26 results on '"Niamut, Omar"'
Search Results
2. Immersive gathering: insights into virtual workplace meetings.
- Author
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Held, Niels, Soeter, Marieke, van Gent, Sophie, Wiezer, Noortje, Loots, Gjalt, and Niamut, Omar
- Subjects
NONVERBAL communication ,BUSINESS meetings ,VIRTUAL reality ,SUSTAINABILITY ,COVID-19 pandemic ,AVATARS (Virtual reality) - Abstract
In the aftermath of the COVID-19 pandemic, the prevalence of remote business meetings through videoconferencing platforms such as Zoom and Microsoft Teams has substantially increased. While remote meetings provide benefits such as increased efficiency, flexibility, and environmental sustainability, they may also reduce meeting engagement, hamper conversational flow, or cause fatigue. This study investigates whether social Extended Reality technology can serve as a viable alternative for videoconferencing for remote business meetings. Employees from three distinct organizations in the Netherlands convened through Meta Horizon Workrooms, a collaborative virtual platform. Afterwards, participants were inquired about their perspectives on Extended Reality during semi-structured interviews that focused on the meeting's engagement, conversational flow and the system's usability. The study's findings highlight the benefits of Extended Reality for remote business meetings, as participants reported improved interaction, more togetherness, and a better conversational flow. Embodied virtual reality was identified as useful in supporting nonverbal communication by allowing for more natural interaction and turn-taking, similar to face-to-face interactions. Nonetheless, challenges associated with avatar realism and the developing technological state of Extended Reality present barriers, rendering current widespread adoption a difficult task. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
3. Influence of Photorealism and Non-Photorealism on Connection in Social VR
- Author
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Bierhuizen, Nienke, Powell, Wendy, Mioch, Tina, Niamut, Omar, Stokking, Hans, Datamanagement & Biometrics, Digital Society Institute, and Cognitive Science & AI
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Avatars ,Social VR ,Connection ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Photorealism ,Virtual Realit ,Virtual Reality (VR) ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
Traveling for business meetings is not only costly but also has a negative influence on the environment. Many video conferencing platforms have tried to reduce the need to travel, but people still find it relevant to meet face-to-face. Remote meetings via virtual reality (VR) allow users to still have the feeling of being together in the same space. In VR, avatars are used as digital user representations. This study investigated whether photorealistic avatars influence the connection users feel with each other during a VR remote meeting, and whether congruence between environment and avatar realism influences this connection. A 2x2 within-subject experiment was conducted whereby twelve participants had remote meetings in VR with photorealistic and non-photorealistic avatars and environments. Results indicate that when both participants are represented by live video footage of themselves (photorealistic), they feel more connected with each other than when they are represented by a non-photorealistic avatar. Congruence between the avatar and environment did not seem to influence connection. These results may help to improve the value of future remote business meetings.
- Published
- 2022
4. Measuring Quality of Mediated Social Communication
- Author
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Sharan, Navya N., Toet, Alexander, Mioch, Tina, Niamut, Omar, van Erp, Jan B.F., Ahram, Tareq, Taiar, Redha, Human Media Interaction, and Digital Society Institute
- Subjects
Social presence ,Quality of experience ,Mediated social communication - Abstract
We recently developed the Holistic Social Presence Questionnaire (HSPQ) to measure the quality of mediated social communication experiences. Initial re-search confirmed the content and face validity of the HSPQ. This study investi-gates the convergent validity and sensitivity of the HSPQ. Participants completed a decision-making task in groups using either Microsoft Teams or Mibo to com-municate with each other. Upon completing the task, participants rated items from the HSPQ and the validated Networked Minds Questionnaire (NMQ). We ex-pected that Mibo would induce a stronger sense of social presence than MS Teams, since it involves self-movement, orientation, group-forming and spatial audio. The HSPQ showed convergent validity with the NMQ: the ratings on both questionnaires were significantly correlated. However, both the NMQ and HSPQ indicated that participants experienced no significant difference in social presence between both conditions. Hence, further research involving a more immersive communication tool that induces a stronger sense of social presence is needed to assess the sensitivity of the HSPQ.
