Demo Data from EDBT 2026 / reviewers in the wild / expert
Karthik Venkatraman
dblp:123/2878
· DBLP profile ↗
5ranked-venue papers
3as first author
0since 2021 · last 2015
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 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 |
Virtual and augmented reality · 67% Computer animation and physical simulation · 33% | |
| Human-computer interaction and pervasive computing
1 paper |
Wearable and physiological sensing · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › telepresence
3d telepresence |
0.2 | 1 | 2013 | A 3D tele-immersion streaming approach using skeleton-based prediction · ACM Multimedia 2013 |
Virtual and augmented reality › telepresence
immersive telepresence |
0.2 | 1 | 2013 | A 3D tele-immersion streaming approach using skeleton-based prediction · ACM Multimedia 2013 |
Computer animation and physical simulation › motion modeling
motion prediction |
0.2 | 1 | 2013 | A 3D tele-immersion streaming approach using skeleton-based prediction · ACM Multimedia 2013 |
Wearable and physiological sensing
body sensor networks |
0.1 | 1 | 2012 | Immersive multiplayer tennis with microsoft kinect and body sensor networks · ACM Multimedia 2012 |
Wearable and physiological sensing
motion capture |
0.0 | 1 | 2012 | Immersive multiplayer tennis with microsoft kinect and body sensor networks · ACM Multimedia 2012 |
Methods — techniques the papers use, named apart from their topics
skeleton-based animation · 0.2prediction error correction · 0.2kinect · 0.1attitude and heading reference system · 0.13d point cloud · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | MMT+AVR: enabling collaboration in augmented virtuality/reality using ISO's MPEG media transportabstractAugmented Reality (AR) and Augmented Virtuality (AV) systems have been used in various fields such as entertainment, broadcasting, gaming [1], etc. Collaborative AR or AV (CAR/CAV) systems are a special kind of such system in which the interaction happens through the exchange of multi-modal data between multiple users/sites. Multiple sensors capture the real objects and enable interaction with shared virtual objects in a customizable virtual environment. Haptic devices can be added to introduce force feedback when the virtual objects are manipulated. These applications are demanding in terms of network resources to support low latency media delivery and media source switching similar to broadcast applications. Enabling real time interaction with multiple modalities with high volume data requires an advanced media transport protocol that supports low latency media delivery and fast media source (channel) switching. To enable such collaboration over a stochastic network like the Internet requires a combination of technologies from data design, synchronization to real time media delivery. MPEG Media Transport (MMT) [ISO/IEC 23008-1] is a new standard suite of protocols designed to work with demanding, real-time interactive multimedia applications, typically in the context of one-to-one and one-to-many communication. In this paper, we identify the augmentations that are required for the many-to-many nature of CAR/CAV applications and propose MMT+AVR as a middle ware solution for use in CAV applications. Through an example CAV application implemented on top of MMT+AVR, we show how it provides efficient support for developing CAV applications with ease. Karthik Venkatraman, Yuan Tian 0002, Suraj Raghuraman, B. Prabhakaran 0001, Nhut Nguyen |
MMSys | 1 |
| 2014 | Quantifying and Improving User Quality of Experience in Immersive Tele-Rehabilitationabstract3D Tele-Immersion (3DTI) environments are emerging as a new medium for human interactions and collaborations in the areas of education, sports training, physical medicine and rehabilitation. By adding a tactile element to a visually centered 3DTI environment, such applications can be made even more engaging. But it also opens up a few challenges in terms of fusing the visual and tactile data streams in a synchronous way. In this paper we describe a 3DTI Tele-Rehabilitation system with Microsoft Kinect cameras and hap tic devices. We describe some of the challenges we face in providing as well as quantifying a good quality of experience (QoE) in this system. We propose a set of solutions that: (i) improve the user's QoE (by using multi-modal prediction for handling latencies, better synchronization that accounts for the global state of the system, etc.), (ii) quantify the QoE (by designing a controlled virtual environment and by defining appropriate user QoE metrics for immersive tele-rehabilitation). The experimental results show a marked improvement in the performance of the system, consequently improving the user-experience. This is also verified by the results of the user performance study. Karthik Venkatraman, Suraj Raghuraman, Yuan Tian 0002, B. Prabhakaran 0001, Klara Nahrstedt, Thiru Annaswamy |
