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Dive into the research topics where Wanmin Wu is active.

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Featured researches published by Wanmin Wu.


acm multimedia | 2009

Quality of experience in distributed interactive multimedia environments: toward a theoretical framework

Wanmin Wu; Ahsan Arefin; Raoul Rivas; Klara Nahrstedt; Renata M. Sheppard; Zhenyu Yang

The past decades have witnessed a rapid growth of Distributed Interactive Multimedia Environments (DIMEs). Despite their intensity of user-involved interaction, the existing evaluation frameworks remain very much system-centric. As a step toward the human-centric paradigm, we present a conceptual framework of Quality of Experience (QoE) in DIMEs, to model, measure, and understand user experience and its relationship with the traditional Quality of Service (QoS) metrics. A multi-displinary approach is taken to build up the framework based on the theoretical results from various fields including psychology, cognitive sciences, sociology, and information technology. We introduce a mapping methodology to quantify the correlations between QoS and QoE, and describe our controlled and uncontrolled studies as illustrating examples. The results present the first deep study to model the multi-facet QoE construct, map the QoS-QoE relationship, and capture the human-centric quality modalities in the context of DIMEs.


acm multimedia | 2007

ViewCast: view dissemination and management for multi-party 3d tele-immersive environments

Zhenyu Yang; Wanmin Wu; Klara Nahrstedt; Gregorij Kurillo; Ruzena Bajcsy

Real-time distributed multi-party/multi-stream systems are becoming more popular in many areas such as 3D tele-immersion, multi-camera conferencing and security surveillance. However, the construction of such systems in large scale is impeded by the huge demand of computing and networking resources and the lack of a simple yet powerful networking model to handle interconnection, scalability and quality of service (QoS) guarantees. We make two main contributions in the paper: (1) we propose a novel generalized ViewCast model for multi-party/multi-stream video-mediated systems that fills the gap between high-level user interest and low level per-stream management, and (2) we demonstrate the ViewCast model by applying it to the multi-party 3D Tele-Immersive (3DTI) collaboration among geographically dispersed users. More specifically, we show how the ViewCast model is used in supporting stream data dissemination, coordination and QoS management among multiple 3D tele-immersive environments. We present our experimental results in both real implementation and simulation to show that our ViewCast-based solution achieves high efficiency, scalability, and quality in supporting multi-party 3DTI collaboration.


acm multimedia | 2008

Advancing interactive collaborative mediums through tele-immersive dance (TED): a symbiotic creativity and design environment for art and computer science

Renata M. Sheppard; Mahsa Kamali; Raoul Rivas; Morihiko Tamai; Zhenyu Yang; Wanmin Wu; Klara Nahrstedt

The Tele-immersive Dance Environment (TED) is a geographically distributed, real-time 3-D virtual room where multiple participants interact independent of physical distance. TED, a highly interactive collaborative environment, offers digital options with multiple viewpoints, enhancing the creative movement composition involved with dance choreography. A symbiotic relationship for creativity and design exists between dance artists and computer scientists as the tele-immersive environment is analyzed as a creativity and learning tool. We introduce the advancements of the interactive digital options, new interface developments, user study results, and the possibility of a computational model for human creativity through Laban Movement Analysis.


acm multimedia | 2006

Collaborative dancing in tele-immersive environment

Zhenyu Yang; Bin Yu; Wanmin Wu; Ross Diankov; Ruzena Bajscy

We present a study of collaborative dancing between remote dancers in a tele-immersive environment which features 3D full and real body capturing, wide field of view, multi-display 3D rendering, and attachment free participant. We invite two professional dancers to perform collaborative dancing in the environment. The coordination requires one dancer to take the lead while the other follows by appropriate movement. Throughout the experiment, the dancers are dancing at various motion rates to evaluate how well the collaborative dancing is supported with the current technical boundary. Our important findings indicate that 1) tele-immersive environments have strong potential impact on the concept of choreography and communication of live dance performance, 2) the presence of multi-view display, real body 3D rendering, audio channel, and less intrusiveness greatly enhances the immersive and dancing experience, and 3) the level of synchronization achieved by the dancers is higher than that expected from the video rate.


acm multimedia | 2011

Color-plus-depth level-of-detail in 3D tele-immersive video: a psychophysical approach

Wanmin Wu; Ahsan Arefin; Gregorij Kurillo; Pooja Agarwal; Klara Nahrstedt; Ruzena Bajcsy

This paper presents a psychophysical study that measures the perceptual thresholds of a new factor called Color-plus-Depth Level-of-Detail peculiar to polygon-based 3D tele-immersive video. The results demonstrate the existence of Just Noticeable Degradation and Just Unacceptable Degradation thresholds on the factor. In light of the results, we describe the design and implementation of a real-time perception-based quality adaptor for 3D tele-immersive video. Our experimental results show that the adaptation scheme can reduce resource usage while considerably enhancing the overall perceived visual quality.


international symposium on multimedia | 2010

I'm the Jedi! - A Case Study of User Experience in 3D Tele-immersive Gaming

Wanmin Wu; Ahsan Arefin; Zixia Huang; Pooja Agarwal; Shu Shi; Raoul Rivas; Klara Nahrstedt

