EDBT 2026 Demo / reviewers in the wild / expert
Sylvie Dijkstra-Soudarissanane
dblp:243/1728 · also Sylvie Soudarissanane
· DBLP profile ↗
13ranked-venue papers
4as first author
8since 2021 · last 2024
0000-0002-6746-7823ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 4 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 2 since 2021Computer networks · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | VP9 bitstream-based Tiled Multipoint Control Unit: Scaling simultaneous RGBD user streams in an immersive 3D communication systemabstractVideo conference applications that allow group communication through video and audio over distance have become commonplace and mainstream. To scale the number of participants in video conferencing systems, the usual practice is to deploy centralized streaming components such as Multipoint Control Units (MCU) or Selective Forwarding Units (SFU). Using these components can become problematic due to significant resource overhead in the server or client. In this paper, we propose a Tile-aware Multipoint Control Unit (T-MCU) that is capable of combining and forwarding streams on a bitstream level. In our solution, multiple VP9 user video streams are combined into a single bitstream, requiring only a single video transmission (single receiving socket, single video decoder, and single rendering texture). Multiple changes (relating to dynamic header and motion vectors) had to be made to the reference VP9 encoder to allow for combining bitstream tiles. These changes are available as open source and are described in this paper, including their impact on encoding performance. Furthermore, all changes are fully compatible with existing VP9 decoders. The paper also presents an experimental design study to evaluate our new T-MCU under different streaming conditions (including the impact on the receiving client) within an immersive 3D communication system utilizing RGBD video data. Our approach significantly reduces the performance requirements of the client (10-20%) and server (~80%) at the cost of increased bandwidth (~16%). Ultimately, the T-MCU allows immersive 3D communication applications to support at least 16+ simultaneous users. Simon Gunkel, Rick Hindriks, Yonatan Shiferaw, Sylvie Dijkstra-Soudarissanane, Omar Niamut |
MMSys | 4 |
| 2023 | "You AR' right in front of me": RGBD-based capture and rendering for remote trainingabstractImmersive technologies such as virtual reality have enabled novel forms of education and training, where students can learn new skills in simulated environments. But some specialized training procedures, e.g. ESA-certified soldering, still involve real-world physical processes with physical lab equipment. Such training sessions require students to travel to teaching labs and may interrupt everyday commitments for a longer period of time. There is a desire to make such training procedures more accessible remotely while keeping any student-to-teacher interaction natural, personal, and engaging. This paper presents a prototype for a remote teaching use case by rendering 3D photorealistic representations into the Augmented Reality (AR) glasses of a student. The teacher is captured with a modular RGBD capture application integrated into a web-based immersive communication platform. The integration offers multiple real-time capture calibration and rendering configurations. Our modular platform allows for an easy evaluation of different technical constraints as well as easy testing of the use case itself. Such evaluation may include a direct comparison of different 3D point-cloud and mesh rendering techniques. Additionally, the overall system allows immersive interaction between the student and the teacher, including augmented text messages for non-intrusive notifications. Our platform offers an ideal testbed for both technical and user-centered immersive communication studies. Simon Gunkel, Sylvie Dijkstra-Soudarissanane, Omar Niamut |
MMSys | 2 |
| 2023 | Remote Expert Assistance System for Mixed-HMD Clients over 5G InfrastructureabstractWhen operating under adverse conditions or at distant locations, it is not always feasible to obtain the assistance of an expert on site. In such cases, remote expert assistance may provide a solution. Current remote assistance systems employ immersive data visualization or video-based communication. By introducing XR-based multi-user communication system to remote expert assistance solutions, we expect to improve the effectiveness of both the operator and the supporting experts. Our multi-user XR collaboration demo integrates XR and cloud/network technologies. It enables three users to collaborate in a way that makes them feel that they are solving a challenging task together. Frank Bart ter Haar, Sylvie Dijkstra-Soudarissanane, Piotr Zuraniewski, Rick Hindriks, Karim El Assal, Simon Gunkel, Galit Rahim, Omar Niamut |
MMSys | 2 |
| 2022 | Virtual visits: life-size immersive communicationabstractElderly people in care homes face a great lack of contact with their families and loved ones. Social isolation and loneliness are detrimental factors for older people in their health condition, cognitive impairment and quality of life. We previously presented a communication system that facilitated high-quality mediated social contact through an Augmented Reality tool with 3D user capture and rendering on an iPad. We have further enhanced this system and propose a new demonstrator that provides a working communication system between the elderly and family members on a life-size display. A complete end-to-end chain architecture is presented, where capture, transmission, and rendering are enhanced to provide a tool for natural interaction and high social presence. Our system is technically ready and well-adapted to meet the needs of elderly users. Sylvie Dijkstra-Soudarissanane, Simon Gunkel, Véronne Reinders |
