JJ

Jack Jansen

16 records found

Immersive technologies like eXtended Reality (XR) are the next step in videoconferencing. In this context, understanding the effect of delay on communication is crucial. This article presents the first study on the impact of delay on collaborative tasks using a realistic Social X ...
Technological advances in head-mounted displays and novel real-time 3D acquisition and reconstruction solutions have fostered the development of 6 Degrees of Freedom (6DoF) teleimmersive systems for social VR applications. Point clouds have emerged as a popular format for such ap ...
Social Virtual Reality (VR) applications represent a big step forward in the field of remote communication. Social VR provides the possibility for participants to explore and interact with virtual environments and objects, feelings of a full sense of immersion, and being together ...

A pipeline for multiparty volumetric video conferencing

Transmission of point clouds over low latency DASH

The advent of affordable 3D capture and display hardware is making volumetric videoconferencing feasible. This technology increases the immersion of the participants, breaking the flat restriction of 2D screens, by allowing them to collaborate and interact in shared virtual reali ...

ThermalWear

Exploring Wearable On-chest Thermal Displays to Augment Voice Messages with Affect

Voice is a rich modality for conveying emotions, however emotional prosody production can be situationally or medically impaired. Since thermal displays have been shown to evoke emotions, we explore how thermal stimulation can augment perception of neutrally-spoken voice messages ...

From the lab to the OB truck

Object-based broadcasting at the FA Cup in Wembley Stadium

While traditional live-broadcasting is typically comprised of a handful of well-defined workflows, these become insufficient when targeting multiple screens and interactive companion devices on the viewer side. In this case study, we describe the development of an end-to-end syst ...
Multiscreen TV viewing refers to a spectrum of media productions that can be watched on TV screens and companion screens (e.g., smartphones and tablets). TV production companies are now promoting an interactive and engaging way of viewing TV by offering tailored applications for ...

Designing the club of the future with data

A case study on collaboration of creative industries

This paper reflects on the development of a multi-sensory clubbing experience which was deployed during a two-day event within the context of the Amsterdam Dance Event in October 2016 in Amsterdam. We present how the entire experience was developed end-to-end and deployed at the ...

MediaSync

Handbook on multimedia synchronization

This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sen ...
Media synchronization is a core research area in multimedia systems. This chapter introduces the area by providing key definitions, classifications, and examples. It also discusses the relevance of different types of media synchronization to ensure satisfactory Quality of Experie ...
This paper examines the document aspects of object-based broadcasting. Object-based broadcasting augments traditional video and audio broadcast content with additional (temporally-constrained) media objects. The content of these objects - as well as their temporal validity - are ...

The Club of the Future

Participatory Clubbing Experiences

This article showcases our effort to explore the music club of the future. We present the development and results of an end-to-end system which enhances the club-going experience through the use of wearable technology. Each party guest wearing one of the wristbands actively contr ...

CWI-ADE2016 Dataset

Sensing nightclubs through 40 million BLE packets

The CWI-ADE2016 Dataset is a collection of more than 40 million Bluetooth Low Energy (BLE) packets and of 14 million accelerometer and temperature samples generated by wristbands that people wore in a nightclub. The data was gathered during Amsterdam Dance Event 2016 in an exclus ...

Tangible air

An Interactive Installation for Visualising Audience Engagement

This article presents an end-to-end system for capturing physiological sensor data and visualising it on a real-time graphic dashboard and as part of an art installation. More specifically, it describes an event where the level of engagement of the audience was measured by means ...

Quantifying audience experience in the wild

Heuristics for developing and deploying a biosensor infrastructure in theaters

Measuring the experience of audience of arts events is essential in the experience economy of this day and age, but it is a difficult task. The value of such information goes beyond evaluating the impact of the arts, as it can provide insights and feedback to enhance the work of ...
This article presents the results of modelling audience response to new types of networked theatre plays. As the main contribution of the work we introduce two types of metrics: intensity, relating to how intensively co-present and remote aspects of a performance are rated, and c ...