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The past decades have witnessed a rapid growth of Distributed Interactive Multimedia Environments (DIMEs). Despite their intensity of user-involved interaction, the existing evaluation frameworks remain very much system-centric. As a step toward the human-centric paradigm, we present a conceptual framework of Quality of Experience (QoE) in DIMEs, to model,(More)
ITU-T G.1070 [7] is widely cited for evaluating the subjective quality of the video conferencing, but its findings cannot be applied to the tele-immersion. The reasons are two fold. First, a tele-immersive system offers end users an unmatched realistic and immersive experience by allowing them to collaborate in the joint virtual space. Second, the human(More)
The Tele-immersive Dance Environment (TED) is a geographically distributed, real-time 3-D virtual room where multiple participants interact independent of physical distance. TED, a highly interactive collaborative environment, offers digital options with multiple viewpoints, enhancing the creative movement composition involved with dance choreography. A(More)
We present a study of collaborative dancing between remote dancers in a tele-immersive environment which features 3D full and real body capturing, wide field of view, multi-display 3D rendering, and attachment free participant. We invite two professional dancers to perform collaborative dancing in the environment. The coordination requires one dancer to(More)
BACKGROUND Over the past few years, the world has witnessed an unprecedented growth in smartphone use. With sensors such as accelerometers and gyroscopes on board, smartphones have the potential to enhance our understanding of health behavior, in particular physical activity or the lack thereof. However, reliable and valid activity measurement using only a(More)
Voice communication systems such as Voice-over IP (VoIP), Public Switched Telephone Networks, and Mobile Telephone Networks, are an integral means of human tele-interaction. These systems pose distinctive challenges due to their unique characteristics such as low volume, burstiness and stringent delay/loss requirements across heterogeneous underlying(More)
Real-time distributed multi-party/multi-stream systems are becoming more popular in many areas such as 3D tele-immersion, multi-camera conferencing and security surveillance. However, the construction of such systems in large scale is impeded by the huge demand of computing and networking resources and the lack of a simple yet powerful networking model to(More)
Three-dimensional tele-immersive (3DTI) environments have great potential to promote collaborative work among geographically distributed users. However, most existing 3DTI systems work with only two sites due to the huge demand of resources and the lack of a simple yet powerful networking model to handle connectivity, scalability, and quality-of-service(More)
This paper presents a psychophysical study that measures the perceptual thresholds of a new factor called Color-plus-Depth Level-of-Detail peculiar to polygon-based 3D tele-immersive video. The results demonstrate the existence of Just Noticeable Degradation and Just Unacceptable Degradation thresholds on the factor. In light of the results, we describe the(More)
—In this paper, we present the results from a quantitative and qualitative study of distributed gaming in 3D tele-immersive (3DTI) environments. We explore the Quality of Experience (QoE) of users in the new cyber-physical gaming environment. Guided by a theoretical QoE model, we conducted a case study and evaluated the impact of various Quality of Service(More)