VLDB 2026 Research / reviewers in the wild / expert
Shishir Subramanyam
dblp:231/7260
· DBLP profile ↗
10ranked-venue papers
4as first author
6since 2021 · last 2024
0000-0002-3653-7630ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 10 · 4 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 2 since 2021Computer networks · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Delay Threshold for Social Interaction in Volumetric eXtended Reality CommunicationabstractImmersive technologies like eXtended Reality (XR) are the next step in videoconferencing. In this context, understanding the effect of delay on communication is crucial. This article presents the first study on the impact of delay on collaborative tasks using a realistic Social XR system. Specifically, we design an experiment and evaluate the impact of end-to-end delays of 300, 600, 900, 1,200, and 1,500 ms on the execution of a standardized task involving the collaboration of two remote users that meet in a virtual space and construct block-based shapes. To measure the impact of the delay in this communication scenario, objective and subjective data were collected. As objective data, we measured the time required to execute the tasks and computed conversational characteristics by analyzing the recorded audio signals. As subjective data, a questionnaire was prepared and completed by every user to evaluate different factors such as overall quality, perception of delay, annoyance using the system, level of presence, cybersickness, and other subjective factors associated with social interaction. The results show a clear influence of the delay on the perceived quality and a significant negative effect as the delay increases. Specifically, the results indicate that the acceptable threshold for end-to-end delay should not exceed 900 ms. This article additionally provides guidelines for developing standardized XR tasks for assessing interaction in Social XR environments. Carlos Cortés 0001, Irene Viola 0001, Jesús Gutiérrez 0001, Jack Jansen 0001, Shishir Subramanyam, Evangelos Alexiou, Pablo Pérez 0001, Narciso García, Pablo César |
ACM Trans. Multim. Comput. Commun. Appl. | 5 |
| 2022 | Mediascape XR: A Cultural Heritage Experience in Social VRabstractSocial virtual reality (VR) allows multiple remote users to interact in a shared space, unveiling new possibilities for communication in immersive environments. Mediascape XR presents a social VR experience that teleports 3D representations of remote users, using volumetric video, to a virtual museum. It enables visitors to interact with cultural heritage artifacts while allowing social interactions in real time between them. The application is designed following a human-centered approach, enabling an interactive, educating, and entertaining experience. Ignacio Reimat, Yanni Mei, Evangelos Alexiou, Jack Jansen 0001, Jie Li 0064, Shishir Subramanyam, Irene Viola 0001, Johan Oomen, Pablo César |
ACM Multimedia | 6 |
| 2022 | Evaluating the Impact of Tiled User-Adaptive Real-Time Point Cloud Streaming on VR Remote CommunicationabstractRemote communication has rapidly become a part of everyday life in both professional and personal contexts. However, popular video conferencing applications present limitations in terms of quality of communication, immersion and social meaning. VR remote communication applications offer a greater sense of co-presence and mutual sensing of emotions between remote users. Previous research on these applications has shown that realistic point cloud user reconstructions offer better immersion and communication as compared to synthetic user avatars. However, photorealistic point clouds require a large volume of data per frame and are challenging to transmit over bandwidth-limited networks. Recent research has demonstrated significant improvements to perceived quality by optimizing the usage of bandwidth based on the position and orientation of the user's viewport with user-adaptive streaming. In this work, we developed a real-time VR communication application with an adaptation engine that features tiled user-adaptive streaming based on user behaviour. The application also supports traditional network adaptive streaming. The contribution of this work is to evaluate the impact of tiled user-adaptive streaming on quality of communication, visual quality, system performance and task completion in a functional live VR remote communication system. We performed a subjective evaluation with 33 users to compare the different streaming conditions with a neck exercise training task. As a baseline, we use uncompressed streaming requiring approximately 300 megabits per second and our solution achieves similar visual quality with tiled adaptive streaming at 14 megabits per second. We also demonstrate statistically significant gains in the quality of interaction and improvements to system performance and CPU consumption with tiled adaptive streaming as compared to the more traditional network adaptive streaming. Shishir Subramanyam, Irene Viola 0001, Jack Jansen 0001, Evangelos Alexiou, Alan Hanjalic, Pablo César |
ACM Multimedia | 1 |
