Demo Data from SIGIR 2026 / reviewers in the wild / expert
Estêvão Bissoli Saleme
dblp:170/1631 · also Estêvão B. Saleme
· DBLP profile ↗
13ranked-venue papers
5as first author
4since 2021 · last 2023
0000-0003-1856-3824ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 10 · 3 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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.
| 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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Multimedia systems and quality of experience › video quality assessment
360-degree video quality |
0.7 | 1 | 2023 | Multisensory 360° Videos Under Varying Resolution Levels Enhance Presence · IEEE Trans. Vis. Comput. Graph. 2023 |
Virtual and augmented reality › immersive video
immersive video quality |
0.7 | 1 | 2023 | Multisensory 360° Videos Under Varying Resolution Levels Enhance Presence · IEEE Trans. Vis. Comput. Graph. 2023 |
Immersive interaction › virtual reality › presence
virtual reality presence |
0.7 | 1 | 2023 | 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 |
0.5 | 1 | 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 · IEEE Trans. Multim. 2021 |
Haptics and multimodal interaction › multimodal perception
crossmodal correspondence |
0.4 | 1 | 2020 | How Do We Experience Crossmodal Correspondent Mulsemedia Content? · IEEE Trans. Multim. 2020 |
Virtual and augmented reality › immersive video
360-degree video |
0.4 | 1 | 2019 | 360° Mulsemedia: A Way to Improve Subjective QoE in 360° Videos · ACM Multimedia 2019 |
Virtual and augmented reality › virtual reality
multisensory VR |
0.4 | 1 | 2019 | 360° Mulsemedia: A Way to Improve Subjective QoE in 360° Videos · ACM Multimedia 2019 |
Multimedia systems and quality of experience
video quality assessment |
0.2 | 1 | 2023 | Multisensory 360° Videos Under Varying Resolution Levels Enhance Presence · IEEE Trans. Vis. Comput. Graph. 2023 |
Wearable and physiological sensing
eye tracking |
0.1 | 1 | 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 · IEEE Trans. Multim. 2021 |
Usability and user experience research
user experience research |
0.1 | 1 | 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 · 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Thermal and wind devices for multisensory human-computer interaction: an overviewabstractAbstract In order to create immersive experiences in virtual worlds, we need to explore different human senses (sight, hearing, smell, taste, and touch). Many different devices have been developed by both industry and academia towards this aim. In this paper, we focus our attention on the researched area of thermal and wind devices to deliver the sensations of heat and cold against people’s skin and their application to human-computer interaction (HCI). First, we present a review of devices and their features that were identified as relevant. Then, we highlight the users’ experience with thermal and wind devices, highlighting limitations either found or inferred by the authors and studies selected for this survey. Accordingly, from the current literature, we can infer that, in wind and temperature-based haptic systems (i) users experience wind effects produced by fans that move air molecules at room temperature, and (ii) there is no integration of thermal components to devices intended for the production of both cold or hot airflows. Subsequently, an analysis of why thermal wind devices have not been devised yet is undertaken, highlighting the challenges of creating such devices. Aleph Campos da Silveira, Eduardo Correa Rodrigues, Estêvão Bissoli Saleme, Alexandra Covaci, George Ghinea, Celso A. S. Santos |
Multim. Tools Appl. | 3 |
| 2023 | Multisensory 360° Videos Under Varying Resolution Levels Enhance PresenceabstractOmnidirectional 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. | 2 |
| 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. | 1 |
| 2021 | Less is (Just as Good as) More - an Investigation of Odor Intensity and Hedonic Valence in Mulsemedia QoE using Heart Rate and Eye TrackingabstractUsing 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. | 2 |
| 2020 | QoE of cross-modally mapped Mulsemedia: an assessment using eye gaze and heart rateabstractAbstract 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. | 5 |
| 2020 | How Do We Experience Crossmodal Correspondent Mulsemedia Content?abstractSensory 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. | 2 |
| 2019 | 360° Mulsemedia: A Way to Improve Subjective QoE in 360° VideosabstractPrevious 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 Multimedia | 3 |
| 2019 | A mulsemedia framework for delivering sensory effects to heterogeneous systems
Estêvão Bissoli Saleme, Celso A. S. Santos, George Ghinea |
Multim. Syst. | 1 |
| 2019 | Crowdsourcing authoring of sensory effects on videos
Marcello Novaes de Amorim, Estêvão Bissoli Saleme, Fábio R. Assis Neto, Celso A. S. Santos, George Ghinea |
Multim. Tools Appl. | 2 |
