arises around the impact of their updating and fine-tuning, understanding how to ensure that improvements in one area don’t come at the cost of degradation in others. It is also fundamentally important to understand how deep multimodality is essential for building next stages of AI agents for real world applications, as well as for comprehending real-time contexts and guiding actions by agents towards Artificial General Intelligence. 

Some salient sentences, open questions, proposals from the discussion:

  • The interplay between human intelligence and machine intelligence is a fundamental aspect of what should be multi-modal. There are not yet deep enough multimodal models…. models for information that truly span all, or even a subset of modalities. We need metrics for this human-machine, human-intelligence machine-intelligence, action. We should come up with and define a task around how people collaborate productively. We should look at something like dynamic difficulty adjustment, that requires continuous, real-time development or training. 
  • Benchmarks are of crucial importance, not just to evaluate one thing against another thing, but to stretch the capabilities. It is not just about passing the benchmark; it is about setting the targets. We should envision a SIGMM-endorsed or sponsored multimodal benchmark by approaching some big tech companies to benchmark some multimodal activity within and across companies.

Applications Roundtable

Motivations for the discussion:   Multimodality is a cornerstone of emerging real-world applications, providing context and situational awareness to systems. Large Multimodal Models are credited for transforming various industries and enabling new applications. Key challenges lie in developing computational approaches for media fusion to construct context and situational understanding, addressing real-time computing costs, and refining model building. It is therefore essential for the SIGMM community to reason on how to build a vibrant community around one or a few key applications.

Some salient sentences, open questions, proposals from the discussion:

There are many areas for application where the SIGMM community can provide vital and innovative contributions and should concentrate its applicative research. Example application areas  and examples of research are: 

  • Health: there is an absence of open-ended sensory data representing of long-term complex information in the health area. We can think of integrated, federated machine learning, i.e. an integrated, federated data space for data control. 
  • Education: we can think of some futuristic learning approach, like completely autonomous learning.  Namely, AI agents that will be supportive through observation models, able to adjust the learning level so that some can finish faster than the others and learn depending on the modalities they like to receive. It is also of key importance to consider what the role of teacher and the role of AI is. 
  • Productivitywe can think of tools for immersive multi-modal experiences, to generate cross-modal content including 3D and podcasting in immersive environments.
  • Entertainment: we should think of how we can improve entertainment through immersive story driven experiences. 

Industry and University Roundtable

Motivations for the discussion:   Research on large AI models is by far dominated by private companies, thanks in part to their access to the data and the cost for building and training such models. As a result, academic institutions are being left behind in the AI race. It is therefore urgent to reason about which research directions are viable for universities and think of new Industry-University collaboration models for multimodal AI research.  It is also important to capitalize on the unique advantage of Academy, concerning their neutrality and ability to address long-term social and ethical issues related to technology.

Some salient sentences, open questions, proposals from the discussion:

  • Small and medium enterprises feel that they are left out. These are the ones who came to talk to universities. This is an opportunity for the SIGMM community to see how we can help.  SIGMM could sponsor joint PhD programs for example addressing small size, multi-model, foundation models, or intelligent agents, where a company sponsors part of the grant project. 
  • SIGMM should promote large visibility events at ACM Multimedia like Grand Challenges and Hackathons. As a community we could sponsor a company-wise Grand Challenge on multimodal AI and intelligent agents, leveraging industry to contribute more data sets. We could promote a regional-global Hackathon where Hackathons are held and overseen in different regions in the world, and the top teams then invited to come to ACM Multimedia and compete for it. 

Based on the discussions at the roundtables, we have identified several concrete actions that could help position the SIGMM research community at the forefront of the multimodal AI transformation:

At the next ACM Multimedia Conference

  • Explicit inclusion of multimodality as a key topic in the next ACM Multimedia call.
  • Multimodal Hackathon on Intelligent Agents (regional-global hackathon).
  • Multimodal Benchmarks (collaborations within and across major tech companies).
  • Multimodal Grand Challenges (in partnership with industry leaders).

At the next ACM SIGMM call for Special projects

  • Special Projects focused on Multimodal AI.

