Demo Data from EDBT 2026 / reviewers in the wild / expert
Roberto Gerson De Albuquerque Azevedo
dblp:117/4272 · also Roberto Gerson de Albuquerque Azevedo
· DBLP profile ↗
14ranked-venue papers
5as first author
2since 2021 · last 2023
0000-0001-5473-506XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author · 2 since 2021Databases, data management, data science and information retrieval · 5 · 2 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
1 paper |
Image and video coding · 87% Image and video processing · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Image and video coding
image compression |
0.6 | 1 | 2022 | OSLO: On-the-Sphere Learning for Omnidirectional Images and Its Application to 360-Degree Image Compression · IEEE Trans. Image Process. 2022 |
Image and video coding › image compression
learned image compression |
0.6 | 1 | 2022 | OSLO: On-the-Sphere Learning for Omnidirectional Images and Its Application to 360-Degree Image Compression · IEEE Trans. Image Process. 2022 |
Image and video processing › omnidirectional image processing
spherical image processing |
0.2 | 1 | 2022 | OSLO: On-the-Sphere Learning for Omnidirectional Images and Its Application to 360-Degree Image Compression · IEEE Trans. Image Process. 2022 |
Methods — techniques the papers use, named apart from their topics
spherical convolution · 0.6convolutional neural network · 0.6HEALPix sampling · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Quality-Constrained Encoding Optimization for Omnidirectional Video StreamingabstractOmnidirectional video streaming is usually implemented based on the representations of tiles, where the tiles are obtained by splitting the video frame into several rectangular areas and each tile is converted into multiple representations with different resolutions and encoded at different bitrates. One key issue in omnidirectional video streaming is how to choose the optimal representations for each tile at the server to save the overall transmission bitrate to all users while offering them satisfactory quality. This is different from the adaptive bitrate-based method that optimizes the downloading procedure of individual users, where the given video representations are stored on the server. In this work, we focus on optimization for the encoding of omnidirectional video streaming by using the optimal combination of tile representations. To achieve our goal, we formulate the selection of the representations into an optimization problem in which the transmission bitrate of all the representations is minimized with a quality constraint. By using this constraint, we can improve the average quality of omnidirectional videos for users. More specifically, we first construct the tile-level rate-distortion (R-D) model and determine the available tile bandwidth based on the previous viewers’ statistics. Then, we formulate the representation selection problem based on the obtained R-D model and tile bandwidth. Finally, we solve this problem to obtain the optimal combination of tile representations so that we can transmit the omnidirectional video to users with satisfactory quality but low bitrate. The experimental results demonstrate the effectiveness of our proposed approach when it is applied to omnidirectional video streaming. Chaofan He, Roberto Gerson De Albuquerque Azevedo, Shuyuan Zhu, Bing Zeng 0001, Pascal Frossard |
IEEE Trans. Circuits Syst. Video Technol. | 2 |
| 2022 | OSLO: On-the-Sphere Learning for Omnidirectional Images and Its Application to 360-Degree Image CompressionabstractState-of-the-art 2D image compression schemes rely on the power of convolutional neural networks (CNNs). Although CNNs offer promising perspectives for 2D image compression, extending such models to omnidirectional images is not straightforward. First, omnidirectional images have specific spatial and statistical properties that can not be fully captured by current CNN models. Second, basic mathematical operations composing a CNN architecture, e.g., translation and sampling, are not well-defined on the sphere. In this paper, we study the learning of representation models for omnidirectional images and propose to use the properties of HEALPix uniform sampling of the sphere to redefine the mathematical tools used in deep learning models for omnidirectional images. In particular, we: i) propose the definition of a new convolution operation on the sphere that keeps the high expressiveness and the low complexity of a classical 2D convolution; ii) adapt standard CNN techniques such as stride, iterative aggregation, and pixel shuffling to the spherical domain; and then iii) apply our new framework to the task of omnidirectional image compression. Our experiments show that our proposed on-the-sphere solution leads to a better compression gain that can save 13.7% of the bit rate compared to similar learned models applied to equirectangular images. Also, compared to learning models based on graph convolutional networks, our solution supports more expressive filters that can preserve high frequencies and provide a better perceptual quality of the compressed images. Such results demonstrate the efficiency of the proposed framework, which opens new research venues for other omnidirectional vision tasks to be effectively implemented on the sphere manifold. Navid Mahmoudian Bidgoli, Roberto Gerson De Albuquerque Azevedo, Thomas Maugey, Aline Roumy, Pascal Frossard |
