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Authors Papers / presentation title Event name / material name Venue Publisher Publication Place Relevant Pages End Date Download Link Event web site Abstract
- Marwin Schmitt
- Simon Gunkel
- Pablo Cesar
- Dick C.A. Bulterman
The influence of interactivity patterns on the Quality of Experience in multi-party video-mediated conversations under symmetric delay conditions 3rd International Workshop on Socially-Aware Multimedia Orlando (FL), USA ACM New York, USA 13-16 2014-11-07 link As commercial, off-the-shelf, services enable people to easily connect with friends and relatives, video-mediated communication is filtering into our daily activities. With the proliferation of broadband and powerful devices, multi-party gatherings are becoming a reality in home environments. Theoretical foundations for Quality of Experience (QoE) have identified three crucial factors for understanding the impact on the individual’s perception: system, context, and user. While most of the current research tends to focus on the system factors (delay, bandwidth, resolution), in this paper we offer a more complete analysis that takes into consideration context and user factors. In particular, we investigate the influence of delay (constant system factor) in the QoE of multi-party conversations. Regarding the context, we extend the typical one-to-one condition to explore conversations between small groups (up to five people). In terms of user factors, we take into account conversation analysis, turn-taking and role-theory, for better understanding the impact of different user profiles. Our investigation allows us to report a detailed analysis on how delay influences the QoE, concluding that the actual interactivity pattern of each participant in the conversation results on different noticeability thresholds of delays. Such results have a direct impact on how we should design and construct video-communication services for multi-party conversations, where user activity should be considered as a prime adaptation and optimization parameter.
- Chen Wang
- Pablo Cesar
Do We React in the Same Manner? Comparing GSR Patterns Across Scenarios Nordic Conference on Human-Computer Interaction Helsinki, Finland ACM New York, USA 501-510 2014-10-30 link Is the physiological response from participants different between a lab experiment and a field study? In this paper, we exhaustively compare the GSR (galvanic skin response) patterns between two different scenarios. The first one was conducted in a theatre during a performance, while the second one in a laboratory during a video watching session. Questionnaires, interviews, and video recordings helped us to interpret sensor patterns, and to map them to user engagement. When comparing the GSR responses, we found a strong positive correlation between all engaged users of the two scenarios. Interestingly, such correlation was not present between the responses of non-engaged users. These results show the homogeneity of positive responses across scenarios, when compared to the variability of negative ones. The results corroborate as well that sensor data results obtained in lab studies cannot be easily generalized to real-world situations.
- Konrad Kowalczyk
- Christian Dachmann
- Alexandra Craciun
- Emanuel Habets
Spatial Perception of Virtual X-Y Recordings International Workshop on Acoustic Signal Enhancement (IWAENC) Antibes - Juan les Pins, France IEEE Antibes - Juan les Pins, France 130-134 2014-09-11 link Spatial sound acquisition aims at capturing the sound field such taht spatial cues present in the sound scene at the recording side are preserved at the reproduction side. The virtual microphone technique is a spatial recording method that allows for an arbitrary selection fo the recording position and orientation. It exploits the parametric information about the sound field estimated using distributed microphone arrays in order to synthesize the virtual microphone signals that sound perceptually similar to the signals that would be recorded using physical microphones located at the same positions. In this paper, teh quality of the spatial image in virtual stereo recordings is evaluated through a set of sujective experiments, including dedicated tests for distance and angle perception. The listening test results show that the spatial image captured using virtual microphones is perceptually close to the image recorded with physical microphones positioned analogously.
- Pablo Cesar
- Rene Kaiser
- Marian Ursu
Toward Connected Shared Experiences IEEE Computer IEEE N/A 86-89 2014-07-01 link To move beyond the current "talking heads" paradigm and enable truly natural and immersive shared experiences, video-mediated communication systems must be able to understand the context of the shared activity as well as the social layer of interaction.
- Rene Kaiser Integrating Social Media with Video Communication IEEE Computer Society Special Technical Community on Social Networking E-Letter STCSN http://stcsn.ieee.net/e-letter/stcsn-e-letter-vol-2-no-2 1-41 2014-06-01 link This E-Letter contains contributions from a very interesting European research project, Vconect (http://vconect-project.eu/). The first article -Smart Video Communication for Social Groups - introduces the aims of that research effort. Another one - Taxonomies of Relationships in Multidimensional Social Networks - deals with the question which information can be extracted from social networks to assist intelligent reasoning processes like communicaton orchestration. Another article - Multi-Party Videoconferencing for the Web - is discussing integration of a video communication system with a social network. Another article introduces the concept of 'The Service Aware Network'. Last but not least, the article 'Supporting Student-to-Student Interaction' focuses on a use case supporting distance learning via video.
- Rene Kaiser
- Matthias Traub
- Wolfgang Weiss
Taxonomies of Relationships in Multidimensional Social Networks Relevant for Supporting Real-Time Video Communication Systems IEEE Computer Society Special Technical Community on Social Networking E-Letter IEEE N/A N/A 2014-06-01 link link As information technology has advanced, the usage of online social networks rapidly increased at the same time, and social interaction shifted onto these platforms. Online social networks have gained significant popularity and are now among the most popular sites on the Web. Likewise, sophisticated video communication systems, which in the past mainly concentrated on the business videoconferencing market, are shifting into the private domain. In the realm of these developments, we are aiming for integration of online social networks with intelligent video communication systems. Relevant information extracted from massive amounts of online social network data could inform intelligent behaviour within video communication systems, and therefore needs to be extracted. This article presents a selection of taxonomies of relationships as basis for multidimensional social networks that we consider relevant for such purposes. As users might not necessarily be very active, this selection also considers how well it could work with sparse network layers. Based on a literature study, we conclude that the combination of layers with sparse information onto a multidimensional network usually increases the usefulness of the data for its analysis.
- Marian Ursu
- Peter Stollenmayer
- Doug Williams
- Pedro Torres
- Pablo Cesar
- Niko Farber
- Erik Geelhoed
Smart Video Communication for Social Groups - The Vconect Project IEEE Computer Society Special Technical Community on Social Networking E-Letter IEEE N/A N/A 2014-06-01 link link This article introduces the Vconect project. Vconect (Video Communications for Networked Communities) is a collaborative European research and development project dealing with high-quality enriched video as a medium for mass communication within social communities. The technical capabilities where Vconect innovates concern: high quality a/v capture, dynamic a/v composition, network resources optimization and communication orchestration. The project is driven by two main use cases.  The first focuses on the integration of live video communication with social networking services. The second focuses on distributed performances, their automatic representation to remote spectators and the support for social interaction around such performances.