- Published
- 2022
- Full Text
- View/download PDF
5. Guidelines for Social XR Implementation of Social Cues
- Author
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Toet, Alexander, ter Riet, Maikel, Mioch, Tina, Hueting, Tom, van Erp, Jan B.F., Niamut, Omar, Ahram, Tareq, Taiar, Redha, Human Media Interaction, and Digital Society Institute
- Subjects
Social cues ,Social presence ,Mediated social communication - Abstract
In our digital age, human social communication is increasingly mediated. However, mediated social communication (MSC) systems will only become a viable alternative for in-person social interactions when they reliably and intuitively convey all relevant social and spatial cues needed by communication partners to establish effective communication, collaboration, mutual understanding, and trust. A lot of research has been done on mediated communication in general, and on the effect of social cues in particular. However, this research typically focuses on particular social cues, investigating effects of implementations in particular situations. In addition, the research often focuses on answering psychological or cognitive questions. The translation to design questions such as functional and technical requirements is often left to the developers of the technical systems. This leaves a gap between psychological research results and a translation towards practical guidelines for designers and developers. This paper aims to make a first step towards guidelines for the implementation of social cues for social XR implementations.
- Published
- 2022
- Full Text
- View/download PDF
6. Proceedings of the 2017 ACM SIGCHI Conference Interactive Experiences for TV and Online Video
- Author
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Redi, Judith, Niamut, Omar, and Bulterman, Dick
- Published
- 2017
7. STEER - D6.3 Dissemination report and revised exploitations plans
- Author
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Dijkstra-Soudarissanane, Sylvie, Niamut, Omar, Mori, Luigi, Taal, Jacco, Mu, Mu, Denazis, Spyros, Efthymiopoulos, Nikolaos, and Phillips, Stephen
- Abstract
STEER aimed to experiment with advanced practices and technological solutions that can improve the user experience of members of the people ecosystem defined by the project as “Social Telemedia”. Such an ecosystem is already showing, and steadily reinforcing, a great potential for influencing the relationships that, exploiting informatics tools and communication networks, communities of people worldwide are growingly establishing around shared interests, attitudes or professional occupations.Besides the achievement of specific research objectives, STEER aimed to pursue a coordinated strategy and actions for the dissemination of results, which involved submissions to relevant journals, conferences and standardization bodies, and (guest) lectures and talks on STEER topics. Opportunities in the market segments where each industrial partner is active should materialize in the proposition of new or enhanced products or services for social media / social TV and consumer / home devices and applications, which the cooperation in the project makes possible.As a final step in this direction, this deliverable, dissemination report and revised exploitations plans, contains an account of the project dissemination activities that include scientific papers, press releases, leaflets and white papers as well as all standardization contributions and potential patents. Furthermore, it present all partners’ revised (final) exploitation plans in the light of the outcome of the executed experiments.STEER partners disseminated actively their results, involving submissions to relevant journal papers, attending and publishing in conferences and standardization bodies, providing lectures on our technologies, and posting regular updates on our communication platforms. By combining computer sciences and communication networks information, STEER proved to be very successful in bringing useful tools to communities of people sharing common interests. These business opportunities have been exploited in many different sectors. In addition to the concrete tools developed under STEER and already commercially available are presented.This document further has taken into account crucial feedback and comments as expressed by the STEER review committee, during and after the first review of the STEER project, in March 2014. Specifically, this document has presented a fully updated STEER website design, and significantly increased presence on social and video platforms. This document further contains a description of STEER products. Also, the document has presented per-partner exploitation plans, covering both within-consortium follow-up as well as opportunities with external stakeholders. Lastly, this document contains an ethical challenges chapter, including detailed information on how these challenges were met during the experiment, thus providing important information to prospective stakeholders.
- Published
- 2014
8. EXPERIMEDIA: D2.1.8: Final scenarios and requirements
- Author
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Voulodimos, Athanasios, Boniface, Michael, Phillips, Stephen, Rodriguez, Diego, Konstanteli, Kleopatra, Murg, Sandra, Salama, David, Crowle, Simon, Vretos, Nicholas, Palaiokrassas, Georgios, Muriana, Antonio, Binder, Gerald, Niamut, Omar, Peral, Rosa, and Muller, Bertram
- Abstract
This deliverable presents the scenarios and requirements of the third year of the project and provides a brief description of the vision and requirements for the Final EXPERIMEDIA Facility in the Sustainability Phase.