ISM | 1 |
| 2014 | MPEG Media Transport (MMT) for 3D Tele-Immersion Systemsabstract3D Tele-Immersion (3DTI) environments are a new medium for highly interactive and immersive means of collaborations through a shared virtual 3D environment. They have many applications in the areas of education, entertainment, sports training, tele-medicine etc. The data in these systems are multi-modal, some high volume, some high frequency and all highly correlated. We identify three major challenges in a general 3DTI system, session management, synchronization and data format conversion. We discuss the shortcomings of some of the existing protocols/solutions to them. We describe some features relevant to 3DTI of the MPEG Media Transport (MMT) standard. In this paper we evaluate the use of MMT in a 3DTI application. We provide a feature comparison with the most popular protocols currently being used in such applications, RTP, RTSP, TCP and UDP etc. MPEG DASH was another protocol that was being considered, but that also fails to fully address some of the challenges that 3DTI applications face. Through this comparison study we advocate the use of MMT in 3DTI applications. Karthik Venkatraman, Shanthi Vellingiri, B. Prabhakaran 0001, Nhut Nguyen |
ISM | 1 |
| 2013 | A 3D tele-immersion streaming approach using skeleton-based predictionabstract3D collaborative Tele-Immersive environments allow reconstruction of real world 3D scenes in the virtual world across multiple physical locations. This kind of reconstruction results in a lot of 3D data being transmitted over the internet in real time. The current systems allow for transmission at low frame rates due to the large volume of data and network bandwidth restrictions. In this paper we propose a prediction based approach that generates future frames by animating the live model based on few skeleton points. By doing so the magnitude of data transmitted is reduced to few hundred bytes. The prediction errors are corrected when an entire frame is received. This approach allows minimal amounts (few bytes) of data to be transmitted per frame, thus allowing for high frame rates and still maintain an acceptable visual quality of reconstruction at the receiver side. Suraj Raghuraman, Karthik Venkatraman, Zhanyu Wang, B. Prabhakaran 0001, Xiaohu Guo |
ACM Multimedia | 2 |
| 2012 | Immersive multiplayer tennis with microsoft kinect and body sensor networksabstractWe present an immersive gaming demonstration using the minimum amount of wearable sensors. The game demonstrated is two-player tennis. We combine a virtual environment with real 3D representations of physical objects like the players and the tennis racquet (if available). The main objective of the game is to provide as real an experience of tennis as possible, while also being as less intrusive as possible. The game is played across a network, and this opens the possibility of two remote players playing a game together on a single virtual tennis pitch. The Microsoft Kinect sensors are used to obtain a 3D point cloud and a skeletal map representation of the player. This 3D point cloud is mapped on to the virtual tennis pitch. We also use a wireless wearable Attitude and Heading Reference System (AHRS) mote, which is strapped onto the wrist of the players. This mote gives us precise information about the movement (swing, rotation etc.) of the playing arm. This information along with the skeletal map is used to implement the physics of the game. Using this game we demonstrate our solutions for simultaneous data acquisition, 3D point-cloud mapping in a virtual space, use of the Kinect and AHRS sensors to calibrate real and virtual objects and for interaction of virtual objects with a 3D point cloud. Suraj Raghuraman, Karthik Venkatraman, Zhanyu Wang, Jian Wu 0016, Jacob Clements, Reza Lotfian, B. Prabhakaran 0001, Xiaohu Guo, Roozbeh Jafari, Klara Nahrstedt |
ACM Multimedia | 2 |