IEEE Trans. Image Process. | 2 |
| 2020 | A Viewport-Driven Multi-Metric Fusion Approach for 360-Degree Video Quality AssessmentabstractWe propose a new viewport-based multi-metric fusion (MMF) approach for visual quality assessment of 360-degree (omnidirectional) videos. Our method is based on computing multiple spatio-temporal objective quality metrics (features) on viewports extracted from 360-degree videos, and learning a model that combines these features into a metric, which closely matches subjective quality scores. The main motivations for the proposed method are that: 1) quality metrics computed on viewports better captures the user experience than metrics computed on the projection domain; 2) no individual objective image quality metric always performs best for all types of visual distortions, while a learned combination of them is able to adapt to different conditions and produce better results overall. Experimental results, based on the largest available 360-degree videos quality dataset, demonstrate that the proposed metric outperforms state-of-the-art 360-degree and 2D video quality metrics. Roberto Gerson De Albuquerque Azevedo, Neil Birkbeck, Ivan Janatra, Balu Adsumilli, Pascal Frossard |
ICME | 1 |
| 2020 | Visual Distortions in 360° VideosabstractOmnidirectional (or 360°) images and videos are emergent signals being used in many areas, such as robotics and virtual/augmented reality. In particular, for virtual reality applications, they allow an immersive experience in which the user can interactively navigate through a scene with three degrees of freedom, wearing a head-mounted display. Current approaches for capturing, processing, delivering, and displaying 360° content, however, present many open technical challenges and introduce several types of distortions in the visual signal. Some of the distortions are specific to the nature of 360° images and often differ from those encountered in classical visual communication frameworks. This paper provides a first comprehensive review of the most common visual distortions that alter 360° signals going through the different processing elements of the visual communication pipeline. While their impact on viewers' visual perception and the immersive experience at large is still unknown-thus, it is an open research topic-this review serves the purpose of proposing a taxonomy of the visual distortions that can be encountered in 360° signals. Their underlying causes in the end-to-end 360° content distribution pipeline are identified. This taxonomy is essential as a basis for comparing different processing techniques, such as visual enhancement, encoding, and streaming strategies, and allowing the effective design of new algorithms and applications. It is also a useful resource for the design of psycho-visual studies aiming to characterize human perception of 360° content in interactive and immersive applications. Roberto Gerson De Albuquerque Azevedo, Neil Birkbeck, Francesca De Simone, Ivan Janatra, Balu Adsumilli, Pascal Frossard |
IEEE Trans. Circuits Syst. Video Technol. | 1 |
| 2019 | Modeling Multimodal-Multiuser Interactions in Declarative Multimedia LanguagesabstractRecent advances in hardware and software technologies have given rise to a new class of human-computer interfaces that both explores multiple modalities and allows for multiple collaborating users. When compared to the development of traditional single-user WIMP (windows, icons, menus, pointer)-based applications, however, applications supporting the seamless integration of multimodal-multiuser interactions bring new specification and runtime requirements. With the aim of assisting the specification of multimedia applications that integrate multimodal-multiuser interactions, this paper: (1) proposes the MMAM (Multimodal-Multiuser Authoring Model); (2) presents three different instantiations of it (in NCL, HTML, and a block-based syntax); and (3) evaluates the proposed model through a task-based user study. MMAM enables programmers to design and ponder different solutions for applications with multimodal-multiuser requirements. The proposed instantiations served as proofs of concept about the feasibility of our model implementation and provided the basis for practical experimentation, while the performed user study focused on capturing evidence of both the user understanding and the user acceptance of the proposed model. We asked developers to perform tasks using MMAM and then answer a TAM (Technology Acceptance Model)-based questionnaire focused on both the model and its instances. As results, the study indicates that the participants easily understood the model (most of them performed the required tasks with minor or no errors) and found it both useful and easy to use. 94.47% of the participants gave positive answers to the block-based representation TAM questions, whereas 75.17% gave positive answers to the instances-related questions. Álan L. V. Guedes, Roberto Gerson De Albuquerque Azevedo, Sérgio Colcher, Simone D. J. Barbosa |