- Niko Farber
- Yaroslav Kryvyi
- Vilmos Zsombori
Multi-Party Videoconferencing for the Web IEEE Computer Society Special Technical Community on Social Networking E-Letter IEEE N/A N/A 2014-06-01 link link There is increasing interest in videoconferencing for social networks, but web developers are facing two basic challenges: Easy integration and scalability. The latter can be solved by a scalable architecture based on central media routers, which makes pragmatic use of the available resources while allowing low complexity server components. Easy integration, on the other hand, requires a simple API with inherent support for multipoint and intelligent audio and video composition. In this paper we describe how the EU-funded research project Vconect has addressed these two challenges and compare the results with Google+Hangout and WebRTC. As a prove of concept, the Vconect platform has been integrated with SAPO Campus, a social network operated by Portugal Telecom Group, with positive results from initial trials.
- Ian Kegel
- Doug Williams
- Tim Stevens
- Simon Gunkel
- Pablo Cesar
- Jack Jansen
The Service Aware Network: Balancing cost and quality for Social Multimedia Communication IEEE Computer Society Special Technical Community on Social Networking E-Letter IEEE N/A N/A 2014-06-01 link This article explores the notion that a ‘service-aware’ network will help in the cost-effective delivery of social communication between communities, when it is enriched by high quality video and audio. While the concept of dynamically managing network components to balance cost and quality of service is not at all new, the paper explains how future plausible use cases for social multimedia communication prompt four key requirements for a new type of service-aware network. A brief summary is then provided of current research into some of the new capabilities needed to deliver these requirements: Quality of Experience Modelling, Dynamic Network Configuration, and Composition in the Network. Finally, an overview is given of a programme of experiments and trials which are being carried out to demonstrate the applicability and scalability of the service-aware network to real services based on the aforementioned use cases. 
- Dennis Dams
- Frank Versteegh
- Jan Bouwen
- Wolfgang Van Raemdonck
Supporting Student-to-Student Interaction in Video-supported Distance Learning IEEE Computer Society Special Technical Community on Social Networking E-Letter IEEE N/A N/A 2014-06-01 link link We report on a project aimed at assessing how video communication can be used more beneficially in a distance learning setting and designing possible solutions. Literature and user studies reveal that the social aspect of a classroom is considered to be very important and that student-to-student interaction is currently lacking in distance education programs. Student-to-student interaction is one of the big challenges to overcome in distance learning. To increase this type of interaction the concept of a shared 2D communication space is proposed in which users can move their own webcam image around and communicate with other people present in the virtual space by ‘standing’ next to them. Verbal communication only occurs between ‘grouped’ users thus allowing for multiple conversations to be held within the same communication space.
- Erik Geelhoed
- Phil Stenton
- Kuldip Singh-Barmi
- Ian Biscoe
Necessidades dos usuários de espaços de performances imersivas mediatizadas. (User Requirements in Immersive Mediated Performance) Revista Mapa, Vol. 1, No 1, 2014, Brazil. Revista Mapa, Vol. 1, No 1, 2014, Brazil. Revista Mapa Sao Paulo, Brasil N/A 2014-05-01 link Over the last two decades performance artists have made use of videoconferencing systems for installations, joint performances and rehearsals; often negotiating costly and bespoke (custom-made) soft and hardware. More recently, pervasive and low-cost videoconferencing technology has successfully been applied in mediated installations, paving the way for the technology to be incorporated into the curriculum of performance colleges thereby creating a need for systematic user requirement research. We report on a study in which theatre and dance students collaborated across a videoconferencing connection. The results highlighted different requirements for distributed theatre and dance practitioners and these findings form an input into an EU Framework 7 research program focusing on how to better support the mediated performance space and enable audience feedback and interaction. We highlight theoretical perspectives relevant to telepresence in performance. Lastly we describe how insights into user requirements for immersive mediated performance spaces led to building a prototype consisting of two Computer Aided Virtual Environments (CAVEs) connected via the Internet.
- Chen Wang
- Erik Geelhoed
- Phil Stenton
- Pablo Cesar
Sensing a Live Audience ACM CHI 2014 Toronto, Canada ACM New York, USA 1909-1912 2014-05-01 link link Psychophysiological measurement has the potential to play an important role in audience research. Currently, such research is still in its infancy and it usually involves collecting data in the laboratory, where during each experimental session one individual watches a video recording of a performance. We extend the experimental paradigm by simultaneously measuring Galvanic Skin Response (GSR) of a group of participants during a live performance. GSR data were synchronized with video footage of performers and audience. In conjunction with questionnaire data, this enabled us to identify a strongly correlated main group of participants, describe the nature of their theatre experience and map out a minute-by-minute unfolding of the performance in terms of psycho-physiological engagement. The benefits of our approach are twofold. It provides a robust and accurate mechanism for assessing a performance. Moreover, our infrastructure can enable, in the future, real-time feedback from remote audiences for online performances.
- Pablo Cesar
- David Geerts
Interaction design for online video and television ACM CHI 2014 Toronto, Canada ACM New York, USA 1025-1026 2014-05-01 link link This course will teach attendees how to design and evaluate interaction with online video and television. It provides attendees a pragmatic toolset, including techniques and guidelines, which can be directly applied in practice. The different tools will be contextualized based on current developments, giving participants a complete overview of the state of the art and industry.
- Pablo Cesar SoMuS: Social Multimedia and Storytelling International Workshop on Social Multimedia and Storytelling Glasgow, Scotland CEUR N/A N/A 2014-04-01 link link The pervasive use of media capturing devicesand the wide adoption of online social net-working platforms have led to the proliferationof online content capturing places and events.Such content holds great potential for formingricher representations of real-world places andevents, and creating engaging stories aroundthem. This is not only due to the abundanceof diverse multimedia content, but also due tothe availability of rich contextual information,ranging from location metadata and textualdescriptions to online interactions and userfeedback (e.g., in the form of ratings). There-fore, leveraging social multimedia content andits surrounding context oers ample oppor-tunities for better understanding and captur-ing the real world and for building innovativeand engaging applications. However, the un-controlled nature of user-contributed contentand the complexity of the social media life-cycle raise signicant research challenges re-lated both to the eective collection, mining,and indexing of social multimedia and to theircombination, creative reuse, and presentation.To this end, the rst edition of the Social Mul-timedia and Storytelling (SoMuS) workshopCopyright c by the paper's authors. Copying permitted onlyfor private and academic purposes.In: S. Papadopoulos, P. Cesar, D. A. Shamma, A. Kelliher, R.Jain (eds.): Proceedings of the SoMuS ICMR 2014 Workshop,Glasgow, Scotland, 01-04-2014, published at http://ceur-ws.orgattempts to explore this exciting new area andhighlight the key research challenges and op-portunities.
