Sang-Uok Kum

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As dynamically linked content follows the progression of statically linked media into the realm of video, new opportunities for link creation become apparent. In this paper we describe a real-time video hypermedia system with user-definable linkage areas, in a distributed collaborative environment. We also investigate the extension of such a system to(More)
Our long-term vision is to provide a better every-day working environment, with high-fidelity scene reconstruction for life-sized 3D telecollaboration. In particular, we want to provide the user with a true sense of presence with our remote collaborator and their real surroundings, and the ability to share and interact with 3D documents. The challenges(More)
The goal of tele-immersion has long been to enable people at remote locations to share a sense of presence. A tele-immersion system acquires the 3D representation of a collaborator's environment remotely and sends it over the network where it is rendered in the user's environment. Acquisition, reconstruction, transmission, and rendering all have to be done(More)
The goal of tele-immersion has long been to enable people at remote locations to share a sense of presence. A tele-immersion system acquires the 3D representation of a collaborator's environment remotely and sends it over the network where it is rendered in the user's environment. Acquisition, reconstruction, transmission, and rendering all have to be done(More)
For over four years, our colleagues at the University of Pennsylvania1and we have been developing an experimental 3D tele-immersion testbed with the goal of providing high-fidelity scene reconstruction coupled with lifesize, view-dependent stereo display. The UPenn team has focused on stereo reconstruction algorithms, while UNC has worked on system(More)
With advances in technology, a dynamic real world scene can be captured, represented, and streamed for realistic interaction in 3D using multiple digital cameras and computers. However, the captured data would be too massive to be streamed uncompressed. Fortunately, these data exhibit spatial and temporal coherence that can be utilized for compression, and(More)
Banding is a common video artifact caused by compressing low texture regions with coarse quantization. Relatively few previous attempts exist to address banding and none incorporate subjective testing for calibrating the measurement. In this paper, we propose a novel metric that incorporates both edge length and contrast across the edge to measure video(More)
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