Mikel Zorrilla

dblp:132/7543 · also Mikel Joseba Zorrilla · DBLP profile ↗
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9ranked-venue papers
3as first author
5since 2021 · last 2026
0000-0003-2589-2490ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 1Computer networks · 1 · 1 first-author
YearPublicationVenuePosition
2026 A Sneak Peek into AI-Generated 3D Immersive Memories
abstract
Creating immersive content using generative AI is a likely future. In this paper, we take a sneak peek into that future. We collaborated with sixteen users to create their memories with them. Different methods, including three generative AI pipelines and Gaussian Splatting, were used to recreate twelve personal objects. Twelve participants were instructed to select one version and subjectively assess each 3D reconstruction in four dimensions: realism, aesthetics, resemblance, and reminiscence. Our results show that Gaussian Splatting is generally preferred for its fidelity, while image-to-3D pipelines are competitive on aesthetic appeal. Crucially, reminiscence, how well a reconstruction evokes the original memory, emerged as the strongest driver of preference, suggesting that for this group emotional resonance matters more than visual realism.
Patricia de Torres Coll, Tamás Bukits, Joseba Ruiz, Iker Burguera Hidalgo, Mikel Zorrilla, Sergio Cabrero
IMX5
2023 A CNN-Based Framework for Enhancing 360° VR Experiences With Multisensorial Effects
abstract
Improving user experience during the delivery of immersive content is crucial for its success for both the content creators and audience. Creators can express themselves better with multisensory stimulation, while the audience can experience a higher level of involvement. The rapid development of mulsemedia devices provides better access for stimuli such as olfaction and haptics. Nevertheless, due to the required manual annotation process of adding mulsemedia effects, the amount of content available with sensorial effects is still limited. This work introduces an innovative mulsemedia-enhancement solution capable of automatically generating olfactory and haptic content based on 360 video content, with the use of neural networks. Two parallel neural networks are responsible for automatically adding scents to 360 videos: a scene detection network (responsible for static, global content) and an action detection network (responsible for dynamic, local content). A 360 video dataset with scent labels is also created and used for evaluating the robustness of the proposed solution. The solution achieves a 69.19% olfactory accuracy and 72.26% haptics accuracy during evaluation using two different datasets.
Peter Szabó, Anderson Augusto Simiscuka, Stefano Masneri, Mikel Zorrilla, Gabriel-Miro Muntean
IEEE Trans. Multim.4
2022 HiruXR: a Web library for Collaborative and Interactive Data Visualizations in XR and 2D
abstract
HiruXR is a Javascript library aimed at creating collaborative and interactive data visualizations in eXtended Reality (XR). Developers can use it to create environments where multiple users can communicate and collaborate around one or many visualizations. We want to open these environments to users with 2D displaying and interaction capabilities, e.g. allowing them to collaborate from their laptops and phones with others using Head Mounted Displays (HMD). But displaying the same interface is not optimal, users should see an interface according to their device capabilities. Therefore, we are steering the design of HiruXR towards supporting responsiveness without putting all the burden in application developers. The library defines visualization, interaction and collaboration components that adapt to the user device capabilities, i.e. 2D or XR. In this paper, we share the design philosophy, initial implementation examples and lessons learned so far building some of these components for collaboration between VR and 2D devices.
Héctor Rivas Pagador, Sergio Cabrero, Guillermo Pacho Rodríguez, Mikel Zorrilla
IMX4
2022 Multi-access Edge Computing video analytics of ITU-T P.1203 Quality of Experience for streaming monitoring in dense client cells
Roberto Viola, Mikel Zorrilla, Pablo Angueira, Jon Montalban
Multim. Tools Appl.2
2021 Co-creation Stage: a Web-based Tool for Collaborative and Participatory Co-located Art Performances
abstract
In recent years, artists and communities have expressed the desire to work with tools that facilitate co-creation and allow distributed community performances. These performances can be spread over several physical stages, connecting them on real-time towards a single experience with the audience distributed along them. This enables a wider remote audience consuming the performance through their own devices, and even grants the participation of remote users in the show. In this paper we introduce the Co-creation Stage, a web-based tool that allows managing heterogeneous content sources, with a particular focus on live and on-demand media, across several distributed devices. The Co-creation Stage is part of the toolset developed in the Traction H2020 project which enables community performing art shows, where professional artists and non-professional participants perform together from different stages and locations. Here we present the design process, the architecture and the main functionalities of the tool as well as the results of the first user evaluation with Opera houses and artists.
Héctor Rivas Pagador, Ana Dominguez 0001, Stefano Masneri, Iñigo Tamayo, Mikel Zorrilla, Pedro Almeida 0002, Jie Li 0064, Alina Striner, Pablo César
IMX5
2020 Combining Video and Wireless Signals for Enhanced Audience Analysis
Miguel Sanz-Narrillos, Stefano Masneri, Mikel Zorrilla
ICAART (2)3
2018 SaW: Video Analysis in Social Media with Web-Based Mobile Grid Computing
abstract
The burgeoning capabilities of Web browsers to exploit full-featured devices can turn the huge pool of social connected users into a powerful network of processing assets. HTML5 and JavaScript stacks support the deployment of social client-side processing infrastructure, while WebGL and WebCL fill the gap to gain full GPU and multi-CPU performance. Mobile Grid and Mobile Cloud Computing solutions leverage smart devices to relieve the processing tasks to be performed by the service infrastructure. Motivated to gain cost-efficiency, a social network service provider can outsource the video analysis to elements of a mobile grid as an infrastructure to complement an elastic cloud service. As long as users access to videos, batch image analysis tasks are dispatched from the server, executed in the background of the client-side hardware, and finally, results are consolidated by the server. This paper presents SaW (Social at Work) to provide a pure Web-based solution as a mobile grid to complement a cloud media service for image analysis on videos.
Mikel Zorrilla, Julián Flórez 0001, Alberto Lafuente, Ángel Martín, Jon Montalban, Igor G. Olaizola, Iñigo Tamayo
IEEE Trans. Mob. Comput.1
2015 A Web-based distributed architecture for multi-device adaptation in media applications
Mikel Zorrilla, Njål T. Borch, François Daoust, Alexander Erk, Julián Flórez 0001, Alberto Lafuente
Pers. Ubiquitous Comput.1
2014 HTML5-based system for interoperable 3D digital home applications
Mikel Zorrilla, Ángel Martín, Jairo R. Sánchez, Iñigo Tamayo, Igor G. Olaizola
Multim. Tools Appl.1