AltMM'18: Proceedings of the 3rd International Workshop on Multimedia Alternate Realities
ACM2018 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
MM '18: ACM Multimedia Conference Seoul Republic of Korea October, 2018
ISBN:
978-1-4503-5979-5
Sponsors:

Bibliometrics

Abstract

It is our great pleasure to welcome you to the third edition of the ACM International Workshop on Multimedia Alternate Realities, AltMM 2018.

Novel multimedia technologies enable us to experience imaginary worlds, to live other people's stories, to communicate with or experience alternate realities. Different spaces, times or situations can be entered thanks to multimedia contents and systems, which coexist with our current reality, and are sometimes so vivid and engaging that we feel we are immersed in them. Advances in multimedia are making it possible to create immersive experiences that may involve the user in a different or augmented world, as an alternate reality.

Recent advancements in multimedia and related technologies facilitated creating increased computational capabilities to produce hypermedia content with higher quality in multiple human sensory domains, including audio, visual, haptic, olfactory, and taste. Such advances have enabled the creation of immersive experiences that may involve the user in a different or augmented world, as an alternate reality. The AltMM workshop aims to bring together researchers and practitioners in both academia and industry to foster the creation of novel multimedia technologies that allows users to experience alternate realities. By exploring the meaning of alternate realness and the research questions for designing, creating, consuming, and evaluating alternate reality experience, AltMM serves as a unique international venue to foster the ideation of alternate realities based on immersive and interactive multimedia systems of the future.

AltMM 2018 keynote speaker is Professor Woontack Woo from the Graduate School of Cultural Technology (GSCT) at Korea Advanced Institute of Science and Technology (KAIST), Korea. His keynote highlights several concerns and future avenues towards improving the quality of life through augmented human technology that helps humans to live as smart citizens in a Smart City. We are pleased to have Professor Woo at the workshop and we thank him for sharing his thoughts on the important issue of 'augmented humans' and the framework of context-aware VR/AR.

The technical program of AltMM 2018 also includes two paper sessions covering a diverse set of topics, including: Innovative Display and Interaction Techniques to deploy immersive multimedia experiences, via head-mounted displays or cave automatic virtual environments; and the Design of Virtual Collaborative Experiences, such as augmented reality tours or escape room games to be presented as oral presentations and technical demonstrations. The papers were accepted after the workshop submissions were carefully reviewed and shepherded by the workshop Program Committee (PC) members, with at least three reviewers per paper. In addition to the keynote and paper sessions, there will be a talk and interactive session to envision the future opportunities in this field.

SESSION: Keynote Address
research-article
Augmented Human: Augmented Reality and Beyond

Will Augmented Reality (AR) allow us to access digital information, experience others' stories, and thus explore alternate realities? AR has recently attracted attention again due to the rapid advances in related multimedia technologies as well as ...

SESSION: Design of Virtual Collaborative Experiences
research-article
Quantifying Group Navigation Experience in Collaborative Augmented Virtuality Tours

Unnatural, or "magic" navigation technique often exhibit more desirable characteristics than the natural navigation technique" [1]. In this paper, we evaluate the effectiveness of Natural (based on real-world gesture) and Unnatural (based on an event ...

research-article
Avatar: Enabling Immersive Collaboration via Live Mobile Video

Live mobile video streaming is gaining popularity around the world, thanks in part to increasingly pervasive smartphone ownership and cellular broadband coverage. We see an opportunity for mobile video streaming to enable new task-oriented experiences ...

SESSION: Innovative Display and Interaction Techniques
research-article
Refocusing Supports of Panorama Light-Field Images in Head-Mounted Virtual Reality

Virtual Reality (VR) has been deeply researched in recent years, although the novel technology delivers some astonishing experience, it may also cause people the sense of imbalance, dizziness, and vomiting when wearing head-mounted displays (HMDs) after ...

research-article
2.5D Interaction Space: Elevating 2D Display with an Over-the-Top Projection Mapping

This paper introduces a new 2.5D interaction space by a touch-sensitive screen along with over-the-top projection mapping. Indeed, users can simultaneously interact with virtual objects in the touch-sensitive screen and move the virtual objects with ...

SESSION: Invited Talk
research-article
Measuring User Quality of Experience in Social VR systems

Virtual Reality (VR) is a computer-generated experience that can simulate physical presence in real or imagined environments [7]. A social VR system is an application that allows multiple users to join a collaborative Virtual Environment (VE), such as a ...

Contributors

  • Teresa Chambel
    Faculdade de Ciências, Universidade de Lisboa
  • Francesca De Simone
    Center for Mathematics and Computer Science - Amsterdam
  • Rene Kaiser
    Joanneum Research
  • Nimesha Ranasinghe
    National University of Singapore
  • Wendy van den Broeck
    Vrije Universiteit Brussel

Acceptance Rates

Overall Acceptance Rate 5 of 16 submissions, 31%
YearSubmittedAcceptedRate
AltMM '1616531%
Overall16531%

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