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Efstratios Doukakis

dblp:209/0219 · also Efstratious Doukakis · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 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
1 paper
Virtual and augmented reality · 50% Image and video coding · 50%
Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
multimodal virtual environment
0.412019
Audio-Visual-Olfactory Resource Allocation for Tri-modal Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2019
Image and video coding › image quality assessment › perceptual image quality assessment
perceptual quality prediction
0.412019
Audio-Visual-Olfactory Resource Allocation for Tri-modal Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2019
Haptics and multimodal interaction › olfactory interfaces
olfactory display
0.112019
Audio-Visual-Olfactory Resource Allocation for Tri-modal Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2019

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

quality prediction model · 0.8psychophysical experiment · 0.8
YearPublicationVenuePosition
2019 Audio-Visual-Olfactory Resource Allocation for Tri-modal Virtual Environments
abstract
Virtual Environments (VEs) provide the opportunity to simulate a wide range of applications, from training to entertainment, in a safe and controlled manner. For applications which require realistic representations of real world environments, the VEs need to provide multiple, physically accurate sensory stimuli. However, simulating all the senses that comprise the human sensory system (HSS) is a task that requires significant computational resources. Since it is intractable to deliver all senses at the highest quality, we propose a resource distribution scheme in order to achieve an optimal perceptual experience within the given computational budgets. This paper investigates resource balancing for multi-modal scenarios composed of aural, visual and olfactory stimuli. Three experimental studies were conducted. The first experiment identified perceptual boundaries for olfactory computation. In the second experiment, participants ( N=25) were asked, across a fixed number of budgets ( M=5), to identify what they perceived to be the best visual, acoustic and olfactory stimulus quality for a given computational budget. Results demonstrate that participants tend to prioritize visual quality compared to other sensory stimuli. However, as the budget size is increased, users prefer a balanced distribution of resources with an increased preference for having smell impulses in the VE. Based on the collected data, a quality prediction model is proposed and its accuracy is validated against previously unused budgets and an untested scenario in a third and final experiment.
Efstratios Doukakis, Kurt Debattista, Thomas Bashford-Rogers, Amar Dhokia, Ali Asadipour 0001, Alan Chalmers, Carlo Harvey
IEEE Trans. Vis. Comput. Graph.1
2018 Audiovisual Resource Allocation for Bimodal Virtual Environments
abstract
Abstract Fidelity is of key importance if virtual environments are to be used as authentic representations of real environments. However, simulating the multitude of senses that comprise the human sensory system is computationally challenging. With limited computational resources, it is essential to distribute these carefully in order to simulate the most ideal perceptual experience. This paper investigates this balance of resources across multiple scenarios where combined audiovisual stimulation is delivered to the user. A subjective experiment was undertaken where participants (N=35) allocated five fixed resource budgets across graphics and acoustic stimuli. In the experiment, increasing the quality of one of the stimuli decreased the quality of the other. Findings demonstrate that participants allocate more resources to graphics; however, as the computational budget is increased, an approximately balanced distribution of resources is preferred between graphics and acoustics. Based on the results, an audiovisual quality prediction model is proposed and successfully validated against previously untested budgets and an untested scenario.
Efstratios Doukakis, Kurt Debattista, Carlo Harvey, Thomas Bashford-Rogers, Alan Chalmers
Comput. Graph. Forum1
2018 Olfaction and Selective Rendering
abstract
Abstract Accurate simulation of all the senses in virtual environments is a computationally expensive task. Visual saliency models have been used to improve computational performance for rendered content, but this is insufficient for multi‐modal environments. This paper considers cross‐modal perception and, in particular, if and how olfaction affects visual attention. Two experiments are presented in this paper. Firstly, eye tracking is gathered from a number of participants to gain an impression about where and how they view virtual objects when smell is introduced compared to an odourless condition. Based on the results of this experiment a new type of saliency map in a selective‐rendering pipeline is presented. A second experiment validates this approach, and demonstrates that participants rank images as better quality, when compared to a reference, for the same rendering budget.
Carlo Harvey, Thomas Bashford-Rogers, Kurt Debattista, Efstratios Doukakis, Alan Chalmers
Comput. Graph. Forum4