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Gebremariam Mesfin Assres

dblp:150/8004 · also Gebremariam Assres, Gebremariam Mesfin · DBLP profile ↗
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12ranked-venue papers
5as first author
5since 2021 · last 2026
0000-0002-6760-690XORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-author · 3 since 2021Systems, architecture and hardware · 1 · 1 first-authorComputer networks · 1 · 1 first-authorSoftware engineering, systems software and programming languages · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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
5 papers
Multimedia systems and quality of experience · 62% Virtual and augmented reality · 38%
Human-computer interaction and pervasive computing
4 papers
Immersive interaction · 37% Wearable and physiological sensing · 36% Haptics and multimodal interaction · 20%

Topics — the 10 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Multimedia systems and quality of experience › video quality assessment
360-degree video quality
0.712023
Multisensory 360° Videos Under Varying Resolution Levels Enhance Presence · IEEE Trans. Vis. Comput. Graph. 2023
Virtual and augmented reality › immersive video
immersive video quality
0.712023
Multisensory 360° Videos Under Varying Resolution Levels Enhance Presence · IEEE Trans. Vis. Comput. Graph. 2023
Immersive interaction › virtual reality › presence
virtual reality presence
0.712023
Multisensory 360° Videos Under Varying Resolution Levels Enhance Presence · IEEE Trans. Vis. Comput. Graph. 2023
Wearable and physiological sensing › vital sign monitoring
heart rate monitoring
0.512021
Less is (Just as Good as) More - an Investigation of Odor Intensity and Hedonic Valence in Mulsemedia QoE using Heart Rate and Eye Tracking · IEEE Trans. Multim. 2021
Haptics and multimodal interaction › multimodal perception
crossmodal correspondence
0.412020
How Do We Experience Crossmodal Correspondent Mulsemedia Content? · IEEE Trans. Multim. 2020
Virtual and augmented reality › immersive video
360-degree video
0.412019
360° Mulsemedia: A Way to Improve Subjective QoE in 360° Videos · ACM Multimedia 2019
Virtual and augmented reality › virtual reality
multisensory VR
0.412019
360° Mulsemedia: A Way to Improve Subjective QoE in 360° Videos · ACM Multimedia 2019
Multimedia systems and quality of experience
video quality assessment
0.212023
Multisensory 360° Videos Under Varying Resolution Levels Enhance Presence · IEEE Trans. Vis. Comput. Graph. 2023
Wearable and physiological sensing
eye tracking
0.112021
Less is (Just as Good as) More - an Investigation of Odor Intensity and Hedonic Valence in Mulsemedia QoE using Heart Rate and Eye Tracking · IEEE Trans. Multim. 2021
Usability and user experience research
user experience research
0.112021
Less is (Just as Good as) More - an Investigation of Odor Intensity and Hedonic Valence in Mulsemedia QoE using Heart Rate and Eye Tracking · IEEE Trans. Multim. 2021

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

heart rate measurement · 1.9eye tracking · 1.9subjective user study · 1.3subjective qoe assessment · 1.0human factors analysis · 1.0subjective questionnaire · 0.9subjective quality assessment · 0.8
YearPublicationVenuePosition
2026 A survey on web testing: On the rise of AI and applications in industry
abstract
• Analyze Web Testing methodologies, tools and trends on the last decade (2014-2025) • Analyze the rate of collaboration with industry. • Analyze the role of AI in web testing. Web application testing is an essential practice to ensure the reliability, security, and performance of web systems in an increasingly digital world. This paper presents a systematic literature survey focusing on web testing methodologies, tools, and trends from 2014 to 2025. By analyzing 258research papers, the survey identifies key trends, demographics, contributions, tools, challenges, and innovations in this domain. In addition, the survey analyzes the experimental setups adopted by the studies, including the number of participants involved and the outcomes of the experiments. Our results show that web testing research has been highly active, with ICST as the leading venue. Most studies focus on novel techniques, emphasizing automation in black-box testing. Selenium is the most widely used tool, while industrial adoption and human studies remain comparatively limited. The findings provide a detailed overview of trends, advancements, and challenges in web testing research, the evolution of automated testing methods, the role of artificial intelligence in test case generation, and gaps in current research. Special attention was given to the level of collaboration and engagement with the industry. A positive trend in using industrial systems is observed, though many tools lack open-source availability.
