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Hans Stokking

dblp:120/4359 · also Hans M. Stokking · DBLP profile ↗
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10ranked-venue papers
0as first author
2since 2021 · last 2021
0000-0002-1221-794XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 since 2021Computer networks · 1

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.

Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 100%
Computer graphics and multimedia
2 papers
Multimedia systems and quality of experience · 59% Virtual and augmented reality · 41%
Computer networks
2 papers
Content delivery and video streaming · 100%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › collaborative virtual environments
social virtual reality
0.312017
WebVR meets WebRTC: Towards 360-degree social VR experiences · VR 2017
Multimedia systems and quality of experience › multimedia synchronization
inter-destination media synchronization
0.212013
Early event-driven (EED) RTCP feedback for rapid IDMS · ACM Multimedia 2013
Content delivery and video streaming
360-degree video streaming
0.112017
WebVR meets WebRTC: Towards 360-degree social VR experiences · VR 2017

Methods — techniques the papers use, named apart from their topics

web-based framework · 0.8user study · 0.8video conferencing · 0.6WebVR · 0.6WebRTC · 0.6simulation testing · 0.3Early Event-Driven RTCP feedback · 0.3
YearPublicationVenuePosition
2021 VRComm: an end-to-end web system for real-time photorealistic social VR communication
abstract
Tools 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
MMSys4
2021 Augmented Reality-Based Remote Family Visits in Nursing Homes
abstract
During the COVID-19 pandemic, many nursing homes had to restrict visitations. This had a major negative impact on the wellbeing of residents and their family members. 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. In this study, we compared the user experience (UX) of AR-communication with that of video calling, for 10 pairs of residents and family members. We measured enjoyment, spatial presence and social presence, attitudes, behavior and conversation duration. In the AR-communication condition, residents perceived a 3D projection of their remote family member onto a chair placed in front of them. In the video calling condition, the family member was shown using 2D video. In both conditions, the family member perceived the resident in the video calling mode on a 2D screen. While residents reported no differences in their UX between both conditions, family members reported higher spatial presence for the AR-communication condition compared to video-calling. Conversation durations were significantly longer during AR-communication than during video calling. We tentatively suggest that there may be (unconscious) differences in UX during AR-based communication compared to video calling.
Alexander Toet, Hans Stokking, Tessa Klunder, Zeph M. C. van Berlo, Bram Smeets, Omar Niamut
IMX2
2019 360-Degree Photo-realistic VR Conferencing
abstract
VR experiences are becoming more social, but many social VR systems represent users as artificial avatars. For use cases such as VR conferencing, photo-realistic representations may be preferred. In this paper, we present ongoing research into social VR experiences with photo-realistic representations of participants and present a web-based social VR framework that extends current video conferencing capabilities with new VR functionalities. We explain the underlying design concepts of our framework and discuss user studies to evaluate the framework in three different scenarios. We show that people are able to use VR communication in real meeting situations and outline our future research to better understand the actual benefits and limitations of our approach, to fully understand the technological gaps that need to be bridged and to better understand the user experience.
Simon Gunkel, Marleen D. W. Dohmen, Hans Stokking, Omar Niamut
VR3
2018 Virtual reality conferencing: multi-user immersive VR experiences on the web
abstract
Virtual Reality (VR) and 360-degree video are set to become part of the future social environment, enriching and enhancing the way we share experiences and collaborate remotely. While Social VR applications are getting more momentum, most services regarding Social VR focus on animated avatars. In this demo, we present our efforts towards Social VR services based on photo-realistic video recordings. In this demo paper, we focus on two parts, the communication between multiple people (max 3) and the integration of new media formats to represent users as 3D point clouds. We enhance a green screen (chroma key) like cut-out of the person with depth data, allowing point cloud based rendering in the client. Further, the paper presents a user study with 54 people evaluating a three-people communication use case and a technical analysis to move towards 3D representations of users. This demo consists of two shared virtual environments to communicate and interact with others, i.e. i) a 360-degree virtual space with users being represented as 2D video streams (with the background removed) and ii) a 3D space with users being represented as point clouds (based on color and depth video data).
