Demo Data from EDBT 2026 / reviewers in the wild / expert
Kiana Calagari
dblp:123/2936
· DBLP profile ↗
10ranked-venue papers
7as first author
0since 2021 · last 2019
0000-0003-2550-4910ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 10 · 7 first-authorComputer networks · 2 · 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
7 papers |
Virtual and augmented reality · 24% Image and video processing · 18% Image and video coding · 18% | |
| Computer networks
1 paper |
Content delivery and video streaming · 50% Network performance modeling · 50% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Cloud and datacenter computing · 100% |
Topics — the 11 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › 3d video
stereoscopic video |
0.4 | 2 | 2015 | Gradient-based 2D-to-3D Conversion for Soccer Videos · ACM Multimedia 2015 Anahita: A System for 3D Video Streaming with Depth Customization · ACM Multimedia 2014 |
Multimedia systems and quality of experience › image transmission
progressive transmission |
0.4 | 1 | 2019 | Band and Quality Selection for Efficient Transmission of Hyperspectral Images · ACM Multimedia 2019 |
Computational photography and imaging
depth estimation |
0.3 | 1 | 2018 | Data Driven 2-D-to-3-D Video Conversion for Soccer · IEEE Trans. Multim. 2018 |
Image and video processing › stereo image processing
depth map refinement |
0.3 | 1 | 2018 | Data Driven 2-D-to-3-D Video Conversion for Soccer · IEEE Trans. Multim. 2018 |
Visual content generation and editing › 3d content generation
2d-to-3d conversion |
0.2 | 1 | 2015 | Gradient-based 2D-to-3D Conversion for Soccer Videos · ACM Multimedia 2015 |
Multimedia systems and quality of experience › video streaming
3d video streaming |
0.2 | 1 | 2014 | Anahita: A System for 3D Video Streaming with Depth Customization · ACM Multimedia 2014 |
Image and video coding › joint source-channel coding
unequal loss protection |
0.1 | 1 | 2012 | ROI-based protection scheme for high definition interactive video applications · ACM Multimedia 2012 |
Content delivery and video streaming
quality of experience |
0.1 | 1 | 2012 | ROI-based protection scheme for high definition interactive video applications · ACM Multimedia 2012 |
Network performance modeling › application performance modeling
video quality under packet loss |
0.1 | 1 | 2012 | ROI-based protection scheme for high definition interactive video applications · ACM Multimedia 2012 |
Virtual and augmented reality
3d video |
0.1 | 1 | 2018 | Data Driven 2-D-to-3-D Video Conversion for Soccer · IEEE Trans. Multim. 2018 |
Image and video coding
3d video representation |
0.1 | 1 | 2015 | Cloud-Based Multimedia Content Protection System · IEEE Trans. Multim. 2015 |
Methods — techniques the papers use, named apart from their topics
user study · 0.7depth gradient transfer · 0.5dimension reduction · 0.4utility maximization · 0.4spatio-temporal smoothing · 0.3object boundary detection · 0.3poisson blending · 0.3parallax removal · 0.3panorama stitching · 0.3distributed matching · 0.2data-driven depth transfer · 0.2forward error correction · 0.1flexible macroblock ordering · 0.1data partitioning · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Band and Quality Selection for Efficient Transmission of Hyperspectral ImagesabstractDue to recent technological advances in capturing and processing devices, hyperspectral imaging is becoming available for many commercial and military applications such as remote sensing, surveillance, and forest fire detection. Hyperspectral cameras provide rich information, as they capture each pixel along many frequency bands in the spectrum. The large volume of hyperspectral images as well as their high dimensionality make transmitting them over limited-bandwidth channels a challenge. To address this challenge, we present a method to prioritize the transmission of various components of hyperspectral data based on the application needs, the level of details required, and available bandwidth. This is unlike current works that mostly assume offline processing and the availability of all data beforehand. Our method jointly and optimally selects the spectral bands and their qualities to maximize the utility of the transmitted data. It also enables progressive transmission of hyperspectral data, in which approximate results are obtained with small amount of data and can be refined with additional data. This is a desirable feature for large-scale hyperspectral imaging applications. We have implemented the proposed method and compared it against the state-of-the-art in the literature using hyperspectral imaging datasets. Our experimental results show that the proposed method achieves high accuracy, transmits a small fraction of the hyperspectral data, and significantly outperforms the state-of-the-art; up to 35% improvements in accuracy was achieved. Mohammad Amin Arab, Kiana Calagari, Mohamed Hefeeda |