Iva Kertusha, Gebremariam Mesfin Assres, Onur Duman, Andrea Arcuri
Sci. Comput. Program.2
2023 Multisensory 360° Videos Under Varying Resolution Levels Enhance Presence
abstract
Omnidirectional videos have become a leading multimedia format for Virtual Reality applications. While live 360$^\circ$videos offer a unique immersive experience, streaming of omnidirectional content at high resolutions is not always feasible in bandwidth-limited networks. While in the case of flat videos, scaling to lower resolutions works well, 360$^\circ$video quality is seriously degraded because of the viewing distances involved in head-mounted displays. Hence, in this article, we investigate first how quality degradation impacts the sense of presence in immersive Virtual Reality applications. Then, we are pushing the boundaries of 360$^\circ$technology through the enhancement with multisensory stimuli. 48 participants experimented both 360$^\circ$scenarios (with and without multisensory content), while they were divided randomly between four conditions characterised by different encoding qualities (HD, FullHD, 2.5K, 4K). The results showed that presence is not mediated by streaming at a higher bitrate. The trend we identified revealed however that presence is positively and significantly impacted by the enhancement with multisensory content. This shows that multisensory technology is crucial in creating more immersive experiences.
Alexandra Covaci, Estêvão Bissoli Saleme, Gebremariam Mesfin Assres, Ioan Sorin Comsa, Ramona Trestian, Celso A. S. Santos, George Ghinea
IEEE Trans. Vis. Comput. Graph.3
2021 The influence of human factors on 360∘ mulsemedia QoE
Estêvão Bissoli Saleme, Alexandra Covaci, Gebremariam Mesfin Assres, Ioan Sorin Comsa, Ramona Trestian, Celso A. S. Santos, George Ghinea
Int. J. Hum. Comput. Stud.3
2021 On the influence of individual differences in cross-modal Mulsemedia QoE
abstract
Abstract Quality of Experience (QoE) is inextricably linked to the human side of the multimedia experience. Whilst there has been a considerable amount of research undertaken to explore the various dimensions of QoE, one facet which been relatively unexplored is the role of individual differences in determining an individual’s QoE. Whereas this is certainly true of multimedia applications, when it comes to mulsemedia (multiple media engaging three or more human senses) this is even more so, given its emerging and novel nature. Accordingly, in this paper we report the results of a study which investigated the role that individual differences (such as age, gender, education, and smell sensitivity) have on QoE, when mulsemedia incorporating olfactory and haptic stimuli is experienced in cross-modal environments. Our results reveal that whilst users had a satisfying overall mulsemedia experience the specific use of cross modally matched odours did not result in significantly higher QoE levels than when a control scent (rosemary) was employed. However, aspects of QoE are impacted upon by all individual differences dimensions considered in our study.
Elahe Kani-Zabihi, Nadia Hussain, Gebremariam Mesfin Assres, Alexandra Covaci, George Ghinea
Multim. Tools Appl.3
2021 Less is (Just as Good as) More - an Investigation of Odor Intensity and Hedonic Valence in Mulsemedia QoE using Heart Rate and Eye Tracking
abstract
Using olfactory media to enhance traditional multimedia content opens up novel opportunities for user interactions. Whilst the influence of olfaction on user experience in mulsemedia (multiple sensorial media) environments has been previously studied, the impact of the fundamental dimensions of scent intensity and valence (odor hedonic dimension or pleasantness) have been largely unexplored. This is precisely what we target in this paper, which reports the results of an empirical investigation examining how scent intensity and valence impact mulsemedia Quality of Experience (QoE). Accordingly, 54 participants were exposed to different odor valences and scent intensity levels when viewing three short multimedia clips. In particular, we examine both subjective (self-reported) as well as objective QoE metrics, as evidenced by user heart rates and eye gaze patterns. Results show that whilst eye gaze patterns are largely unaffected by the experimental conditions, valence does have a statistically significant impact upon user heart rates, as does intensity for two of the three clips employed in our study. In terms of subjective QoE, results indicate that hedonic valence impacts on the sense of reality and enjoyment; however varying odor intensity levels do not seem to differentially impact on user experience, bringing into question the need for strong scent intensities.