SIGMM is committed to pursuing these initiatives.

Diversity and Inclusion in focus at ACM IMX 2024

Summary: ACM IMX 2024 took place in Stockholm, Sweden, from June 12 to 14, continuing its dedication to promoting diversity within the community. Recognising the importance of amplifying varied voices and experiences to advance the field, the conference built on prior achievements in diversity and inclusion of IMX through a series of initiatives to promote diversity and inclusion (D&I).  This column provides a concise overview of the main D&I initiatives, including childcare support, early-career researcher grants, and manuscript accessibility support.  It includes participant feedback and short testimonials shared during and after the conference to highlight the value of these initiatives. 

To encourage a broad and inclusive pool of organisers, one method employed by the general chairs of ACM IMX’24 to prioritise diversity and inclusion was to team seasoned committee members with new members within the organising committee, this was done as a method to actively foster mentoring opportunities that support continuity and the development of future conference leadership. In addition to this, IMX’24 invited community members to self-nominate for various chair and organisational roles to make it clear that chair roles were open and available to all who were interested in being part of organising the conference. This call for applications was announced during the closing session of ACM IMX’23 in Nantes, France and, over a two-month period, the committee received 12 applications from which 5 candidates were selected to serve as chairs in various capacities. This inclusive approach allowed ACM IMX to engage with junior members and volunteers who might not have been reached through traditional recruitment methods, pairing them with experienced team members to ensure that they were able to build their network within the community and their skills in conference organisation and management. 

SIGMM support was used to enable the chairs of IMX’24 to introduce several initiatives to ensure that all individuals, regardless of personal circumstances, could participate fully in the conference. These initiatives had openly announced calls to all eligible community members who wished to attend the conference in person in Stockholm but required financial assistance. To ensure a fair and thorough selection, the IMX’24 Diversity and Inclusion Chairs, in collaboration with the General Chairs, reviewed each of the applications to ensure that the widest range of support could be offered with the available funds. Applications were evaluated on a rolling basis to ensure that participants were able to organise their travel and visa arrangements without the added challenges of time pressure.

With this support from SIGMM, Diversity and Inclusion grants for IMX were made available for participants, covering:

  • Travel Support for Non-Students from Marginalised and Underrepresented Groups: This grant provided travel support for researchers who self-identified as marginalised or underrepresented within the ACM IMX community, particularly those from non-WEIRD (Western, Educated, Industrialised, Rich, Developed) countries who lacked other funding opportunities. Priority was given to early-career researchers (such as post-docs), and those needing financial assistance, to compliment existing SIGCHI and SIGMM student targeted travel grants. 
  • Childcare and Parental Support: This grant offered financial assistance to parents attending ACM IMX’24, subsidising childcare costs to enable broader participation and to cover expenses related to children’s travel, travel for a childcare companion, and on-site or arranged babysitting during the conference.
  • Disability and Carer Support: This grant aimed to support attendees on extended leave from work due to disability, parental responsibilities, or other personal circumstances. Recipients of this award also received a complementary free conference registration. 
  • Student Travel Awards: SIGMM also provided awards directly to students to support travel expences, enabling a broader range of participation and complimenting free registration offered for those students volunteering at the conference. 

The SIGMM’s special initiatives for diversity and inclusion enable IMX’24 to secure a keynote designed to foster a more inclusive dialogue. Delivered by artist Jake Elwes—a self described hacker, radical faerie, and researcher—the keynote focused on “queer artificial intelligence” and featured deepfake drag performers. Elwes’ work invited the attendees to reflect on who builds these systems, the intentions behind them, and how they can be reclaimed to envision and create different visions of a technology enhanced future.

In combination with support from SIGMM, a special workshop focused on engaging with research and researchers from Latin America as a region of interest was made possible through the generous backing of the SIGCHI Development Fund (SDF). This enabled researchers and workshop keynote speakers to participate in both the “IMX in Latin America – 2nd International Workshop” and attend the conference. A core objective was to increase diversity by broadening the IMX community through actively encouraging colleagues from Latin America to attend and contribute. This workshop also published it’s submissions as part of the ACM IMX’24 workshop proceedings in ICPS.