ACM Multimedia | 2 |
| 2018 | Data Driven 2-D-to-3-D Video Conversion for SoccerabstractA wide adoption of 3-D videos is hindered by the lack of high-quality 3-D content. One promising solution to this problem is through data-driven 2-D-to-3-D video conversion. Such approaches are based on learning depth maps from a large dataset of 2-D+Depth images. However, current conversion methods, while general, produce low-quality results with artifacts that are not acceptable to many viewers. We propose a novel, data-driven method for 2-D-to-3-D video conversion. Our method transfers the depth gradients from a large database of 2-D+Depth images. Capturing 2-D+Depth databases, however, are complex and costly, especially for outdoor sports games. We address this problem by creating a synthetic database from computer games and showing that this synthetic database can effectively be used to convert real videos. We propose a spatio-temporal method to ensure the smoothness of the generated depth within individual frames and across successive frames. In addition, we present an object boundary detection method customized for 2-D-to-3-D conversion systems, which produces clear depth boundaries for players. We implement our method and validate it by conducting user studies that evaluate depth perception and visual comfort of the converted 3-D videos. We show that our method produces high-quality 3-D videos that are almost indistinguishable from videos shot by stereo cameras. In addition, our method significantly outperforms the current state-of-the-art methods. For example, up to 20% improvement in the perceived depth is achieved by our method, which translates to improving the mean opinion score from good to excellent. Kiana Calagari, Mohamed A. Elgharib, Piotr Didyk, Alexandre Kaspar, Wojciech Matusik, Mohamed Hefeeda |
IEEE Trans. Multim. | 1 |
| 2017 | Sports VR Content Generation from Regular Camera FeedsabstractWith the recent availability of commodity Virtual Reality (VR) products, immersive video content is receiving a significant interest. However, producing high-quality VR content often requires upgrading the entire production pipeline, which is costly and time-consuming. In this work, we propose using video feeds from regular broadcasting cameras to generate immersive content. We utilize the motion of the main camera to generate a wide-angle panorama. Using various techniques, we remove the parallax and align all video feeds. We then overlay parts from each video feed on the main panorama using Poisson blending. We examined our technique on various sports including basketball, ice hockey and volleyball. Subjective studies show that most participants rated their immersive experience when viewing our generated content between Good to Excellent. In addition, most participants rated their sense of presence to be similar to ground-truth content captured using a GoPro Omni 360 camera rig. Kiana Calagari, Mohamed A. Elgharib, Shervin Shirmohammadi, Mohamed Hefeeda |
ACM Multimedia | 1 |
| 2016 | Depth Personalization and Streaming of Stereoscopic Sports VideosabstractCurrent three-dimensional displays cannot fully reproduce all depth cues used by a human observer in the real world. Instead, they create only an illusion of looking at a three-dimensional scene. This leads to a number of challenges during the content creation process. To assure correct depth reproduction and visual comfort, either the acquisition setup has to be carefully controlled or additional postprocessing techniques have to be applied. Furthermore, these manipulations need to account for a particular setup that is used to present the content, for example, viewing distance or screen size. This creates additional challenges in the context of personal use when stereoscopic content is shown on TV sets, desktop monitors, or mobile devices. We address this problem by presenting a new system for streaming stereoscopic content. Its key feature is a computationally efficient depth adjustment technique which can automatically optimize viewing experience for videos of field sports such as soccer, football, and tennis. Additionally, the method enables depth personalization to allow users to adjust the amount of depth according to their preferences. Our stereoscopic video streaming system was implemented, deployed, and tested with real users. Kiana Calagari, Tarek Elgamal, Khaled Diab 0001, Krzysztof Templin, Piotr Didyk, Wojciech Matusik, Mohamed Hefeeda |
ACM Trans. Multim. Comput. Commun. Appl. | 1 |