Gebremariam Mesfin Assres, Estêvão Bissoli Saleme, Oluwakemi Adewunmi Ademoye, Elahe Kani-Zabihi, Celso A. S. Santos, George Ghinea
IEEE Trans. Multim.1
2020 REST4Mobile: A framework for enhanced usability of REST services on smartphones
abstract
Summary Considering end‐user research and proliferation of smartphones and REpresentational State Transfer (REST) interfaces, we envisage that smartphone owners can innovate to compose applications on the small screen. This paper presents the design and evaluation of a REST service development framework (viz, REST4Mobile) with the aim to enhance the usability when consuming on smartphones. Our design process uses the usability factors identified in our previous work as primary constraints for modeling the framework and a corresponding composition tool. Thus, sample REST services are developed with and then without the framework, and usability of composing the services on smartphones is evaluated. Evaluation was conducted by deploying the component REST services, the composition tool, and the resulting composite apps on a local machine. As the task of service composition is conducted directly on the smartphone's screen, the evaluation process is designed to be repeatable on remote servers and on the cloud. Results showed that constraints can be added into the REST architectural style on the basis of the influences of domain specific terms and human cognitive capabilities on the naming and size of the Uniform Resource Identifiers (URIs). In addition, the principles embodying the framework are found to be influential factors in enhancing the usability of REST services on smartphones.
Gebremariam Mesfin Assres, George Ghinea, Tor-Morten Grønli, Sahel Alouneh
Concurr. Comput. Pract. Exp.1
2020 QoE of cross-modally mapped Mulsemedia: an assessment using eye gaze and heart rate
abstract
Abstract A great deal of research effort has been put in exploring crossmodal correspondences in the field of cognitive science which refer to the systematic associations frequently made between different sensory modalities (e.g. high pitch is matched with angular shapes). However, the possibilities cross-modality opens in the digital world have been relatively unexplored. Therefore, we consider that studying the plasticity and the effects of crossmodal correspondences in a mulsemedia setup can bring novel insights about improving the human-computer dialogue and experience. Mulsemedia refers to the combination of three or more senses to create immersive experiences. In our experiments, users were shown six video clips associated with certain visual features based on color, brightness, and shape. We examined if the pairing with crossmodal matching sound and the corresponding auto-generated haptic effect, and smell would lead to an enhanced user QoE. For this, we used an eye-tracking device as well as a heart rate monitor wristband to capture users’ eye gaze and heart rate whilst they were experiencing mulsemedia. After each video clip, we asked the users to complete an on-screen questionnaire with a set of questions related to smell, sound and haptic effects targeting their enjoyment and perception of the experiment. Accordingly, the eye gaze and heart rate results showed significant influence of the cross-modally mapped multisensorial effects on the users’ QoE. Our results highlight that when the olfactory content is crossmodally congruent with the visual content, the visual attention of the users seems shifted towards the correspondent visual feature. Crosmodally matched media is also shown to result in an enhanced QoE compared to a video only condition.
Gebremariam Mesfin Assres, Nadia Hussain, Elahe Kani-Zabihi, Alexandra Covaci, Estêvão Bissoli Saleme, George Ghinea
Multim. Tools Appl.1
2020 How Do We Experience Crossmodal Correspondent Mulsemedia Content?
abstract
Sensory studies emerged as a significant influence upon Human Computer Interaction and traditional multimedia. Mulsemedia is an area that extends multimedia addressing issues of multisensorial response through the combination of at least three media, typically a non-traditional media with traditional audio-visual content. In this paper, we explore the concepts of Quality of Experience and crossmodal correspondences through a case study of different types of mulsemedia setups. The content is designed following principles of crossmodal correspondence between different sensory dimensions and delivered through olfactory, auditory and vibrotactile displays. The Quality of Experience is evaluated through both subjective (questionnaire) and objective means (eye gaze and heart rate). Results show that the auditory experience has an influence on the olfactory sensorial responses and lessens the perception of lingering odor. Heat maps of the eye gazes suggest that the crossmodality between olfactory and visual content leads to an increased visual attention on the factors of the employed crossmodal correspondence (e.g., color, brightness, shape).