- Simon Gunkel
- Jack Jansen
- Ian Kegel
- Dick C.A. Bulterman
- Pablo Cesar
The Optimiser: monitoring and improving switching delays in video conferencing ACM Workshop on Mobile Video 2014 Singapore, Singapore ACM New York, USA article 1 2014-03-19 link link With the growing popularity of video communication systems, more people are using group video chat, rather than only one-to-one video calls. In such multi-party sessions, remote participants compete for the available screen space and bandwidth. A common solution is showing the current speaker prominently. Bandwidth limitations may not allow all streams to be sent at a high resolution at all times, especially with many participants in a call. This can be mitigated by only switching on higher resolutions when they are required. This switching encounters delays due to latency and the properties of encoded video streams. In this paper, we analyse and improve the switching delay of our video conferencing system. Our server-centric system offers a next-generation video chat solution, providing end-to-end video encoding. To evaluate our system we use a testbed that allows us to emulate different network conditions. We measure the video switching delay between three clients, each connected via different network profiles. Our results show that missing Intra-Frames in the transmission has a strong influence on the switching delay. Based on this, we provide an optimization mechanism that improves those delays by resending Intra-Frames.
- Chen Wang
- Pablo Cesar
- Erik Geelhoed
An Invisible Gorilla: Is It a Matter of Focus of Attention? PCM2013 Nanjing, China Springer Nanjing, China 318-326 2013-12-16 link link How to evaluate the user attention level in a video task is a challenge. Many educators are using video training material to improve the user’s ability of focus, and they directly assess the users’ performance scores as a result of focus of attention. However, this is not always true in a video environment, as the user’s poor performance may be resulted from some other reasons rather than a lack of focus of attention. In this article, we demonstrated our assumption by using an Electroencephalography (EEG) sensor, which measured the users’ attention level in a video task. Our results showed one case that some users with a poor performance in the video task had the same level of attention compared to those users with a good performance. In particular, the interference object in the video selected for our experiment, aimed for distracting the users’ attention, and had no impact on some users’ focus when they were already involved in the video task.
- Marwin Schmitt
- Simon Gunkel
- Dick C.A. Bulterman
- Pablo Cesar
A Quality of Experience Testbed for video-mediated group communication IEEE International Symposium on Multimedia Anaheim, California, USA IEEE Anaheim, CA 514-515 2013-12-11 link Video-Mediated group communication is quickly moving from the office to the home, where network conditions are more likely to fluctuate. If we are to provide software components that can monitor the Quality of Experience (QoE) in real-time, we need to carry out extensive experiments under different varying (but controllable) conditions. Unfortunately, there are no tools available that provide us the required fined-grained level of control for conducting such experiments. This paper reports on our efforts implementing such testbed for multi-party tele-meetings. The testbed is based on current conceptual QoE frameworks and provides the experiment conductor with full control over the media pipeline, and the possibility of modifying, in real-time, network and media parameters. Additionally, it offers facilities to easily apply different layouts, and to seamless incorporating a variety of evaluation methods such as ratings, questionnaires, and conversation analyzers. We have already used the testbed in a number of evaluations, and it has proven to be a flexible and effective canvas for better understanding QoE on video-mediated group communication.
- Claudia Wagner Emergent Structure, Semantics and Usage of Social Streams PhD thesis Graz, Austria n/a n/a n/a 2013-11-05 link Social streams are aggregations of data that are produced by a temporal sequence of users' activities conducted in an online social environment like Twitter or Facebook where others can perceive the manifestation of these activities. Although previous research shows that social streams are a useful source for many types of information, most existing approaches treat social streams as just another textual document and neglect the fact that social streams emerge through user activities. This thesis sets out to explore potential relations between the user activities which generate a stream (and therefore impact the emergent structure of a stream) and the semantics of a stream.
- Dennis Dams
- Jan Bouwen
- Jos P. van Leeuwen
- Clinton Jorge
Communicating deictic gestures through handheld multi-touch devices NEM Summit 2013 Eurescom Heidelberg 63-68 2013-10-28 link Deictic gestures are gestures we make during communication to point at objects or persons. Indicative acts of directing-to guide the addressee to an object, while placing-for acts place an object for the addressee’s attention. Commonly used presentation software tools, such as PowerPoint and Keynote, offer ample support for placing-for gestures, e.g. slide transitions, progressive disclosure of list items and animations. Such presentation tools, however, do not generally offer adequate support for the directing-to indicative act (i.e. pointing gestures). In this paper we argue the value of presenting deictic gestures to a remote audience. Our research approach is threefold: identify indicative acts that are naturally produced by presenters; design tangible gestures for multi-touch surfaces that replicate the intent of those indicative acts; and design a set of graphical effects for remote viewing that best represent these indicative acts for the audience.
- Marian Ursu
- Martin Groen
- Manolis Falelakis
- Michael Frantzis
- Vilmos Zsombori
- Rene Kaiser
Orchestration: TV-Like Mixing Grammars applied to Video-Communication for Social Groups ACM Multimedia 2013 Barcelona, Spain ACM New York 333 - 342 2013-10-25 link This paper reports research into video-mediated synchronous communication within social groups, with members interacting from different physical locations. The ultimate aim of the research is to create a more natural medium for interaction, aware of the context in which it operates, able to continuously adapt itself to the communication needs and optimise the way in which it captures and transmits aspects of the communication. This, is hypothesised, can be achieved by equipping each location with multiple controllable video cameras and microphone arrays and mixing the resulting content through techniques similar to those used in television—a process referred to as “orchestration”. Through orchestration, each location should be able to receive the appropriate perspectives and levels of detail, resulting in communication experiences in which the spatial separation between participants is minimised. The paper defines the concept of orchestration and presents two major evaluation experiments that provide supporting evidence for the main assumption. They also strongly motivate further research into this concept, to be carried out in richer interaction contexts.