| 2015 | Gradient-based 2D-to-3D Conversion for Soccer VideosabstractA wide spread adoption of 3D videos and technologies is hindered by the lack of high-quality 3D content. One promising solution to address this problem is to use automated 2D-to-3D conversion. However, current conversion methods, while general, produce low-quality results with artifacts that are not acceptable to many viewers. We address this problem by showing how to construct a high-quality, domain-specific conversion method for soccer videos. We propose a novel, data-driven method that generates stereoscopic frames by transferring depth information from similar frames in a database of 3D stereoscopic videos. Creating a database of 3D stereoscopic videos with accurate depth is, however, very difficult. One of the key findings in this paper is showing that computer generated content in current sports computer games can be used to generate high-quality 3D video reference database for 2D-to-3D conversion methods. Once we retrieve similar 3D video frames, our technique transfers depth gradients to the target frame while respecting object boundaries. It then computes depth maps from the gradients, and generates the output stereoscopic video. We implement our method and validate it by conducting user-studies that evaluate depth perception and visual comfort of the converted 3D videos. We show that our method produces high-quality 3D videos that are almost indistinguishable from videos shot by stereo cameras. In addition, our method significantly outperforms the current state-of-the-art method. For example, up to 20% improvement in the perceived depth is achieved by our method, which translates to improving the mean opinion score from Good to Excellent. Kiana Calagari, Mohamed A. Elgharib, Piotr Didyk, Alexandre Kaspar, Wojciech Matusik, Mohamed Hefeeda |
ACM Multimedia | 1 |
| 2015 | Cloud-Based Multimedia Content Protection SystemabstractWe propose a new design for large-scale multimedia content protection systems. Our design leverages cloud infrastructures to provide cost efficiency, rapid deployment, scalability, and elasticity to accommodate varying workloads. The proposed system can be used to protect different multimedia content types, including 2-D videos, 3-D videos, images, audio clips, songs, and music clips. The system can be deployed on private and/or public clouds. Our system has two novel components: (i) method to create signatures of 3-D videos, and (ii) distributed matching engine for multimedia objects. The signature method creates robust and representative signatures of 3-D videos that capture the depth signals in these videos and it is computationally efficient to compute and compare as well as it requires small storage. The distributed matching engine achieves high scalability and it is designed to support different multimedia objects. We implemented the proposed system and deployed it on two clouds: Amazon cloud and our private cloud. Our experiments with more than 11,000 3-D videos and 1 million images show the high accuracy and scalability of the proposed system. In addition, we compared our system to the protection system used by YouTube and our results show that the YouTube protection system fails to detect most copies of 3-D videos, while our system detects more than 98% of them. This comparison shows the need for the proposed 3-D signature method, since the state-of-the-art commercial system was not able to handle 3-D videos. Mohamed Hefeeda, Tarek Elgamal, Kiana Calagari, Ahmed Abdelsadek |
IEEE Trans. Multim. | 3 |
| 2014 | Anahita: A System for 3D Video Streaming with Depth CustomizationabstractProducing high-quality stereoscopic 3D content requires significantly more effort than preparing regular video footage. In order to assure good depth perception and visual comfort, 3D videos need to be carefully adjusted to specific viewing conditions before they are shown to viewers. While most stereoscopic 3D content is designed for viewing in movie theaters, where viewing conditions do not vary significantly, adapting the same content for viewing on home TV-sets, desktop displays, laptops, and mobile devices requires additional adjustments. To address this challenge, we propose a new system for 3D video streaming that provides automatic depth adjustments as one of its key features. Our system takes into account both the content and the display type in order to customize 3D videos and maximize their perceived quality. We propose a novel method for depth adjustment that is well-suited for videos of field sports such as soccer, football, and tennis. Our method is computationally efficient and it does not introduce any visual artifacts. We have implemented our 3D streaming system and conducted two user studies, which show: (i) adapting stereoscopic 3D videos for different displays is beneficial, and (ii) our proposed system can achieve up to 35% improvement in the perceived quality of the stereoscopic 3D content. Kiana Calagari, Krzysztof Templin, Tarek Elgamal, Khaled Diab 0001, Piotr Didyk, Wojciech Matusik, Mohamed Hefeeda |
ACM Multimedia | 1 |