In this paper, we present the results from a quantitative and qualitative study of distributed gaming in 3D tele-immersive (3DTI) environments. We explore the Quality of Experience (QoE) of users in the new cyber-physical gaming environment. Guided by a theoretical QoE model, we conducted a case study and evaluated the impact of various Quality of Service (QoS) metrics (e.g., end-to-end delay, visual quality, etc.) on 3DTI gaming experience. We also identified a number of non-technical factors that are not captured by the original theoretical model, such as age, social interaction, and physical setup. Our analysis highlights new implications for the next-generation gaming system design, as well as a more comprehensive conceptual framework that captures non-technical influences for user experience in such environments.


international symposium on multimedia | 2006

A Study of Collaborative Dancing in Tele-immersive Environments

Zhenyu Yang; Bin Yu; Wanmin Wu; Klara Nahrstedt; Ross Diankov; Ruzena Bajscy

We first present the tele-immersive environments developed jointly by University of Illinois at Urbana-Champaign and University of California at Berkeley. The environment features 3D full and real body capturing, wide field of view, multi-display 3D rendering, and attachment free participant. We then describe a study of collaborative dancing between remotely located dancers in the shared virtual space. Two professional dancers are invited to the tele-immersive site of each university. As a preliminary experiment, we let the dancers perform elementary body movements and coordinate their dancing. The coordination requires one dancer to take the lead while the other follows her by appropriate movements. During the experiment, the dancers are dancing at various motion rates to evaluate how well the collaborative dancing is supported with the current technical boundary. Our important findings indicate that 1) tele-immersive environments have strong potential impact on the concept of choreography and communication of live dance performance, 2) the presence of multi-display system, real body 3D rendering, audio channel, and less intrusive-ness greatly enhances the immersive and dancing experience, and 3) the level of synchronization achieved by the dancers is higher than that expected from the video rate


acm multimedia | 2012

Towards the understanding of human perceptual quality in tele-immersive shared activity

Zixia Huang; Ahsan Arefin; Pooja Agarwal; Klara Nahrstedt; Wanmin Wu

ITU-T G.1070 [7] is widely cited for evaluating the subjective quality of the video conferencing, but its findings cannot be applied to the tele-immersion. The reasons are two fold. First, a tele-immersive system offers end users an unmatched realistic and immersive experience by allowing them to collaborate in the joint virtual space. Second, the human activities in the shared space are not limited to the conferencing conversation. In this paper, we conduct a user study with 19 participants to investigate the human perceptions of two tele-immersive shared activities, where media samples of different qualities are evaluated using the comparative category rating method [9] in case of each activity. We compare our subjective results to those presented in G.1070, and demonstrate heterogeneous human perceptual impacts in different activities.


network and operating system support for digital audio and video | 2010

TSync: a new synchronization framework for multi-site 3D tele-immersion

Zixia Huang; Wanmin Wu; Klara Nahrstedt; Ahsan Arefin; Raoul Rivas

Synchronization is a challenge in the multi-site 3D tele-immersion (3DTI) because it is complicated by the coexistence of highly correlated heterogenous streams from multiple sources, and the need for multi-stream resynchronization when user views change. To address the problems, we present TSync: a new multi-tier synchronization framework for 3DTI which can effectively reduce the multi-stream sync skews. Our contributions are focusing on (1) the use of timed synchronization points for multi-stream synchronization; (2) Internet bandwidth estimation based on machine learning; (3) the cooperative frame rate allocation for correlated multi-streams and (4) the resynchronization protocol used when user views change. Experimental results show that TSync can successfully achieve the synchronization of multi-source heterogeneous streams in 3DTI under Internet dynamics.


international symposium on multimedia | 2010

Bundle of Streams: Concept and Evaluation in Distributed Interactive Multimedia Environments

Pooja Agarwal; Raoul Vicente Rivas Toledano; Wanmin Wu; Klara Nahrstedt; Ahsan Arefin

Distributed Interactive Multimedia Environments (DIMEs) enable geographically distributed people to interact with each other in a joint media-rich virtual environment for a wide range of activities, such as art performance, medical consultation, sport training, etc. The real-time collaboration is made possible by exchanging a set of multi-modal sensory streams over the network in real time. The characterization and evaluation of such multi-stream interactive environments is challenging because the traditional Quality of Service metrics (e.g., delay, jitter) are limited to a per stream basis. In this work, we present a novel cyber-physical, spatio-temporal QoS model that includes new metrics to measure and evaluate QoS for a bundle of streams and across bundles of streams. The new model allows better assessment of performance of any DIME application which employs multiple sensors. We validate our model by comparing the QoS performance of bundle of streams over three transport protocols - UDP, DCCP, and TCP in a 3D tele-immersive test bed.

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Ruzena Bajcsy

University of California

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Zhenyu Yang

University of Illinois at Urbana–Champaign

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Morihiko Tamai

Nara Institute of Science and Technology

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Abhishek Bhattacharya

Florida International University

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Lisa Wymore

University of California

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Ross Diankov

University of California

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Ruzena Bajscy

University of California

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Keiichi Yasumoto

Nara Institute of Science and Technology

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