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IXR '22: Proceedings of the 1st Workshop on Interactive eXtended Reality
ACM2022 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
MM '22: The 30th ACM International Conference on Multimedia Lisboa Portugal 14 October 2022
ISBN:
978-1-4503-9501-4
Published:
10 October 2022
Sponsors:
Next Conference
October 28 - November 1, 2024
Melbourne , VIC , Australia
Bibliometrics
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Abstract

It is our great pleasure to welcome you to the first workshop on Interactive eXtended Reality (IXR 2022). This year's symposium aims to start a tradition of being the premier forum for presentation of research results and experience reports on the topic of interactive extended reality (XR), including contributions in terms of use cases, applications, novel protocols, and algorithms. Moreover, IXR 2022 gives researchers and practitioners a unique opportunity to share their perspectives with others interested in the various aspects of XR and how to make it ready for the future.

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SESSION: Keynote Talk 1
keynote
Deep Learning-based Extended Reality: Making Humans and Machines Speak the Same Visual Language

The key goal of Extended Reality (XR) is to offer the human users immersive and interactive experiences, notably the sense of being in a virtual or augmented environment, interacting with virtual beings or objects. A fundamental element in this goal is ...

SESSION: Session 1: Human Behaviour Analysis and Modelling for IXR
research-article
Open Access
Behavioural Analysis in a 6-DoF VR System: Influence of Content, Quality and User Disposition

This work presents an explorative behavioural analysis of users navigating in an immersive space aimed at enabling the next-generation multimedia systems. Our main goal is to understand how the user experience of immersive content with 6-Degrees-of-...

research-article
Effects of Haptic Feedback on User Perception and Performance in Interactive Projected Augmented Reality

By means of vibrotactile and force feedback, i.e., haptics, users are given the sensation of touching and manipulating virtual objects in interactive Extended Reality (XR) environments. However, research towards the influence of this feedback on the ...

research-article
Generating Realistic Synthetic Head Rotation Data for Extended Reality using Deep Learning

Extended Reality is a revolutionary method of delivering multimedia content to users. A large contributor to its popularity is the sense of immersion and interactivity enabled by having real-world motion reflected in the virtual experience accurately ...

SESSION: Keynote Talk 2
keynote
Adventures in the Realverse: Experiences and Challenges in XR Communications

Extended Reality is called to change human communications, in the same way that the telephone or the video call did. We are still at the beginning of the road, but the technology is already advanced and affordable enough to give us a glimpse of what XR ...

SESSION: Session 2: Enabling IXR Infrastructures
research-article
Optimal Camera Placement for 6 Degree-of-Freedom Immersive Video Streaming Without Accessing 3D Scenes

We consider a 6 Degree-of-Freedom (6DoF) immersive video streaming eco-system, which is composed of content creators, cloud service providers, and Head-Mounted Display (HMD) users. To avoid intellectual property leakage, content providers only offer ...

research-article
Partially Reliable Transport Layer for QUICker Interactive Immersive Media Delivery

requirements such as high bandwidth (i.e., several Gbps) and low latency (i.e., five milliseconds). Today, most video-streaming applications leverage the transmission control protocol (TCP) for reliable end-to-end transmission. However, the reliability ...

research-article
Open Access
DHR: Distributed Hybrid Rendering for Metaverse Experiences

Classically, rasterization techniques are performed for real-time rendering to meet the constraint of interactive frame rates. However, such techniques do not produce realistic results as compared to ray tracing approaches. Hence, hybrid rendering has ...

SESSION: Session 3: IXR Use Cases and Proof of Concepts
research-article
Open Access
Tele-Robotics VR with Holographic Vision in Immersive Video

We present a first-of-its-kind end-to-end tele-robotic VR system where the user operates a robot arm remotely, while being virtually immersed into the scene through force feedback and holographic vision. In contrast to stereoscopic head mounted displays ...

research-article
Virtual Visits: UX Evaluation of a Photorealistic AR-based Video Communication Tool

Social communication is increasingly performed through video communication (VC) tools such as Teams or Zoom. Although VC is an effective way to maintain relationships remotely, it is still limited in creating a sense of social connectedness since the ...

research-article
Engagement and Quality of Experience in Remote Business Meetings: A Social VR Study

Currently, most videoconferencing technologies do not keep employees sufficiently engaged during business meetings. Recent studies have shown how extended reality (XR) technologies can help in executing remote meetings in new and possibly better ways. ...

Contributors
  • Alpen-Adria-Universität Klagenfurt
  • Center for Mathematics and Computer Science - Amsterdam
  • Ghent University
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Acceptance Rates

IXR '22 Paper Acceptance Rate9of9submissions,100%Overall Acceptance Rate9of9submissions,100%
YearSubmittedAcceptedRate
IXR '2299100%
Overall99100%