| 2014 | Storage optimization for 3D streaming systemsabstractThree dimensional (3D) content is becoming attractive in entertainment events such as soccer games and movies. Also, 3D displays are widespread at homes, offices, and theaters. Yet, 3D content may lack good 3D experience due to varying display technologies and sizes. In addition, 3D content providers may not be able to deliver their content to all potential subscribers, which leads to viewership reduction or dissatisfaction. In this work, we propose the design of a system for enhanced 3D content streaming. In order to support all 3D display technologies and sizes in the system, we design different 3D versions of the original videos that are optimized for various displays. Moreover, we propose a storage optimization algorithm that optimizes storage usage in our system depending on versions popularity as well as storage and processing requirements. The algorithm satisfies the limited processing resources, maximum delay, and request rate requirements. We implemented and deployed the proposed system on the cloud for live testing. We simulated the proposed algorithm to study its effect on the storage requirements in 3D streaming systems. The results of the simulations show that the algorithm can achieve storage gain up to 360x compared to storing all versions. Khaled Diab 0001, Tarek Elgamal, Kiana Calagari, Mohamed Hefeeda |
MMSys | 3 |
| 2014 | ALP: Adaptive Loss Protection Scheme with Constant Overhead for Interactive Video ApplicationsabstractThere has been an increasing demand for interactive video transmission over the Internet for applications such as video conferencing, video calls, and telepresence applications. These applications are increasingly moving towards providing High Definition (HD) video quality to users. A key challenge in these applications is to preserve the quality of video when it is transported over best-effort networks that do not guarantee lossless transport of video packets. In such conditions, it is important to protect the transmitted video by using intelligent and adaptive protection schemes. Applications such as HD video conferencing require live interaction among participants, which limits the overall delay the system can tolerate. Therefore, the protection scheme should add little or no extra delay to video transport. We propose a novel Adaptive Loss Protection (ALP) scheme for interactive HD video applications such as video conferencing and video chats. This scheme adds negligible delay to the transmission process and is shown to achieve better quality than other schemes in lossy networks. The proposed ALP scheme adaptively applies four different protection modes to cope with the dynamic network conditions, which results in high video quality in all network conditions. Our ALP scheme consists of four protection modes ; each of these modes utilizes a protection method . Two of the modes rely on the state-of-the-art protection methods, and we propose a new Integrated Loss Protection (ILP) method for the other two modes. In the ILP method we integrate three factors for distributing the protection among packets. These three factors are error propagation, region of interest and header information. In order to decide when to switch between the protection modes, a new metric is proposed based on the effectiveness of each mode in performing protection, rather than just considering network statistics such as packet loss rate. Results show that by using this metric not only the overall quality will be improved but also the variance of quality will decrease. One of the main advantages of the proposed ALP scheme is that it does not increase the bit rate overhead in poor network conditions. Our results show a significant gain in video quality, up to 3dB PSNR improvement is achieved using our scheme, compared to protecting all packets equally with the same amount of overhead. Kiana Calagari, Mohammad Reza Pakravan, Shervin Shirmohammadi, Mohamed Hefeeda |
ACM Trans. Multim. Comput. Commun. Appl. | 1 |
| 2012 | ROI-based protection scheme for high definition interactive video applicationsabstractIn this work, first, a Region of Interest (ROI)-based Unequal Loss Protection (ULP) scheme with no delay is proposed for High Definition (HD) interactive video applications such as video calls. The proposed scheme uses Data Partitioning and Flexible Macro block Ordering (FMO) tools of H.264/AVC and reduces error propagation. The obtained data demonstrates that this scheme achieves better ROI quality than others in high Packet Loss Rates (PLR). Second, it is also shown that the efficient scheme for protecting ROI-based interactive video applications in wide PLR ranges is switching both the Forward Error Correction (FEC) distribution pattern and the codec configuration between various scenarios depending on network conditions. This is shown by using both PSNR and SSIM metrics for quality measurement. Kiana Calagari, Mohammad Reza Pakravan, Shervin Shirmohammadi |
ACM Multimedia | 1 |