- Marwin Schmitt
- Simon Gunkel
- Pablo Cesar
- Peter Hughes
A QoE Testbed for socially aware video-mediated group communication International Workshop on Socially-Aware Multimedia Barcelona, Spain ACM New York, USA 37-42 2013-10-21 link Video-Mediated group communication is filtering into everyday use, as commercial products enable people to connect with friends and relatives. Current solutions provide basic support, so that communication can happen, but do they enable conversations? This paper argues that the purpose and the context of the conversation are influential factors that are rarely taken into consideration. The aim should be on the development of underlying mechanisms that can seamless palliate the effects of networking variances (e.g., delays) and optimize media and connection for every single participant. In particular, our interest is on how to improve remote multi-party gatherings by dynamically adjusting network and communication parameters, depending on the ongoing conversation. If we are to provide a software component that can, in real-time, monitor the Quality of Experience (QoE), we would have to carry out extensive experiments under different varying (but controllable) conditions. Unfortunately, there are no tools available that provide us the required fined-grained level of control. This paper reports on our efforts implementing such a testbed. The testbed provides the  experiment conductor full control over the complete media pipeline, and the possibility of modifying in real-time network and media conditions.
- Rene Kaiser Virtual Director Technology for Social Video Communication and Live Event Broadcast Production ACM Multimedia 2013, Doctoral Symposium Barcelona, Spain ACM DL Barcelona 1047-1050 2013-10-25 link This thesis investigates several aspects of Virtual Director technology, i.e. software capable of intelligent real-time selection of live media streams. It addresses several research questions in this interdisciplinary field with respect to how a generic Virtual Director framework can be constructed, and how its behavior can be modeled and formalized to realize professional applications with many parallel users within real-time constraints. Prototypes have been built for the applications of group videoconferencing and live event broadcast. The engine executes cinematic principles aiming to enhance the user experience. In group videoconferencing, a Virtual Director aims to support communication goals by selecting from multiple available streams, i.e. automating cuts between shots according to the communication situation. In event broadcast, it enables personalization by framing, animating and cutting virtual camera views as cropping from a high-resolution panorama. While the technical approach and framework has been evaluated in lab experiments, further evaluation involving potential users and cinematic professionals is ongoing.
- Konrad Kowalczyk
- Alexandra Craciun
- Oliver Thiergart
- Emanuel Habets
SOUND ACQUISITION IN NOISY AND REVERBERANT ENVIRONMENTS USING VIRTUAL MICROPHONES IEEE Workshop on Applications of Signal Processing to Audio and Acoustics (WASPAA) New Paltz, NY IEEE New Paltz, NY 1-4 2013-10-23 link In hands-free communication applications, the main goal is to capture desired sounds, while reducing noise and interfering sounds. However, for natural-sounding telepresence systems, the spatial sound image should also be preserved. Using a recently proposed method for generating the signal of a virtual microphone (VM), one can recreate the sound image from an arbitrary point of view in the sound scene (e.g., close to a desired speaker), while being able to place the physical microphones outside the sound scene. In this paper, we present a method for synthesizing a VM signal in noisy and reverberant environments, where the estimation of the required direct and diffuse sound components is performed using two multichannel linear filters. The direct sound component is estimated using a multichannel Wiener filter, while the diffuse sound component is estimated using a linearly constrained minimum variance filter followed by a single-channel Wiener filter. Simulations in a noisy and reverberant environment show the applicability of the proposed method for sound acquisition in a scenario in which two microphone arrays are installed in a large TV.
- Jack Jansen
- Pablo Cesar
- Dick C.A. Bulterman
Multimedia Document Synchronization in a Distributed Social Context ACM DocEng 2013 Florence, Italy ACM New York, USA 273-276 2013-09-13 link Watching digital content together and commenting on it is becoming a social habit between friends and family members living apart. It is also becoming an important value-added activity for business video conferencing. In both cases, the video sharing experience can be easily be spoiled if synchronization problems arise, as the context of the conversation will not be consistent across locations. In the past, research has treated the distributed synchronization problem as a technical one, mainly focusing on timestamps, frame accuracy, and protocol-dependent control messages. That approach is based on a content agnostic approach which we feel does not adequately address the higher-level constraints of individual conversations. In this paper we postulate that the technical issues are just half of the problem, so solutions need to take into account the media being shared and the social setting. Therefore, we propose a framework that allows researchers to experiment with different synchronization policies tailored to specific settings. The framework allows the evaluation of these policies through user testing, for finding the most appropriate policies and strategies.
- Konrad Kowalczyk
- Alexandra Craciun
- Emanuel Habets
GENERATING VIRTUAL MICROPHONE SIGNALS IN NOISY ENVIRONMENTS European Signal Processing Conference (EUSIPCO) Marrakech, Morocco European Signal Processing Society Marrakech, Morocco 1-5 2013-09-13 link link Spatial sound acquisition methods typically capture the sound scene with reference to the position of the recording device. Using a recently proposed \emph{virtual microphone} (VM) technique, the position and characteristics of the recording device (such as the directivity response and orientation) can be modified. This technique relies on synthesizing a VM signal at an arbitrary position, which sounds perceptually similar to the signal that would be recorded with a physical microphone placed at the same location. In this paper, we present a method to generate a VM signal in the presence of noise. Noise reduction is accomplished using a parametric multichannel Wiener filter, where a trade-off parameter is applied in order to achieve a constant residual noise level in the generated VM signal, irrespective of the VM position. The simulated experiments show the applicability of the method for signal extraction in the presence of additive noise.
- Dick C.A. Bulterman
- Pablo Cesar
- Rodrigo Laiola Guimaraes
Socially-Aware Multimedia Authoring: past, present, and future ACM Transactions on Multimedia Computing, Communications and Applications (TOMCCAP) ACM New York, USA article number 35 2013-08-31 link Creating compelling multimedia productions is a nontrivial task. This is as true for creating professional content as it is for nonprofessional editors. During the past 20 years, authoring networked content has been a part of the research agenda of the multimedia community. Unfortunately, authoring has been seen as an initial enterprise that occurs before ‘real’ content processing takes place. This limits the options open to authors and to viewers of rich multimedia content for creating and receiving focused, highly personal media presentations. This article reflects on the history of multimedia authoring. We focus on the particular task of supportingsocially-aware multimedia, in which the relationships within particular social groups among authors and viewers can be exploited to create highly personal media experiences. We provide an overview of the requirements and characteristics of socially-aware multimedia authoring within the context of exploiting community content. We continue with a short historical perspective on authoring support for these types of situations. We then present an overview of a current system for supporting socially-aware multimedia authoring within the community content. We conclude with a discussion of the issues that we feel can provide a fruitful basis for future multimedia authoring support. We argue that providing support for socially-aware multimedia authoring can have a profound impact on the nature and architecture of the entire multimedia information processing pipeline.