DocEng | 2 |
| 2019 | Graph-Based Detection of Seams In 360-Degree ImagesabstractIn this paper, we propose an algorithm to detect a specific kind of distortions, referred to as seams, which commonly occur when a 360-degree image is represented in planar domain by projecting the sphere to a polyhedron, e.g, via the Cube Map (CM) projection, and undergoes lossy compression. The proposed algorithm exploits a graph-based representation to account for the actual sampling density of the 360-degree signal in the native spherical domain. The CM image is considered as a signal lying on a graph defined on the spherical surface. The spectra of the processed and the original signals, computed by applying the Graph Fourier Transform, are compared to detect the seams. To test our method a dataset of compressed CM 360-degree images, annotated by experts, has been created. The performance of the proposed algorithm is compared to those achieved by baseline metrics, as well as to the same approach based on spectral comparison but ignoring the spherical nature of the signal. The experimental results show that the proposed method has the best performance and can successfully detect up to approximately 90% of visible seams on our dataset. Francesca De Simone, Roberto Gerson De Albuquerque Azevedo, Sohyeong Kim, Pascal Frossard |
ICIP | 2 |
| 2019 | Bridging the Gap between Semantics and Multimedia ProcessingabstractIn this paper, we give an overview of the semantic gap problem in multimedia and discuss how machine learning and symbolic AI can be combined to narrow this gap. We describe the gap in terms of a classical architecture for multimedia processing and discuss a structured approach to bridge it. This approach combines machine learning (for mapping signals to objects) and symbolic AI (for linking objects to meanings). Our main goal is to raise awareness and discuss the challenges involved in this structured approach to multimedia understanding, especially in the view of the latest developments in machine learning and symbolic AI. Márcio Ferreira Moreno, Guilherme F. Lima, Rodrigo C. M. Santos, Roberto Gerson De Albuquerque Azevedo, Markus Endler |
ISM | 4 |
| 2019 | Subjective Evaluation of 360-degree Sensory ExperiencesabstractTraditionally, most multimedia content has been developed to stimulate two of the human senses, i.e., sight and hearing. Due to recent technological advancements, however, innovative services have been developed that provide more realistic, immersive, and engaging experiences to the audience. Omnidirectional (i.e., 360-degree) video, for instance, is becoming increasingly popular. It allows the viewer to navigate the full 360-degree view of a scene from a specific point. In particular, when consumed through head-mounted displays, 360-degree videos provide increased immersion and sense of presence. The use of multi-sensory effects —e.g., wind, vibration, and scent— has also been explored by recent work, which allows an improved experience by stimulating other users' senses through sensory effects that go beyond the audiovisual content. Understanding how these additional multi-sensory effects affect the users' perceived quality of experience (QoE) in 360-degree, however, is still an open research problem at large. As a step to better understand the QoE of immersive sensory experiences, this paper presents a testbed and discusses a user-focused study on a scenario in which the user is immersed in the 360-degree video content and is stimulated through additional sensory effects. Quantitative results indicated that the sensorial effects can considerably increase the sense of presence of 360-degree videos. Qualitative results provided us with a better view of the limitations of current technologies and interesting insights such as the users' sense of surprise. Álan L. V. Guedes, Roberto Gerson De Albuquerque Azevedo, Pascal Frossard, Sérgio Colcher, Simone D. J. Barbosa |
MMSP | 2 |
| 2018 | Exploring an AR-based User Interface for Authoring Multimedia PresentationsabstractThis paper describes the BumbAR approach for composing multimedia presentations and evaluates it through a qualitative study based on the Technology Acceptance Model (TAM). The BumbAR proposal is based on the event-condition-action model of Nested Context Model (NCM) and explores the use of augmented reality and real-world objects (markers) as an innovative user interface to specify the behavior and relationships between the media objects in a presentation. The qualitative study aimed at measuring the users' attitude towards using BumbAR and an augmented reality environment for authoring multimedia presentations. The results show that the participants found the BumbAR approach both useful and easy-to-use, while most of them (66,67%) found the system more convenient than traditional desktop-based authoring tools. Paulo Renato Conceição Mendes, Roberto Gerson De Albuquerque Azevedo, Ruy Guilherme Silva Gomes de Oliveira, Carlos de Salles Soares Neto |
DocEng | 2 |