| 2022 | Subjective QoE Evaluation of User-Centered Adaptive Streaming of Dynamic Point CloudsabstractTechnological advances in head-mounted displays and novel real-time 3D acquisition and reconstruction solutions have fostered the development of 6 Degrees of Freedom (6DoF) teleimmersive systems for social VR applications. Point clouds have emerged as a popular format for such applications, owing to their simplicity and versatility; yet, dense point cloud contents are too large to deliver directly over bandwidth-limited networks. In this context, user-adaptive delivery mechanisms are a promising solution to exploit the increased range of motion offered by 6DoF VR applications to yield gains in perceived quality of 3D point cloud user representations, while reducing their bandwidth requirements. In this paper, we perform a user study in VR to quantify the gains adaptive tile selection strategies can bring with respect to non-adaptive solutions. In particular, we define an auxiliary utility function, we employ established methods from the literature and newly-proposed schemes for distributing the bit budget across the tiles, and we evaluate them together with non-adaptive streaming baselines through subjective QoE assessment. Results confirm that considerable gains can be obtained with user-adaptive streaming, achieving bit rate gains of up to 65% with respect to a non-adaptive approach to deliver comparable quality. Our analysis provides useful insights for the design and development of social VR applications. Shishir Subramanyam, Irene Viola 0001, Jack Jansen 0001, Evangelos Alexiou, Alan Hanjalic, Pablo César |
QoMEX | 1 |
| 2021 | Evaluating the user Experience of a Photorealistic Social VR MovieabstractWe all enjoy watching movies together. However, this is not always possible if we live apart. While we can remotely share our screens, the experience differs from being together. We present a social Virtual Reality (VR) system that captures, reconstructs, and transmits multiple users’ volumetric representations into a commercially produced 3D virtual movie, so they have the feeling of “being there” together. We conducted a 48-user experiment where we invited users to experience the virtual movie either using a Head Mounted Display (HMD) or using a 2D screen with a game controller. In addition, we invited 14 VR experts to experience both the HMD and the screen version of the movie and discussed their experiences in two focus groups. Our results showed that both end-users and VR experts found that the way they navigated and interacted inside a 3D virtual movie was novel. They also found that the photorealistic volumetric representations enhanced feelings of co-presence. Our study lays the groundwork for future interactive and immersive VR movie co-watching experiences. Jie Li 0064, Shishir Subramanyam, Jack Jansen 0001, Yanni Mei, Ignacio Reimat, Kinga Lawicka, Pablo César |
ISMAR | 2 |
| 2021 | CWIPC-SXR: Point Cloud dynamic human dataset for Social XRabstractReal-time, immersive telecommunication systems are quickly becoming a reality, thanks to the advances in acquisition, transmission, and rendering technologies. Point clouds in particular serve as a promising representation in these type of systems, offering photorealistic rendering capabilities with low complexity. Further development of transmission, coding, and quality evaluation algorithms, though, is currently hindered by the lack of publicly available datasets that represent realistic scenarios of remote communication between people in real-time. In this paper, we release a dynamic point cloud dataset that depicts humans interacting in social XR settings. Using commodity hardware, we capture a total of 45 unique sequences, according to several use cases for social XR. As part of our release, we provide annotated raw material, resulting point cloud sequences, and an auxiliary software toolbox to acquire, process, encode, and visualize data, suitable for real-time applications. The dataset can be accessed via the following link: https://www.dis.cwi.nl/cwipc-sxr-dataset/. Ignacio Reimat, Evangelos Alexiou, Jack Jansen 0001, Irene Viola 0001, Shishir Subramanyam, Pablo César |
MMSys | 5 |
| 2020 | User Centered Adaptive Streaming of Dynamic Point Clouds with Low Complexity TilingabstractIn recent years, the development of devices for acquisition and rendering of 3D contents have facilitated the diffusion of immersive virtual reality experiences. In particular, the point cloud representation has emerged as a popular format for volumetric photorealistic reconstructions of dynamic real world objects, due to its simplicity and versatility. To optimize the delivery of the large amount of data needed to provide these experiences, adaptive streaming over HTTP is a promising solution. In order to ensure the best quality of experience within the bandwidth constraints, adaptive streaming is combined with tiling to optimize the quality of what is being visualized by the user at a given moment; as such, it has been successfully used in the past for omnidirectional contents. However, its adoption to the point cloud streaming scenario has only been studied to optimize multi-object delivery. In this paper, we present a low-complexity tiling approach to perform adaptive streaming of point cloud content. Tiles are defined by segmenting each point cloud object in several parts, which are then independently encoded. In order to evaluate the approach, we first collect