For the first time at ACM IMX, an external provider (TAPS) was hired to ensure accessibility of papers prior to publication. Finally, the conference offered a range of venue-focused diversity and inclusion initiatives, including the provision of all-gender bathrooms, pronoun badges, and approachable senior community members to support engagement. Care corner and tables were thoughtfully set up throughout the conference to provide attendees with free hygiene essentials such as masks, refreshers, hand sanitisers, sanitary pads and tampons. These measures highlighted ACM IMX’24 commitment to fostering a welcoming and accessible environment for all participants.

Figure 1: Participants’ responses on their perception of diversity and inclusion at IMX, highlighting that it encompasses representation, welcoming environments, active engagement, research focus, and shaping future media experiences.

“During the closing event of IMX2024, we asked our attendees to answer a few questions that could help plan future IMX conferences. We asked everyone to share what future research directions could be included to address D&I at IMX. Some of the suggestions were to include the field of Humanities, to study usability among different demographics, and to understand how people who might not have economic access to technology could benefit from such technology. We also asked everyone to select what, according to them, is D&I at IMX. The options Everyone feels welcomed, Diverse individuals are able to engage and contribute and People from diverse backgrounds get represented and have a voice received a majority of the votes when compared to “Shape the future of interactive media experiences and “Research that focuses on diversity and inclusion in media experiences”. When asked to share how included they felt at IMX2024, 92% of the participants shared that they either felt included or very much [with some leaving the question unanswered]. They also shared how different aspects made them feel included. Some of the highlights were the care corner that was arranged to support the basic needs of the attendees, the social events, interactions at the conference, and the community. ” – Sujithra Raviselvam, IMX’24 Diversity and Inclusion Co-Chair.

Figure 2: Participants’ feedback on factors contributing to feelings of inclusion and exclusion at IMX, along with suggestions for future research directions aimed at improving diversity and inclusion. The feedback highlights personal interactions, event organization, and amenities as key to feeling included, while future research suggestions focus on enhancing accessibility, providing economic support, and integrating more diverse perspectives in HCI research.

The best way to understand the impacts of these supports is through the words of those who were enabled to join the conference by receiving it. 

The grant received for IMX2024 allowed me to attend the conference. Having a young child is challenging as an early researcher, as you must, sometimes, sacrifice your career or family. This grant allowed me to travel without any of these. I could attend the conference without stress or second thoughts, and support my family during the few days of the conference. Thanks to this, I received valuable feedback on my work, followed interesting presentations, and did not miss my family.” – Romain Herault, childcare award recipient. 

“I had the opportunity to present our qualitative study focused on understanding the sensitive values of women entrepreneurs in Brazil to support designing multi-model conversational AI financial systems at IMX, followed by interesting discussions about it in the workshop organized by Debora Christina Muchaluat Saade, Mylene Farias and Jesus Favela. The conference was focused on the future of multimodal technologies, with many exciting demos to investigate, to make more accessible, and to challenge assumptions of real life through a multimedia lens. We also had a conference dinner with the theme of the midsummer celebration. I was amazed by its meaning; as far as I understood, the purpose is to celebrate the light, sun, and summer season with family and friends! I loved it! It was also an opportunity to explore the beautiful Stockholm city with new colleagues and meet current collaborators in research.”– Heloisa Caroline de Souza Pereira Candello.  

A total of 21 applicants received support through diversity and inclusion grants provided by both SIGMM and the SIGCHI Development Fund (SDF). This assistance enabled full participation in ACM IMX’24 and supported a diverse group, including students, non-students from marginalised backgrounds, early-career researchers, and Latin American researchers, all of whom benefitted from these grants and made up more than 10% of the total conference attendees – truly changing and undoubtedly enhancing the experience of all attendees at the conference. 

Figure 3: The word clouds present two data sets from an IMX survey: the countries respondents identify as home, and the locations they would like IMX to feature in the future. It highlights a diverse range of home countries, including Brazil, Germany, and India, and suggest future IMX locations such as Japan, Brazil, and various cities in the USA, indicating a global interest and the geographical diversity of the IMX community.