- Published
- 2014
9. STEER: D2.2 STEER requirements and experimental environment architecture
- Author
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Denazis, Spyros, Efthymiopoulos, Nikolaos, Mori, Luigi, Mu, Mu, Niamut, Omar, Baijer, Otto, Phillips, Stephen, and Taal, Jacco
- Abstract
STEER develops around the concept of innovative social and network-aware media distribution architecture that:*coordinates the effective sharing of media and networking resources among participating users, ensuring scalability, stability and network friendliness,*exploits features and capabilities of modern home gateways, such as caching and transcoding, to limit the cost of media distribution through resource sharing, dynamically adapting media exchanges to the capacity of the underlying networks, reducing service discontinuities and improving the overall Quality of Experience of the customer, and*makes the best usage of information about media object geographic location, social relationships and media object dynamics (e.g., popularity changes) to offer an efficient and personalized social-aware search and recommendation functionality.This document provides a detailed view of the STEER architecture, through the definition of its functional components, their purpose, mutual interactions and the applications that the project plans to develop with them.The document is organized as follows:*Section 1 delineates the structure of the document and the underlying rationale*Section 2 analyses the objectives that the STEER architectures tries to fulfil, expressed as system-level requirements affecting end users behaviour, user devices, home gateways, involved service providers, and STEER applications*Section 3 shows how STEER provides a way of organizing the wide range of raw information collected across various social media networks into a number of complementary, structured databases (or ‘graphs’) whose manipulation allows to achieve a deeper insight of the mutual relationships among user, events and data aggregates. This in turn sets the foundations for optimizing features such as recommendation, caching and media distribution.*Section 4 introduces a short but holistic view of the STEER architectural components and their main interactions*Section 5 describes the STEER components in more detail, explaining their purpose, their functionalities and the research objectives that motivate their usage, with relationship to the requirements set in Section 2.*Section 6 and Section 7 describe how specific STEER components are exploited to implement the STEER Augmented Live Broadcast and Storytelling applications, respectively, and the way they address the use cases described in Deliverable D2.1. The user interfaces for both applications has been defined in Deliverable D2.3.
- Published
- 2013
10. STEER - D2.1 - Reference use case
- Author
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Denazis, Spyros, Efthymiopoulos, Nikolaos, Mori, Luigi, Mu, Mu, Niamut, Omar, Phillips, Stephen, and Taal, Jacco
- Abstract
STEER envisages a community-centric digitally-based ecosystem which it refers to as “Social Telemedia” as a cross-breeding of social networks and networked media. According to STEER, the Future Social Telemedia Lifecycle will revolve around media services that user communities can both autonomously build and enjoy exploiting smart tools and specific networking facilities. Hence, the project will investigate the possibilities opened by the creation of an ecosystem where these elements are coordinated to enhance the experiences of their members.To lay the foundation for this work, the present deliverable will introduce a real-life use case that describe the experiences of people that find themselves involved as “producers” and “consumers” of a social telemedia ecosystem. The use case concerns geographically distributed communities of people that automatically gather around an “event”, about which the community members share, retrieve, exchange, and integrate networked media objects that they produce to tell stories from each individual’s perspective.Through this use case, we will be able to show how technologies developed in STEER can facilitate the assessment of the nature of the Future Social Telemedia Lifecycle that revolves around communities, reveal new properties and patterns, create new insights, and explore the synergy between Social Informatics and Networked Media delivery, and its impact on user experiences.While the use case reflects STEER’s vision on future community media service, it is not within the project’s objectives to fully implement the whole set of tools that can make the use case happen in all its aspects. While many of the STEER technologies will provide essential functionalities to the use case, there are also topics that will remain out of the scope of the STEER. For such topics, STEER will however provide outlooks, recommendations and links to related EC projects.
- Published
- 2013
11. TogetherVR: A Framework for Photorealistic Shared Media Experiences in 360-Degree VR.
- Author
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Prins, Martin J., Gunkel, Simon N. B., Stokking, Hans M., and Niamut, Omar A.
- Subjects
VIRTUAL reality ,SOCIAL media ,STREAMING video & television - Abstract
Virtual reality (VR) and 360° video are reshaping the media landscape, creating a fertile business environment. In the past years, many new 360° cameras and VR headsets entered the consumer market. Distribution platforms are being established and new production studios are emerging. VR is a hot topic in research and industry, and many new and exciting interactive VR contents and experiences are emerging. The biggest gap we see in these experiences is the lack of social and shared aspects of VR usage, as today's VR applications tend to be an isolated endeavor. In this paper, we present TogetherVR, a web-based framework for the creation and evaluation of social and shared VR experiences in which users can communicate with a high degree of presence and in photorealistic video quality. We further elaborate on three multiuser VR cases: watching TV together in VR, social collaboration in VR, and social VR conferencing in a mixed reality setting. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
12. Social Telemedia: The Relationship between Social Information and Networked Media.
- Author
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Niamut, Omar, Mu, Denazis, Spyros, and Race, Nicholas
- Subjects
- *
ONLINE social networks , *SOCIAL media , *SOCIAL networks , *MOBILE communication systems , *MOBILE computing equipment - Abstract
Social telemedia is a cross-breeding of social networks and networked media that allows users to capture and share live events collaboratively on mobile devices. [ABSTRACT FROM PUBLISHER]
- Published
- 2016
- Full Text
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13. Retrieving Relevant and Interesting Tweets During Live Television Broadcasts.