| 2018 | Towards a reference ontology on mulsemedia systemsabstractThe use of multiple senses in interactive applications has become increasingly feasible due to the upsurge of commercial, off-the-shelf devices to produce sensory effects. Creating Multiple Sensorial Media (MulSeMedia) immersive systems requires understanding their digital ecosystem. Mulsemedia systems encompass a set of applications, and devices of different types assembled to communicate or express feelings from the virtual world to the real world. Despite existing standards, tools, and recent research devoted to them, there is still a lack of formal and explicit representation of what mulse-media is. Misconceptions could eventually lead to the construction of solutions that might not take into account reuse, integration, standardization, among other design features. In this paper, we propose to establish a common conceptualization about mulsemedia systems through a reference ontology, named MulseOnto, covering their main notions. To evaluate it, we applied ontology verification and validation techniques, including assessment by humans and a data-driven approach. The results showed that MulseOnto can be used as a consensual conceptual model for exploring the knowledge about the whole chain of mulsemedia systems. Estêvão Bissoli Saleme, Celso A. S. Santos, Ricardo de Almeida Falbo, George Ghinea, Frédéric Andrès |
MEDES | 1 |
| 2018 | Improving response time interval in networked event-based mulsemedia systemsabstractHuman perception is inherently multisensory involving sight, hearing, smell, touch, and taste. Mulsemedia systems include the combination of traditional media (text, image, video, and audio) with non-traditional ones that stimulate other senses beyond sight and hearing. Whilst work has been done on some user-centred aspects that the distribution of mulsemedia data raises, such as synchronisation, and jitter, this paper tackles complementary issues that temporality constraints pose on the distribution of mulsemedia effects. It aims at improving response time interval in networked event-based mulsemedia systems based upon prior findings in this context. Thus, we reshaped the communication strategy of an open distributed mulsemedia platform called PlaySEM to work more efficiently with other event-based applications, such as games, VR/AR software, and interactive applications, wishing to stimulate other senses to increase the immersion of users. Moreover, we added lightweight communication protocols in its interface to analyse whether they reduce network overhead. To carry out the experiment, we developed mock applications for different protocols to simulate an interactive application working with the PlaySEM, measuring the delay between them. The results showed that by pre-processing sensory effects metadata before real-time communication, and selecting the appropriate protocol, response time interval in networked event-based mulsemedia systems can decrease remarkably. Estêvão Bissoli Saleme, Celso A. S. Santos, George Ghinea |
MMSys | 1 |
| 2017 | Time Evaluation for the Integration of a Gestural Interactive Application with a Distributed Mulsemedia PlatformabstractMulsemedia applications have become increasingly popular. There have been many efforts to increase the Quality of Experience (QoE) of users by using them. From the users' perspective, it is crucial that systems produce high levels of enjoyment and utility. Thus, many experimental tools have been developed and applied to different purposes such as entertainment, health, and culture. Despite that, little attention is paid to the evaluation of mulsemedia tools and platforms. In this paper, we present a time evaluation of the integration between a distributed mulsemedia platform called PlaySEM and an interactive application whereby users interact by gestures, in order to discover how long this process takes. We describe the test scenario and our approach for measuring this integration. Then, we discuss the results and point out aspects that bring implications to be taken into account for future similar solutions. The results showed values in the range of 27ms to 67ms on average spent throughout the process before the effective activation of the sensory effect devices on a wired network. Estêvão Bissoli Saleme, Jordano Ribeiro Celestrini, Celso A. S. Santos |
MMSys | 1 |
| 2015 | An Event Driven Approach for Integrating Multi-sensory Effects to Interactive EnvironmentsabstractThe paper presents an event driven approach for building interactive environments with sensory effects (such as RGB color light, wind and vibration) described through MPEGV standard. The most important differences of this work from previous ones are: (1) it divides the design process into well defined stages, showing the behavior of the system under a new perspective and their interactions, (2) it follows an event driven paradigm instead of a timeline one to send commands to sensory devices and (3) it decouples rendering of MPEG-V effects from the presentation software component. The method to validate the proposed approach was a case study, which has integrated multiples sensory effects to an interactive environment based on gesture recognizing. Celso A. S. Santos, Almerindo N. Rehem Neto, Estêvão Bissoli Saleme |
SMC | 3 |