 
- Chen Wang
- Erik Geelhoed
- Ian Biscoe
- Pablo Cesar
- Phil Stenton
Sensing Audience Response - Beyond One Way Streaming of Live Performances International Workshop on Interactive Content Consumption (at EuroITV) Como, Italy n/a Como, Italy n/a 2013-06-24 link During a live theatre performance, Galvanic Skin Response (GSR) of 15 audience members was measured simultaneously and synchronized with video footage of performers and audience. Questionnaires explored emotions evoked during the play. The research is part of an EU Framework 7 program to support remote and interactive performances.
- Rene Kaiser
- Johannes Schantl
- Claudia Wagner
- Markus Strohmaier
The Utility of Social and Topical Factors in Anticipating Repliers in Twitter Conversations ACM Web Science (WebSci2013) Paris, France ACM online 1-10 2013-05-04 link Anticipating repliers in online conversations is a fundamental challenge for computer mediated communication systems which aim to make textual, audio and/or video communication as natural as face to face communication. The massive amounts of data that social media generates has facilitated the study of online conversations on a scale unimaginable a few years ago. In this work we use data from Twitter to explore the predictability of repliers, and investigate the factors which influence who will reply to a message. Our results suggest that social factors, which describe the strength of relations between users, are more useful than topical factors. This indicates that Twitter users' reply behavior is more impacted by social relations than by topics. Finally, we show that a binary classification model, which differentiates between users who will and users who will not reply to a certain message, may achieve an F1-score of 0.74 when using social features.
- Ian Kegel
- Pablo Cesar
- Marian Ursu
- Rene Kaiser
- Jack Jansen
Bringing Video Communication to the Community: Opportunities and Challenges Workshop on the Future of Personal Video Communication: Moving Beyond Talking Heads to Shared Experiences (@CHI) Paris, France Simon Fraser University Paris, France N/A 2013-04-27 link link The rise of online social networks, the wide availability of video communication technology and the deployment of high-speed broadband networks together provide the opportunity for video to become a medium for mass social communication among communities. However, current solutions provide poor support for ad hoc social interactions among multiple groups of participants. This position paper summarises the results of more than 5 years’ research to make communication and engagement easier between groups of people separated in space. It shows how communication can be effectively combined with different shared activities, and how the technical capabilities of Communication Orchestration and Dynamic Composition work together to improve the quality of human interactions. The paper also describes ongoing work to develop the Service-Aware Network as a means of optimising the quality of a user’s communication experience while making most efficient use of network resources. We believe these developments could enable video-mediated communication to become an effective and accepted enabler for social communication within community groups globally 
 
- Jack Jansen
- Dick C.A. Bulterman
User-centric Video Delay Measurements ACM Workshop on Network and Operating Systems Support for Digital Audio and Video Oslo, Norway ACM New York, USA 37-42 2013-02-27 link The complexities and physical constraints associated with video transmission make the introduction of video playout delays unavoidable. Tuning systems to reduce delay requires an ability to effectively and easily gather delay metrics on a potentially wide range of systems. In order to support this process, we report on a system called videoLat. VideoLat provides an innovative approach to understand glass-to-glass video delays. This paper provides a series of requirements for obtaining representative delay information, it illustrates how such measurements can provide insights into complex (and often closed) video processing systems, and it describes how user-centric testing can be supported in a more realistic manner. We also survey the present state of the art in video delay measurement. The main contribution of this work is that it provides a measuring framework that could serve as the basis for obtaining representative comparative measurements across a wide range of video processing environments.
- Michael Frantzis
- Vilmos Zsombori
- Marian Ursu
- Rodrigo Laiola Guimaraes
- Ian Kegel
- Roland Craigie
Interactive Video Stories from User Generated Content: a School Concert Use Case The 5th International Conference on Interactive Digital Storytelling (ICIDS'12) San Sebastián Technology Park, Paseo Mikeletegi, 53, 20009, San Sebastián, Spain Springer Heidelberg 183-195 2012-11-15 link This paper describes a web-based narrative system able to generate video compilations, framed as event stories, from a shared repository of video recordings of the event itself and possibly of related events. For this, it employs narrative techniques informed by TV documentary. The generated stories are dynamically personalised, in that the system is able to adapt them to the choices and preferences expressed by the active viewers during narration. The system has been prototyped for the case of school concerts. User evaluations indicate that experiences founded on story navigation rather than sharing individual media assets is a rewarding one and point to further areas of development in interactive storytelling in the context of user generated content.
- Ian Kegel
- Pablo Cesar
- Jack Jansen
- Dick C.A. Bulterman
- Tim Stevens
- Niko Farber
Enabling 'Togetherness' in High-Quality Domestic Video Conferencing ACM Multimedia 2012 Nara, Japan ACM New York, USA 159-168 2012-11-02 link link Low-cost video conferencing systems have provided an existence proof for the value of video communication in a home setting. At the same time, current systems have a number of fundamental limitations that inhibit more general social interactions among multiple groups of participants. In our work, we describe the development, implementation and evaluation of a domestic video conferencing system that is geared to providing true 'togetherness' among conference participants. We show that such interactions require sophisticated support for high-quality audiovisual presentation, and processing support for person identification and localisation. In this paper, we describe user requirements for effective interpersonal interaction. We then report on a system that implements these requirements. We conclude with a systems and user evaluation of this work. We present results that show that participants in a video conference can be made feel as 'together' as collocated players of a board game
- Dick C.A. Bulterman Highly-Personal Multimedia: Supporting the User-in-the-Small International Workshop on Socially-Aware Multimedia Nara, Japan ACM New York, USA 45-50 2012-10-29 link link Multimedia has been a significant area of research for over 20 years. During this time, the role of technology has driven the research agenda. Although the user has played a central role in viewing multimedia information, enabling significant end-user interaction withmedia has not played a seminal role in most aspects of multimedia research. This paper argues that a fresh look at multimedia interaction is required. This 'fresh look', which is a highly personal facet of socially-aware multimedia, is centered on enabling new end-user interaction with media in the long-term social context of the user's social environment. This has implications on how media is encoded, stored, transmitted, viewed and shared. The multi-facetted impact of sharing highly-personal multimedia will mean that old assumptions on the nature of media will need to be revisited. A new central role for the user is envisaged for defining, selecting and sharing content.
- Manolis Falelakis
- Martin Groen
- Michael Frantzis
- Rene Kaiser
- Marian Ursu
Automatic orchestration of video streams to enhance group communication International Workshop on Socially-Aware Multimedia ACM New York 25-30 2012-11-29 link Unlike legacy video-conferencing, which connects two nodes each equipped with a camera, recent systems facilitating for video-mediated group communication deal simultaneously with a large number of video streams. This highlights the need for orchestration,, i.e. the intelligent selection of the most adequate camera views to be displayed on each screen. In this paper we present the initial results of a study that evaluates the effects of orchestration on communication within a specific context; that of two remote groups playing a collaborative board game. The results of the experiment indicate that automatic orchestration can provide improvements similar to the ones achieved when live video mixing is performed by human editors.