MMSys | 1 |
| 2022 | Deep Learning Augmented Realistic Avatars for Social VR Human RepresentationabstractVirtual reality (VR) has created a new and rich medium for people to meet each other digitally. In VR, people can choose from a broad range of representations. In several cases, it is important to provide users with avatars that are a lifelike representation of themselves, to increase the user experience and effectiveness of communication. In this work, we propose a pipeline for generating a realistic and expressive avatar from a single reference image. The pipeline consists of a blendshape-based avatar combined with two deep learning improvements. The first improvement module runs offline and improves the texture map of the base avatar. The second module runs inference in real-time at the rendering stage and performs a style transfer to the avatar’s eyes. The deep learning modules effectively improve the visual representation of the avatar and show how AI techniques can be integrated with traditional animation methods to generate realistic human avatars for social VR. Matthijs van der Boon, Leonor Fermoselle, Frank Bart ter Haar, Sylvie Dijkstra-Soudarissanane, Omar Niamut |
IMX | 4 |
| 2021 | XR Carousel: A Visualization Tool For Volumetric VideoabstractRecent years have seen a new uptake in immersive media and eXtended Reality (XR). And due to a global pandemic, computer-mediated communication over video conferencing tools became a new normal of everyday remote collaboration and virtual meetings. Social XR leverages XR technologies for remote communication and collaboration. But in order for XR to facilitate a high level of (social) presence and thus high-quality mediated social contact between users, we need high-quality 3D representation of users. One approach to providing detailed 3D user representations as new immersive media is to use point clouds or meshes, but these representation formats come with complexity on compression bitrate and processing time. In the example of virtual meetings, compression has to fulfill stringent requirements such as low latency and high quality. As the compression techniques for 3D immersive media steadily advance, it is important to be able to easily compare different compression techniques on their technical and visual merits in an easy way. The proposed demonstrator in this paper is a visualization tool that helps assessing the visual quality of a 3D representation employing various coding schemes. The complete end-to-end rendering/encoding chain can be easily assessed, allowing for subjective testing by showing the differences between the selected encoding parameters. The tool presented in this demo paper offers an improved and easy visual process for the comparison of encoders of immersive media. Sylvie Dijkstra-Soudarissanane, Simon Gunkel, Alexandre Gabriel, Leonor Fermoselle, Frank Bart ter Haar, Omar Niamut |
MMSys | 1 |
| 2021 | VRComm: an end-to-end web system for real-time photorealistic social VR communicationabstractTools and platforms that enable remote communication and collaboration provide a strong contribution to societal challenges. Virtual meetings and conferencing, in particular, can help to reduce commutes and lower our ecological footprint, and can alleviate physical distancing measures in case of global pandemics. In this paper, we outline how to bridge the gap between common video conferencing systems and emerging social VR platforms to allow immersive communication in Virtual Reality (VR). We present a novel VR communication framework that enables remote communication in virtual environments with real-time photorealistic user representation based on colour-and-depth (RGBD) cameras and web browser clients, deployed on common off-the-shelf hardware devices. The paper's main contribution is threefold: (a) a new VR communication framework, (b) a novel approach for real-time depth data transmitting as a 2D grayscale for 3D user representation, including a central MCU-based approach for this new format and (c) a technical evaluation of the system with respect to processing delay, CPU and GPU usage. Simon Gunkel, Rick Hindriks, Karim El Assal, Hans Stokking, Sylvie Dijkstra-Soudarissanane, Frank Bart ter Haar, Omar Niamut |
MMSys | 5 |
| 2021 | Towards XR Communication for Visiting Elderly at Nursing HomesabstractDue to the current pandemic, the elderly in care homes are greatly affected by the lack of contact with their families, resulting in various mental conditions (e.g., depression, feelings of loneliness) and deterioration of mental health for dementia patients. In response, residents and family members increasingly resorted to mediated communication to maintain social contact. To facilitate high-quality mediated social contact between residents in nursing homes and remote family members, we developed an Augmented Reality (AR)-based communication tool. The proposed demonstrator improved this situation by providing a working communication tool that enables the elderly to feel being together with their family by means of AR techniques. A complete end-to-end-chain architecture is defined, where the aspects of capture, transmission, and rendering are thoroughly investigated to fit the purpose of the use case. Based on an extensive user study comprising user experience (UX) and quality of service (QoS) measurements, each module is presented with the improvements made and the resulting higher quality AR communication platform. Sylvie Dijkstra-Soudarissanane, Tessa Klunder, Aschwin Brandt, Omar Niamut |