Alexandra Covaci, Estêvão Bissoli Saleme, Gebremariam Mesfin Assres, Nadia Hussain, Elahe Kani-Zabihi, George Ghinea
IEEE Trans. Multim.3
2019 360° Mulsemedia: A Way to Improve Subjective QoE in 360° Videos
abstract
Previous research has shown that adding multisensory media-mulsemedia-to traditional audiovisual content has a positive effect on user Quality of Experience (QoE). However, the QoE impact of employing mulsemedia in 360° videos has remained unexplored. Accordingly, in this paper, a QoE study for watching a 360° video-with and without multisensory effects-in a full free-viewpoint VR setting is presented. The parametric space we considered to influence the QoE consists of the encoding quality and the motion level of the transmitted media. To achieve our research aim, we propose a wearable VR system that provides multisensory enhancement of 360° videos. Then, we utilise its capabilities to systematically evaluate the effects of multisensory stimulation on perceived quality degradation for videos with different motion levels and encoding qualities. Our results make a strong case for the inclusion of multisensory effects in 360° videos, as they reveal that both user-perceived quality, as well as enjoyment, are significantly higher when mulsemedia (as opposed to traditional multimedia) is employed in this context. Moreover, these observations hold true independent of the underlying 360° video encoding quality-thus QoE can be significantly enhanced with a minimal impact on networking resources.
Alexandra Covaci, Ramona Trestian, Estêvão Bissoli Saleme, Ioan Sorin Comsa, Gebremariam Mesfin Assres, Celso A. S. Santos, George Ghinea
ACM Multimedia5
2019 Using Eye Tracking and Heart-Rate Activity to Examine Crossmodal Correspondences QoE in Mulsemedia
abstract
Different senses provide us with information of various levels of precision and enable us to construct a more precise representation of the world. Rich multisensory simulations are thus beneficial for comprehension, memory reinforcement, or retention of information. Crossmodal mappings refer to the systematic associations often made between different sensory modalities (e.g., high pitch is matched with angular shapes) and govern multisensory processing. A great deal of research effort has been put into exploring cross-modal correspondences in the field of cognitive science. However, the possibilities they open in the digital world have been relatively unexplored. Multiple sensorial media (mulsemedia) provides a highly immersive experience to the users and enhances their Quality of Experience (QoE) in the digital world. Thus, we consider that studying the plasticity and the effects of cross-modal correspondences in a mulsemedia setup can bring interesting insights about improving the human computer dialogue and experience. In our experiments, we exposed users to videos with certain visual dimensions (brightness, color, and shape), and we investigated whether the pairing with a cross-modal matching sound (high and low pitch) and the corresponding auto-generated vibrotactile effects (produced by a haptic vest) lead to an enhanced QoE. For this, we captured the eye gaze and the heart rate of users while experiencing mulsemedia, and we asked them to fill in a set of questions targeting their enjoyment and perception at the end of the experiment. Results showed differences in eye-gaze patterns and heart rate between the experimental and the control group, indicating changes in participants’ engagement when videos were accompanied by matching cross-modal sounds (this effect was the strongest for the video displaying angular shapes and high-pitch audio) and transitively generated cross-modal vibrotactile effects.<?vsp -1pt?>
Gebremariam Mesfin Assres, Nadia Hussain, Alexandra Covaci, George Ghinea
ACM Trans. Multim. Comput. Commun. Appl.1
2018 A study on the quality of experience of crossmodal mulsemedia
abstract
Media content is consumed more and more on digital and mobile devices. Internet of Things enables media providers to move beyond the traditional content and entertainment space and offer a plethora of new services that creates an engaging user experience around content. However, one of the questions that remain open is how to design content that enhances users' quality of experience by widening the classic audio-visual multimedia content spectrum to stimulate also other human senses such as olfaction or touch. In this paper we look at systematic associations made between different sensory modalities (crossmodal correspondences) in a digital setup and on their influence on the quality of experience. Our experiments target various senses: audio, visual, olfaction and tactile and show that creating untraditional content that matches the visual dominants of the video does not contribute to an improved experience of mulsemedia.
Alexandra Covaci, Gebremariam Mesfin Assres, Nadia Hussain, Elahe Kani-Zabihi, Frédéric Andrès, George Ghinea
MEDES2
2017 Usability of Composing REST Services on Smartphones
abstract
REST service are generally more appropriate for smartphones than its counterpart, SOAP. However, the flexibility, scalability and performance gained through REST services are never enough to meet the goal of addressing the complex and mobile relationships among people. That is, usability of the REST service must be enhanced for involving none-programmers to compose services on their smartphones thereby address the complex and mobile relationships among people. In this paper, we explored the factors influencing usability of the REST web service on the smartphone environment. Accordingly, the breadth and depth of URIs namespace, number of request parameters and response fields, and the naming of URIs, parameters and response fields are found to be the factors that influence the usability of composing REST services on smartphones.
Gebremariam Mesfin Assres, Tor-Morten Grønli, George Ghinea, Muhammad Younas 0001
AINA1