- Tim Stevens
- Pedro Torres
- Manolis Falelakis
- Niko Farber
- Ian Kegel
- Marian Ursu
- Doug Williams
- Rene Kaiser
- Pablo Cesar
- Phil Stenton
Video Communication for Networked Communities: Challenges and Opportunities International Conference on Intelligence in Next Generation Networks Berlin, Germany ICIN2012 Berlin Standalone PDF paper. 2012-10-11 link While advances in commercial video conferencing and social networking are driving more people to communicate using video, it is still difficult to achieve a sense of co-presence – that is to make the technology transparent to its users – when mediating ad hoc interactions between groups of people in different locations. This paper presents an ambitious plan to define and demonstrate a platform for group communication that allows participants to create a robust video communication session that is centred on a shared activity and to which participants can join or leave in an arbitrary manner using an arbitrary device specification on an arbitrary network. We describe two representative use cases in which co-presence is not currently well supported. We then explain the key technical capabilities which we believe must be developed in order to build our platform, highlighting how they extend the state of the art in the dynamic control of video communication systems and the configuration of key components within the network. We conclude by explaining how our novel platform will be implemented and evaluated over the next 3 years.
- Jack Jansen
- Pablo Cesar
- Rodrigo Laiola Guimaraes
- Dick C.A. Bulterman
Just-in-Time Personalized Video Presentations ACM DocEng 2012 Paris, France ACM New York 59-68 2012-09-07 link link Using high-quality video cameras on mobile devices, it is relatively easy to capture a significant volume of video content for community events such as local concerts or sporting events. A more difficult problem is selecting and sequencing individual media fragments that meet the personal interests of a viewer of such content. In this paper, we consider an infrastructure that supports the just-in-time delivery of personalized content. Based on user profiles and interests, tailored video mash-ups can be created at view-time and then further tailored to user interests via simple end-user interaction. Unlike other mash-up research, our system focuses on client-side compilation based on personal (rather than aggregate) interests. This paper concentrates on a discussion of language and infrastructure issues required to support just-in-time video composition and delivery. Using a high school concert as an example, we provide a set of requirements for dynamic content delivery. We then provide an architecture and infrastructure that meets these requirements. We conclude with a technical and user analysis of the just-in-time personalized video approach.
- Rene Kaiser
- Wolfgang Weiss
- Manolis Falelakis
- Marian Ursu
A RULE-BASED VIRTUAL DIRECTOR ENHANCING GROUP COMMUNICATION 2012 International Workshop on Emerging Multimedia Systems and Applications, In conjunction with ICME 2012 Melbourne, Australia IEEE  Melbourne, VIC 187 - 192 2012-07-13 link Audiovisual group communication systems deal with a large number of video streams, and, unlike less advanced videoconferencing systems, require intelligence for selecting adequate views for each of the connected rooms, in order to convey best what is happening in the other locations. Such a decision making component, in our implementation called Orchestration Engine (OE), acts as a Virtual Director. It processes low-level events, emitted by content analysis sensors, into editing commands. The OE has two main components: one that semantically lifts low-level events into communication events and one that associates editing decisions to communication contexts. The former has to deal with uncertain and delayed information. The latter subsumes knowledge that reflects both conversation and narrative principles. Both components include contradicting bodies of knowledge. We investigate a rule-based event processing approach and reflect the scalability of our solution regarding competing and contradicting rules.
- Dick C.A. Bulterman
- Shahab Ud Din
Synchronization Techniques in Distributed Multimedia Presentation International Conferences on Advances in Multimedia Chamonix / Mont Blanc, France IARIA Chamonix, France 1-9 2012-05-04 link link In the last two decades, the transmission of multimedia streams using best effort network has been an attractive research area in multimedia communication. Multimedia streams have well defined temporal relations within themselves, generated when captured at the sender. At receiver these temporal relations have to be reconstructed to ensure smooth and synchronized multimedia presentation. The characteristics of best effort network –delay and jitter- degrade the temporal relations present in multimedia streams. Many methods have been proposed in order to mitigate the effect of network delay and jitter on the media streams. This paper classifies the work in the field of distributed multimedia synchronization. We have illustrated the techniques used in the three different multimedia synchronization types, namely, intra-media synchronization, inter-media synchronization and inter-destination synchronization.
- Claudia Wagner When social bots attack: Modeling susceptibility of users in online social networks 2nd workshop on Making Sense of Microposts at WWW2012 Lyon, France  http://ceur-ws.org/Vol-838/ Lyon, France n/a 2012-04-16 link link With the increasing importance of online social networks such as Twitter or Facebook, a new breed of computer programs, so-called \emph{social bots}, emerged. Social bots are automatic or semi-automatic computer programs that mimic humans and/or human behavior in online social networks. Social bots can attack users in online social networks to pursue a variety of latent goals, such as to spread information or to influence targets. Without a deep understanding of the nature of such attacks or the susceptibility of users, the potential of social media as an instrument for facilitating discourse or democratic processes is in jeopardy. In this paper, we study data from the Social Bot Challenge 2011 - an experiment conducted by the WebEcologyProject during 2011 - in which three teams implemented a number of social bots that aimed to influence user behavior on Twitter. Using this data, we aim to develop models to (i) identify susceptible users among a set of targets and (ii) predict users' level of susceptibility. We explore the predictiveness of three different groups of features (network, behavioral and linguistic features) for these tasks. Our results suggest that susceptible users tend to use Twitter for a conversational purpose and tend to be more open and social since they communicate with many different users, use more social words and show more affection than non-susceptible users.