| 2017 | The Fábulas Model for Authoring Web-based Children's eBooksabstractNowadays, tablets and smartphones are commonly used by children for both entertainment and education purposes. In special, interactive multimedia eBooks running on those devices allow a richer experience when compared to traditional text-only books, being potentially more engaging and entertaining to readers. However, to explore the most exciting features in these environments, authors are currently left alone in the sense that there is no high level (less technical) support, and these features are usually accessible only through programming or some other technical skill. In this work, we aim at extracting the main features on enhanced children's eBooks and propose a model, named Fábulas - the Portuguese word for fables -that allows authors to create interactive multimedia children's eBooks declaratively. The model was conceived by taking, as a starting point, a systematic analysis of the common concepts, with the focus on identifying and categorizing recurring characteristics and pointing out functional and non-functional requirements that establish a strong orientation towards the set of desirable abstractions of an underlying model. Moreover, the paper presents a case study for the implementation of Fábulas on the Web, and discusses the authoring of a complete interactive story over it. Hedvan F. Pinto, Carlos de Salles Soares Neto, Sérgio Colcher, Roberto Gerson De Albuquerque Azevedo |
DocEng | 4 |
| 2017 | Extending multimedia languages to support multimodal user interactions
Álan L. V. Guedes, Roberto Gerson De Albuquerque Azevedo, Simone D. J. Barbosa |
Multim. Tools Appl. | 2 |
| 2015 | An Approach to Convert NCL Applications into Stereoscopic 3DabstractThis paper presents and discusses the internal operation of NCLSC (NCL Stereo Converter): a tool to convert a 2D interactive multimedia application annotated with depth information to a stereoscopic-multimedia application. Stereoscopic-multimedia applications are those that codify both the left-eye and right-eye views, as required by stereoscopic 3D displays. NCLSC takes as input an NCL (Nested Context Language) document and outputs an NCL stereoscopic application codified in side-by-side or top-bottom format (both common input formats for 3DTV sets). NCL is the declarative language adopted in most Latin America countries for terrestrial digital TV middleware systems and the ITU-T H.761 Recommendation for IPTV services. However, the proposed approach is not restricted to NCL and can be used by other languages. The depth annotation allows for positioning each 2D graphical component in a layered (2.5D or 2D+depth) user interface. It is used by NCLSC to compute the screen parallax (offset) between the graphical elements in the left and right views of the resulting stereoscopic application. When the resulting application is presented on stereoscopic 3D displays, such screen parallax induces retinal disparity, which creates the illusion of floating flat-2D graphical elements. NCLSC does not require any additional native middleware support to run in currently available 3D-enabled TV sets. Moreover, NCLSC can adapt, at run-time, the output application to different display sizes, viewer distances, and viewer preferences, which are usually required for a proper balance between artistic effects and user experience. Roberto Gerson De Albuquerque Azevedo, Guilherme F. Lima, Luiz F. G. Soares |
DocEng | 1 |
| 2014 | Composer: meeting non-functional aspects of hypermedia authoring environment
Roberto Gerson De Albuquerque Azevedo, Eduardo Cruz Araújo, Bruno Seabra Lima, Luiz F. G. Soares, Marcelo Ferreira Moreno |
Multim. Tools Appl. | 1 |
| 2013 | Multimedia authoring based on templates and semi-automatic generated wizardsabstractTemplates have been used to engage non-expert multimedia authors as content producers. In template-based authoring, templates with most of the relevant application logic and application constraints are developed by experts, who must also specify the template semantics, report which are the required gaps to be filled in, and how to do so. Filling template's gaps is the single task left to inexperienced users to produce the final applications. To do that, they usually must understand the padding instructions reported by template authors and learn some specific padding language. An alternative is using specific GUI components created specifically to each new developed template. This paper proposes a semi-automatic generation of GUI Wizards to guide end(-user) authors to create multimedia applications. The wizard can be tuned to improve the communication between the template author and the template end user, and also if the template specification is not complete. Many successful trial cases show that the generated wizards are usually simple enough to be used by non-experts. The contributions coming from this paper is not constrained to any specific template language or final-application format. Nevertheless, aiming at testing the proposal it was instantiated to work with TAL (Template Authoring Language) whose template processors can generate applications in different target languages. Roberto Gerson De Albuquerque Azevedo, Rodrigo C. M. Santos, Eduardo Cruz Araújo, Luiz F. G. Soares, Carlos de Salles Soares Neto |
ACM Symposium on Document Engineering | 1 |