real navigation paths, obtained through a user study in 6 degrees of freedom with 26 participants. The variation in movements and interaction behaviour among users indicate that a user-centered adaptive delivery could lead to sensible gains in terms of perceived quality. Evaluation of the performance of the proposed tiling approach against state of the art solutions for point cloud compression, performed on the collected navigation paths, confirms that considerable gains can be obtained by exploiting user-adaptive streaming, achieving bitrate gains up to 57% with respect to a non-adaptive approach with the same codec. Moreover, we demonstrate that the selection of navigation data has an impact on the relative objective scores. Shishir Subramanyam, Irene Viola 0001, Alan Hanjalic, Pablo César |
ACM Multimedia | 1 |
| 2020 | A pipeline for multiparty volumetric video conferencing: transmission of point clouds over low latency DASHabstractThe advent of affordable 3D capture and display hardware is making volumetric videoconferencing feasible. This technology increases the immersion of the participants, breaking the flat restriction of 2D screens, by allowing them to collaborate and interact in shared virtual reality spaces. In this paper we introduce the design and development of an architecture intended for volumetric videoconferencing that provides a highly realistic 3D representation of the participants, based on pointclouds. A pointcloud representation is suitable for real-time applications like video conferencing, due to its low-complexity and because it does not need a time consuming reconstruction process. As transport protocol we selected low latency DASH, due to its popularity and client-based adaptation mechanisms for tiling. This paper presents the architectural design, details the implementation, and provides some referential results. The demo will showcase the system in action, enabling volumetric videoconferencing using pointclouds. Jack Jansen 0001, Shishir Subramanyam, Romain Bouqueau, Gianluca Cernigliaro, Marc Martos Cabré, Pablo César |
MMSys | 2 |
| 2020 | A Color-Based Objective Quality Metric for Point Cloud ContentsabstractIn recent years, point clouds have gained popularity as a promising representation for volumetric contents in immersive scenarios. Standardization bodies such as MPEG have been developing new compression standards for point cloud contents to reduce the volume of data, while maintaining an acceptable level of visual quality. To do so, reliable metrics are needed in order to automatically estimate the perceptual quality of degraded point cloud contents. Whereas several objective metrics have been developed to assess the geometrical impairment of degraded point cloud contents, fewer publications have been devoted to evaluating color artifacts. In this paper, we propose new color-based objective metrics for quality evaluation of point cloud contents. Our work extracts color statistics from both reference and degraded point cloud contents, in order to assess the level of impairment. Using publicly available ground-truth data, we compare the performance of our proposed work with state-of-the-art metrics, and we demonstrate how the color metrics are able to achieve comparable results with respect to widely adopted solutions. Moreover, we combine color- and geometry-based metrics in order to provide a global quality score. The novelty of our works resides in simultaneously taking both degradation types into account, while being independent of the rendering process. Results show that our solution is able to overcome the limitations of focusing on only one type of degradation, achieving better performance with respect to current metrics. Irene Viola 0001, Shishir Subramanyam, Pablo César |
QoMEX | 2 |
| 2020 | Comparing the Quality of Highly Realistic Digital Humans in 3DoF and 6DoF: A Volumetric Video Case StudyabstractVirtual Reality (VR) and Augmented Reality (AR) applications have seen a drastic increase in commercial popularity. Different representations have been used to create 3D reconstructions for AR and VR. Point clouds are one such representation characterized by their simplicity and versatility, making them suitable for real time applications, such as reconstructing humans for social virtual reality. In this study, we evaluate how the visual quality of digital humans, represented using point clouds, is affected by compression distortions. We compare the performance of the upcoming point cloud compression standard against an octree-based anchor codec. Two different VR viewing conditions enabling 3- and 6 degrees of freedom are tested, to understand how interacting in the virtual space affects the perception of quality. To the best of our knowledge, this is the first work performing user quality evaluation of dynamic point clouds in VR; in addition, contributions of the paper include quantitative data and empirical findings. Results highlight how perceived visual quality is affected by the tested content, and how current data sets might not be sufficient to comprehensively evaluate compression solutions. Moreover, shortcomings in how point cloud encoding solutions handle visually-lossless compression are discussed. Shishir Subramanyam, Jie Li 0064, Irene Viola 0001, Pablo César |
VR | 1 |