VLDB 2026 Research / reviewers in the wild / expert
Viktor Kelkkanen
dblp:234/0335
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6ranked-venue papers
4as first author
4since 2021 · last 2023
0000-0002-0536-7165ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | On the Perception of Frame Stalls in Remote VR for Task and Task-Free Subjective TestsabstractThe performance of remotely rendered Virtual Re-ality (VR) is sensitive to temporal disturbances in communication channels. An earlier Quality of Experience (QoE) study of tem-poral impacts in the form of frame stalls has revealed difficulties with subjective disturbance ratings while performing a task in an interactive 6-degrees-of-freedom (DOF) VR environment. This study follows up on above observation by comparing QoE ratings in the presence and absence of a task. The exploratory findings show that the task-free subjective tests yield lower ratings compared to the subjective tests with task. This indicates that the participants became more sensitive to temporal impairments in the absence of a task. Also, the positive impact of reprojection on the QoE ratings decreased in the task-free environment. The simulator sickness results for individual symptoms were on similar low levels in both settings. The total score (TS) of sickness severity was higher after than before the subjective tests with task while the difference between the TS before and after the task-free subjective tests was insignificant, Thi My Chinh Chu, Markus Fiedler, Viktor Kelkkanen, David Lindero, Hans-Jürgen Zepernick |
QoMEX | 3 |
| 2022 | QoE of Frame Stalls in Remote 6-DOF VRabstractRemotely rendered Virtual Reality (VR) typically has to rely upon less capable and less reliable communication channels as compared to locally rendered VR. Such communication channels pose the risk of impairing the VR experience with temporary disturbances in form of frame stalls that would not be present in local VR. However, it is not obvious to which extent the durations of temporary stalls affect the Quality of Experience (QoE) in interactive 6-degrees-of-freedom (DOF) VR, and neither to which extent present reprojection/warping techniques mitigate any adverse effects of such stalls on user perception. In this paper, subjective experiments were conducted with N =29 users to quantify the relationship between QoE and single, isolated stall durations in interactive 6-DOF remote VR when stalls either freeze the frame in place, or when frames are reprojected by the VR driver. Results indicate that given a 90 fps headset and a simple task that requires moderate head-movement; (1) short, isolated stalls of up to 4 frames go unnoticed on average, no matter whether reprojection is used or not, (2) the number of perceived stalls when using reprojection is the same or lower than the reference (no stall) in the range 1–4 frame stalls, (3) reprojection entails significantly higher user ratings for stalls ranging from 8 frames and beyond, (4) the improvement of using reprojection over freezes in terms of making more stalling events imperceptible is highest in the range 8–16 frames. Viktor Kelkkanen, David Lindero, Markus Fiedler, Hans-Jürgen Zepernick, Thi My Chinh Chu |
QoMEX | 1 |
| 2022 | VRstalls: A Dataset on the QoE of Frame Stalls in 6-DOF VRabstractA dataset has been created from an experiment regarding the subjective Quality of Experience (QoE) in relation to stalling video feeds in interactive 6-Degrees-of-freedom Virtual Reality (6-DOF VR). The main purpose of collecting this data is to provide insight into the QoE of stalls that may occur in interactive remote-rendered 6-DOF VR. The data contains information regarding user ratings coupled with various stall lengths and for both frozen or reprojected images. Additionally, user motion and pixel changes (in the form of Mean Square Errors) in successive images in the vicinity of the stall are also stored. In summary, 29 users participated in testing, each rating 16 scenes, amounting to a total of 464 rated scenes. Viktor Kelkkanen, David Lindero, Hans-Jürgen Zepernick, Markus Fiedler, Thi My Chinh Chu |
QoMEX | 1 |
| 2021 | Remapping of Hidden Area Mesh Pixels for Codec Speed-up in Remote VRabstractRendering VR-content generally requires large image resolutions. This is both due to the display being positioned close to the eyes of the user and to the super-sampling typically used in VR. Due to the requirements of low latency and large resolutions in VR, remote rendering can be difficult to support at sufficient speeds in this medium.In this paper, we propose a method that can reduce the required resolution of non-panoramic VR images from a codec perspective. Because VR images are viewed close-up from within a headset with specific lenses, there are regions of the images that will remain unseen by the user. This unseen area is referred to as the Hidden-Area Mesh (HAM) and makes up 19% of the screen on the HTC Vive VR headset as one example. By remapping the image in a specific manner, we can cut out the HAM, reduce the resolution by the size of the mesh and thus reduce the amount of data that needs to be processed by encoder and decoder. Results from a prototype remote renderer show that by using the proposed Hidden-Area Mesh Remapping (HAMR), an implementation-dependent speed-up of 10-13% in encoding, 17-18% in decoding and 7-11% in total can be achieved while the negative impact on objective image quality in terms of SSIM and VMAF remains small. Viktor Kelkkanen, Markus Fiedler, David Lindero |
QoMEX | 1 |
| 2020 | Bitrate Requirements of Non-Panoramic VR Remote RenderingabstractThis paper shows the impact of bitrate settings on objective quality measures when streaming non-panoramic remote-rendered Virtual Reality (VR) images. Non-panoramic here refers to the images that are rendered and sent across the network, they only cover the viewport of each eye, respectively. Viktor Kelkkanen, Markus Fiedler, David Lindero |
ACM Multimedia | 1 |
| 2019 | Network-Induced Temporal Disturbances in Virtual Reality ApplicationsabstractVirtual Reality (VR) applications put high demands on software and hardware in order to enable an immersive experience for the user and avoid causing simulator sickness. As soon as networks become part of the Motion-To-Photon (MTP) path between rendering and display, there is a risk for extraordinary delays that may impair Quality of Experience (QoE). This short paper provides an overview of latency measurements and models that are applicable to the MTP path, complemented by demands on user and network levels. It specifically reports on freeze duration measurements using a commercial TPCAST wireless VR solution, and identifies a corresponding stochastic model of the freeze length distribution, which may serve as disturbance model for VR QoE studies. Markus Fiedler, Hans-Jürgen Zepernick, Viktor Kelkkanen |
QoMEX | 3 |