Conference contributions such as demos, posters, keynotes, presentations

Papers / presentation title Event name / material name Authors Venue Start Date End Date Download Link Event web site
Virtual Director: key technology for live media services Public consultation on the FP7 ICT Work Programme 2013 for the Networked Media sector - Rene Kaiser Avenue de Beaulieu 25, 1160, Brussels, Belgium 2012-01-27 2012-01-27 link link
Socially-Aware Multimedia  Workshop on Next Generation Multimedia Research & Development - Pablo Cesar New York Abu Dhabi University 2012-05-02 2012-05-04
Simplifying Remote Education Future Internet Assembly (FIA). FIGARO, Smart Living Workshop - Marian Ursu Future Internet Assembly, Aalborg, Denmark 2012-05-09 2012-05-09 link
Participation for Vconect as case study in workshop "Networked Media commercialization" NEM Summit - Peter Stollenmayer Istanbul 2012-10-16 2012-10-18 link
Poster: Vconect NEM Summit - Erik Geelhoed
- Michael Frantzis
- Peter Stollenmayer
- Phil Stenton
- Niko Farber
- Marian Ursu
Istanbul 2012-10-16 2012-10-18 link
Poster: Social Network Supported Orchestration of Audiovisual Communication (Wolfgang Weiss, Rene Kaiser and Claudia Wagner) Summer School on Social Media Modeling and Search (SSMS 2012) - Wolfgang Weiss
- Rene Kaiser
- Claudia Wagner
Fira, Santorini, Greece 2012-09-10 2012-09-14 link
IFA 2012 Demo: Full-HD Voice Videoconferencing on Smart-TV IFA 2012 - Niko Farber
- Yaroslav Kryvyi
Berlin, Germany 2012-08-08 2012-09-05 link
Vconect NEM Summit 2013 - Pablo Cesar
- Jack Jansen
Nantes, France 2013-10-28 2013-10-30 link
Interactive video: from narratives to synchronous communication FIRM Seminar Series - Marian Ursu University of Salford, Manchester, UK 2013-04-24 2013-04-24 link
Interactive Video and Opportunities for Context-Aware Media Seminar at University of York (departments of Theatre Film and Television, and Computing) - Marian Ursu University of York, UK 2013-02-25 2013-02-25
Audience Feedback Lecture at Nanjing University - Chen Wang Nanjing University 2013-06-18 2013-06-18 link
Socially-Aware Multimedia Lecture at Nanjing University - Pablo Cesar Nanjing University 2013-06-18 2013-06-18 link
29 April 2013: Vconect work features in a visit of his Royal Highness Prince Edward The Earl of Wessex to Falmouth University. Royal visit of the Earl of Wessex - Erik Geelhoed Falmouth University 2013-04-29 2013-04-29 link link
The future of video conferencing ICISTS - Simon Gunkel KAIST, Korea 2013-08-08 2013-08-08 link
Personalizing Socially-Aware Multimedia: Is Bigger Better? NEM Summit - Dick C.A. Bulterman Nantes, France 2013-10-28 2013-10-30 link
Understanding Social Media Engagement: Have Expectations Exceed Results? International Workshop on Socially-Aware Multimedia - Dick C.A. Bulterman Barcelona, Spain 2013-10-21 2013-10-21 link
Vconect info and demo at JOANNEUM RESEARCH booth I-Know'13 & I-Semantics'13 - Rene Kaiser
- Wolfgang Weiss
Graz, Austria 2013-09-04 2013-09-06 link link
IFA 2013 Demo: Full-HD Voice Videoconferencing in Social Network IFA 2013 - Niko Farber Berlin, Germany 2013-09-06 2013-09-09 link
Demo booth demonstrating the performance use case (waiting for Godot) ICT Event 2013 - Marian Ursu
- Ian Kegel
- Yaroslav Kryvyi
Vilnius 2013-11-06 2013-11-08 link
The Space in Between CWI Lectures 2014: Socially-Aware Multimedia - Marian Ursu Amsterdam, Netherlands 2014-05-22 2014-05-22 link link
Vconect - Orchestration for Group Videoconferencing 2nd International Workshop on Interactive Content Consumption - Wolfgang Weiss
- Rene Kaiser
- Manolis Falelakis
Newcastle upon Tyne, UK 2014-06-25 2014-06-25 link
Virtual Director Adapting Visual Presentation to Conversation Context in Group Videoconferencing – An Interactive Demo ACM Multimedia 2014 (ACM MM'14) - Rene Kaiser
- Wolfgang Weiss
- Manolis Falelakis
- Marian Ursu
Orlando, Florida, USA 2014-11-03 2014-11-07 link
Blurring Boundaries: Intelligent Video Interaction 2nd International Workshop on Interactive Content Consumption - Marian Ursu Newcastle upon Tyne, UK 2014-06-25 2014-06-25 link
Distributed Theatre Staging the Network: A Discussion about Telecommunications for Performance - Pablo Cesar
- Ian Biscoe
NYC, USA 2014-10-13 2014-10-13 link

Workshops and Tutorials

Papers / presentation title Event name / material name Venue Start Date End Date Authors Download Link Event web site Abstract
3rd International Workshop on Socially-Aware Multimedia ACM Multimedia 2014 Orlando (FL), USA 2014-11-07 2014-11-07 - Pablo Cesar link link This workshop provides an opportunity to explore socially-aware multimedia, in which the social dimension of mediated interactions between people are considered as important as the characteristics of the media content. Even though this social dimension is implicitly addressed in some current solutions, further research is needed to better understand what makes multimedia socially-aware. In other words, social interactivity needs to become a first class citizen of multimedia research. Relevant insights can be found within a number of disciplines such as multimedia research, human-computer interaction, and sociology. In particular, multimedia research provides quantitative metrics regarding multimedia objects (e.g., precision and recall) and multimedia systems (e.g., delay, jitter). Human-Computer Interaction research incorporates both quantitative metrics and qualitative understanding regarding human perception (e.g., quality of experience); and sociology and communication science provide a better understanding about motivations and collective group behaviour (e.g., conversational and interaction patterns, strength of interpersonal ties).
2nd International Workshop on Interactive Content Consumption ACM International Conference on Interactive Experiences for TV and Online Video (TVX) 2014 Newcastle upon Tyne, UK 2014-06-25 2014-06-25 - Rene Kaiser link The second edition of the WSICC workshop focuses on novel forms of interactive content consumption. It will explore the shifting balance between lean-back passive TV and Web media consumption and lean-forward interactivity. This shift is especially relevant considering new forms of collaborative content creation, controlling the media with a companion screen, and more advanced forms of audiovisual content interaction. Therefore, new media formats and consumption paradigms have emerged that allow for new types of interactivity. Beyond entertainment, interactive audiovisual content has a high potential for learning and support scenarios.
Socially-Aware Multimedia CWI Lectures 2014 Amsterdam, Netherlands 2014-05-22 2014-05-22 - Pablo Cesar
- Dick C.A. Bulterman
link On Thursday 22 May 2014, CWI organized the annual CWI Lectures in Amsterdam. Theme of this edition was Socially-Aware Multimedia. The event will cover the areas of Multimedia Systems, Content Analysis, Human-Computer Interaction and Hypermedia. Eight internationally recognized speakers highlighted past achievements and reflected on future possibilities for new research challenges. This year’s Lectures were organized in recognition of prof. dr. Dick Bulterman’s contribution to these fields. After nearly 25 years of tenure at CWI, he's moving on to become President of the FX Palo Alto Laboratory (FXPAL) in California. 