Simon Gunkel, Hans Stokking, Martin Prins, Nanda van der Stap, Frank Bart ter Haar, Omar Niamut
MMSys2
2017 WebVR meets WebRTC: Towards 360-degree social VR experiences
abstract
Virtual Reality (VR) and 360-degree video are reshaping the media landscape, creating a fertile business environment. During 2016 new 360-degree cameras and VR headsets entered the consumer market, distribution platforms are being established and new production studios are emerging. VR is evermore becoming a hot topic in research and industry and many new and exciting interactive VR content and experiences are emerging. The biggest gap we see in these experiences are social and shared aspects of VR. In this demo we present our ongoing efforts towards social and shared VR by developing a modular web based VR framework, that extends current video conferencing capabilities with new functionalities of Virtual and Mixed Reality. It allows us to connect two people together for mediated audio-visual interaction, while being able to engage in interactive content. Our framework allows to run extensive technological and user based trials in order to evaluate VR experiences and to build immersive multi-user interaction spaces. Our first results indicate that a high level of engagement and interaction between users is possible in our 360-degree VR set-up utilizing current web technologies.
Simon Gunkel, Martin Prins, Hans Stokking, Omar Niamut
VR3
2016 QoE-aware inter-stream synchronization in open N-Screens cloud
abstract
The growing popularity and increasing performance of mobile devices is transforming the way in which media can be consumed, from single device playback to orchestrated multi-stream experiences across multiple devices. One of the biggest challenges in realizing such immersive media experience is the dynamic management of synchronicity between associated media streams. This is further complicated by the faceted aspects of user perception and heterogeneity of user devices and networks. This paper introduces a QoE-aware open inter-stream media synchronization framework (IMSync). IMSync employs efficient monitoring and control mechanisms, as well as a bespoke QoE impact model derived from subjective user experiments. Given a current lag, IMSync's aim is to use the impact model to determine a good catch-up strategy that minimizes detrimental impact on QoE. The impact model balances the accumulative impact of re-synchronization processes and the degree of non-synchronicity to ensure the QoE. Experimental results verify the run-time performance of the framework as a foundation for immersive media experience in open N-Screens cloud.
Mu Mu 0001, Steven Simpson, Hans Stokking, Nicholas J. P. Race
CCNC3
2014 Design, development and assessment of control schemes for IDMS in a standardized RTCP-based solution
Mario Montagud, Fernando Boronat, Hans Stokking, Pablo César
Comput. Networks3
2013 Design and Simulation of a Distributed Control Scheme for Inter-destination Media Synchronization
abstract
Inter-Destination Multimedia Synchronization(IDMS) is a key requirement to enable satisfying group shared media experiences. This paper presents the design and simulation of a Distributed Control Scheme (DCS) for IDMS. In this scheme, geographically dispersed receivers exchange(multicast) RTCP reports on their arrival and play out timing for RTP packets, and each one of them uses the collected reports from the other receivers belonging to the same logical group (or cluster) to adaptively adjust its local play out timing such that an overall synchronization status (within allowable limits) is maintained. Also, the strengths (interactivity, flexibility, scalability, and robustness) and weaknesses (traffic overhead, security) of a DCS for IDMS are discussed, in comparison with centralized approaches. Moreover, a simple technique to enhance the performance in terms of coherence when using the DCS for IDMS is proposed. Simulation results prove the effectiveness of the proposed control scheme and techniques to guarantee concurrently synchronized play outpoints for independent clusters of receivers.
Mario Montagud, Fernando Boronat, Hans Stokking
AINA3
2013 Early event-driven (EED) RTCP feedback for rapid IDMS
abstract
Inter-Destination Media Synchronization (IDMS) is essential in the emerging media consumption paradigm, which is radically evolving from passive and isolated services towards dynamic and interactive group shared experiences. This paper concentrates on improving a standardized RTP/RTCP-based solution for IDMS. In particular, novel Early Event-Driven (EED) RTCP feedback reporting mechanisms are designed to overcome latency issues and to enable higher flexibility, dynamism and accuracy when using RTP/RTCP for IDMS. The faster reaction on dynamic situations (e.g., detection of asynchrony or channel change delays) and a finer granularity for synchronizing media-related events, while preserving the RTCP bandwidth bounds, are validated through simulation tests.
Mario Montagud, Fernando Boronat, Hans Stokking
ACM Multimedia3
2012 Inter-destination multimedia synchronization: schemes, use cases and standardization
Mario Montagud, Fernando Boronat, Hans Stokking, Ray van Brandenburg
Multim. Syst.3