IMX | 1 |
| 2020 | Let's Get in Touch! Adding Haptics to Social VRabstractSocial VR shall allow natural communication between users with high social presence, as if users are in the same room. One way to increase social presence is to add haptic interaction to allow, for example, users to give each other a ”high-five” or to pass documents among them. In this paper, we present our web-based VR communication framework with an added haptic component to simulate touch. The goal of this framework is to enhance the VR communication experience and the social cues exchange between users in VR. We describe our method for rendering haptic feedback within the web-based framework and evaluate the perceived quality of our system with a user survey (with 119 participants). Our proof-of-concept system was rated positively, with the haptic component offering an enhanced quality of the VR experience for 78% of the participants. Leonor Fermoselle, Simon Gunkel, Frank Bart ter Haar, Sylvie Dijkstra-Soudarissanane, Alexander Toet, Omar Niamut, Nanda van der Stap |
IMX | 4 |
| 2019 | Viewport-driven DASH media playback for interactive storytelling: a seamless non-linear storyline experienceabstractOver the past few years, the HTTP Adaptive Streaming (HAS) technologies, e.g. the MPEG-DASH standard (DASH), became the predominant form of online video streaming. 360 Virtual Reality (VR) content have recently emerged on video streaming platform as a new immersive format but limits the interaction with the viewer to looking around via head rotation. From storytelling domain, interactive storytelling is a known technique to immerse the viewer into the story by allowing him to influence the way the story unfolds. In this demo, we combine a VR 360 video player and interactive storytelling delivered using DASH. By adding DASH-level signaling when branching occurs in the storyline and by updating the reference dash.js JavaScript player, it is possible to create an interactive 360 video experience that is seamless to the user. That is, each person experiences a different storyline based on its head movements whether it is by explicit cues, e.g. choosing a certain outcome to a scene, or implicitly by following narrative cues inserted by the content creator such as moving objects, character movements in the scene. Such seamless experience aims at maximizing the emotional response of the user on the content as intended by the content creator. Karim El Assal, Emmanuel Thomas, Alexandre Gabriel, Sylvie Dijkstra-Soudarissanane |
MMSys | 4 |
| 2019 | Multi-sensor capture and network processing for virtual reality conferencingabstractRecent developments in key technologies like 5G, Augmented and Virtual Reality (AR/VR) and Tactile Internet result in new possibilities for communication. Particularly, these key digital technologies can enable remote communication and collaboration in remote experiences. In this demo, we work towards 6-degrees of freedom (DoF) photo-realistic shared experiences by introducing a multi-view multi-sensor capture end-to-end system. Our system acts as a baseline end-to-end system for capture, transmission and rendering of volumetric video of user representations. To handle multi-view video processing in a scalable way, we introduce a Multi-point Control Unit (MCU) to shift processing from end devices into the cloud. MCUs are commonly used to bridge videoconferencing connections, and we design and deploy a VR-ready MCU to reduce both upload bandwidth and end-device processing requirements. In our demo, we focus on a remote meeting use case where multiple people can sit around a table to communicate in a shared VR environment. Sylvie Dijkstra-Soudarissanane, Karim El Assal, Simon Gunkel, Frank Bart ter Haar, Rick Hindriks, Jan Willem Kleinrouweler, Omar Niamut |
MMSys | 1 |
| 2019 | LTE Delay Assessment for Real-Time Management of Future Smart Grids
Ljupco Jorguseski, Sylvie Dijkstra-Soudarissanane, Michal Golinski |
Mob. Networks Appl. | 3 |
| 2018 | Towards Low-Complexity Scalable Coding for Ultra-High Resolution Video And BeyondabstractThe current state of the art of video coding lacks specific tools to efficiently deal with ultra-high resolutions such as 8K video both at a hardware and software level. At the same time, the increase in video resolutions combined with a larger variety in display resolutions results in a need for spatial scalability at low computational complexity. The proposed solution allows for legacy 4K encoders and decoders both software and in particular hardware to be still exploited with 8K content. The proposed format also offers spatial scalability for an average BD-rate increase of 16%. This scalability is achieved by a polyphase subsampling of the input sequence and by leveraging the existing temporal scalability to induce spatial scalability. Emmanuel Thomas, Alexandre Gabriel, Omar Niamut, Sylvie Dijkstra-Soudarissanane |
VCIP | 4 |