Interaction Design for Online Video and Television ACM CHI 2014 Toronto, Canada 2014-04-30 2014-04-30 - Pablo Cesar link This course will teach attendees how to design and evaluate interaction with online video and television. It provides attendees a pragmatic toolset, including techniques and guidelines, which can be directly applied in practice. The different tools will be contextualized based on current developments, giving participants a complete overview of the state of the art and industry.
1st International Workshop on Social Multimedia and Storytelling ACM International Conference on Multimedia Retrieval 2014 Glasgow, UK 2014-04-01 2014-04-01 - Pablo Cesar link link The increasing availability of social multimedia content around real-world objects and activities holds great potential for deriving richer representations of the depicted places, experiences and events. This is not only due to the abundance of diverse multimedia content, but also due to the availability of a large variety of contextual information, such as location and textual metadata, and online interactions (e.g. comments/likes on shared videos). Therefore, leveraging such content and its surrounding context holds the potential for better capturing and representing the real world and for building novel engaging applications. However, the nature of social multimedia raises a number of research challenges that call for new multimedia retrieval approaches. To this end, the workshop seeks research contributions that address different stages of the lifecycle of social multimedia content, from the moment an event is captured in media, through its online sharing, collection, and processing to its remixing, repurposing, retrieval, and presentation. Of particular importance are submissions that cross-cut different research topics of the workshop in creative ways, and that propose new engaging applications with strong multimedia and social networking elements. The workshop touches upon many significant aspects of multimedia retrieval, including content analysis and understanding, content- and context-based indexing, search and retrieval, HCI technologies and issues, image/video summarization and visualization, and others. In particular, the workshop aims at exploring different multimedia retrieval areas converging on the nexus of social multimedia and storytelling around real-world experiences, events and places. Aside the challenging research problems raised by the workshop, its topics are linked to a host of important commercial and creative applications in sectors such as media, entertainment, arts and culture, sports and music. The research and innovations encouraged by the workshop are expected to help drive the next wave of multimedia capturing and consumption technologies.
Media Synchronization Workshop (MediaSync) 2013 NEM Summit 2013 Nantes, France 2013-10-29 2013-10-29 - Pablo Cesar
- Jack Jansen
link Media synchronization has been a challenge in A/V transmission for quite some time. Over the years, many techniques to achieve intra- and inter-media synchronization in various network conditions have been developed. In many cases, synchronization between different streams of media is crucial for a satisfying perceived Quality of Experience (QoE). Currently, many new media synchronization issues arise. On the one hand, novel media technologies such as HTTP streaming protocols, media encoders and HDTV often require new synchronization techniques. On the other hand, new patterns in media consumption often introduce specific synchronization issues. For example, internet applications evolving around broadcast TV content may need synchronization between the application and the broadband stream. Synchronization between different TV receivers may be needed in Social TV (inter-destination media synchronization). In some interactive TV cases synchronization between handheld devices and the TV screen may be needed. Moreover novel 3D technologies for TV broadcasting and tele-presence (3D tele-immersion) may require the adoption of various of these synchronization techniques to achieve a satisfying user experience. This workshop addresses various synchronization issues and requests contributions from different perspectives.
2nd International Workshop on Socially-Aware Multimedia ACM MM 2013 Barcelona, Spain 2013-10-21 2013-10-21 - Pablo Cesar
- Doug Williams
link This workshop provides an opportunity to explore socially-aware multimedia, in which the social dimension of mediated interactions between people are considered as important as the characteristics of the media content. Even though this social dimension is implicitly addressed in some current solutions, further research is needed to better understand what makes multimedia socially-aware. In other words, social interactivity needs to become a first class citizen of multimedia research. Relevant insights can be found within a number of disciplines such as multimedia research, human-computer interaction, and sociology. In particular, multimedia research provides quantitative metrics regarding multimedia objects (e.g., precision and recall) and multimedia systems (e.g., delay, jitter). Human-Computer Interaction research incorporates both quantitative metrics and qualitative understanding regarding human perception (e.g., quality of experience); and sociology and communication science provide a better understanding about motivations and collective group behaviour (e.g., conversational and interaction patterns, strength of interpersonal ties).
Socially-Aware Multimedia ACM Multimedia 2012 Nara, Japan 2012-10-29 2012-11-02 - Pablo Cesar
- Doug Williams
link link Multimedia social communication is filtering into everyday use. Videoconferencing is appearing in the living room and beyond (e.g., FaceTime, SkypeTV, Umi), television is becoming smart and social (e.g., Boxee, GoogleTV, GetGlue), and media sharing applications are transforming the way we converse and recall events (Twitter, Facebook, YouTube). The confluence of computer-mediated interaction, social networking, and multimedia are radically reshaping social communications, bringing new challenges and opportunities. This workshop provides an opportunity to explore socially-aware multimedia, in which the social dimension of mediated interactions between people are considered as important as the characteristics of the media content. Even though this social dimension is implicitly addressed in some current solutions, further research is needed to better understand what makes a good socially-aware application. In other words, social interactivity needs to become a first class citizen of multimedia research. Relevant insights can be found within a number of disciplines such as multimedia research, human-computer interaction, and sociology. In particular, multimedia research provides quantitative metrics regarding multimedia objects (e.g., precision and recall) and multimedia systems (e.g., delay, jitter). Human-Computer Interaction (HCI) research incorporates both quantitative metrics and qualitative understanding regarding human perception (e.g., quality of experience); and sociology and communication science provide a better understanding about motivations and collective group behaviour (e.g., conversational and interaction patterns, strength of interpersonal ties).
Social Interaction Design for Online Video and Television CHI 2012 Austin (TX), USA 2012-05-05 2012-05-21 - Pablo Cesar link Will teach you how to analyze, design and evaluate social interaction for online video, giving practical tools, techniques and guidelines to apply directly in your own work.

Press releases and media coverage

Papers / presentation title Event name / material name Start Date
Aandacht meten via huidgeleiding News item at ScienceGuide 2013-07-30
Assessing Attention Levels to Spectators News item at NL Times 2013-07-30
Fraunhofer IIS Presents Next Generation Video Telephony on SmartTVs with Full-HD Voice at IFA 2012 IFA 2012 2012-09-06
Videotelefonie mit "Full-HD Voice" Heise Online 2012-08-31
Fraunhofer IIS macht den Fernseher zum Bildtelefon Golem.de 2012-08-30