- Author
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Kaptein, Rianne, Zhu, Yi, Koot, Gijs, Redi, Judith, and Niamut, Omar
- Published
- 2015
- Full Text
- View/download PDF
14. "Let's Share a Story"': Socially Enhanced Multimedia Storytelling.
- Author
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Mu, Simpson, Steven, Race, Nicholas, Niamut, Omar, Koot, Gijs, Kaptein, Rianne, Taal, Jacco, and Mori, Luigi
- Subjects
MULTIMEDIA systems ,INFORMATION sharing ,SOCIAL context ,ONLINE social networks research ,INFORMATION storage & retrieval systems - Abstract
User-generated audio-visual content is becoming the most popular medium for information sharing and social storytelling around live events. In this article, the authors introduce an online multimedia storytelling ecosystem comprised of purpose-built user applications, a collaborative story-authoring engine, social context integration, and socially aware media services. As their event-based user experiments illustrate, the system enables online collaborative story coauthoring and provides an ideal platform to study the synergy between social networks and networked media in enhancing the user experience of storytelling. This article is part of a special issue on social multimedia and storytelling. [ABSTRACT FROM PUBLISHER]
- Published
- 2015
- Full Text
- View/download PDF
15. High-resolution video, more is more?
- Author
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Niamut, Omar, Bachet, Thomas, and Limonard, Sander
- Published
- 2011
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16. The need for inter-destination synchronization for emerging social interactive multimedia applications.
- Author
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Boronat, Fernando, Montagud, Mario, Stokking, Hans, and Niamut, Omar
- Subjects
INTERACTIVE multimedia ,MULTIMEDIA systems ,TELEVISION ,SOCIAL interaction ,SOCIAL media - Abstract
Currently, the media consumption paradigm is changing from a single end user to a group shared experience. Now, social communication opportunities may be exploited (e.g., conferencing while watching television), facing lots of technological (e.g., synchronization, universal session handling, scalability) and perceptual (e.g., presence awareness, QoE) challenges. This article focuses on one of these major challenges ahead in new emerging social interactive multimedia applications, which is the synchronization of different media streams across multiple locations, known as inter-destination multimedia synchronization (IDMS). We describe the three kinds of temporal multimedia synchronization, and summarize some related work and examples of applications in which IDMS is needed. The article includes a discussion about an RTP/ RTCP-based IDMS solution the authors have been working on, as well as the standardization status regarding this kind of synchronization. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
- Full Text
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17. Adaptive RD Optimized Hybrid Sound Coding.
- Author
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van SCHIJNDEL, NICOLLE H., BENSA, JULIEN, CHRISTENSEN, MADS G., COLOMES, CATHERINE, EDLER, BERND, HEUSDENS, RICHARD, JENSEN, JESPER, JENSEN, SØREN HOLDT, KLEIJN, W. BASTIAAN, KOT, VALERY, KÖVESI, BALÁZS, LINDBLOM, JONAS, MASSALOUX, DOMINIQUE, NIAMUT, OMAR A., NORDÉN, FREDRIK, PLASBERG, JAN H., VAFIN, RENAT, VAN DE PAR, STEVEN, VIRETTE, DAVID, and WÜBBOLT, OLIVER
- Subjects
SOUND ,SIGNAL processing ,RATE distortion theory ,DECODERS (Electronics) ,CODING theory ,INFORMATION theory ,SIGNAL theory - Abstract
Traditionally, sound codecs have been developed with a particular application in mind, their performance being optimized for specific types of input signals, such as speech or audio (music), and application constraints, such as low bit rate, high quality, or low delay. There is, however, an increasing need for more generic sound codecs, created by the emergence of heterogeneous networks and the convergence of communication and entertainment devices. To obtain such versatility, this study employs hybrid Round coding based on operational rate-distortion (RD) optimization principles. Applying this concept, a prototype coder has been implemented with emphasis on (dynamic) adaptation to the input and to application constraints. With this prototype, listening tests have been performed for different application scenarios. The results demonstrate the versatility of the concept while keeping competitive sound quality compared to dedicated state-of-the-art codecs. [ABSTRACT FROM AUTHOR]
- Published
- 2008
18. Degradation Decomposition of the Perceived Quality of Speech Signals on the Basis of a Perceptual Modeling Approach.
- Author
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Beerands, John G., Busz, Bartos, Oudshoorn, Paul, Van Vugt, Jeroen, Ahmed, Kamal, and Niamut, Omar
- Subjects
SPEECH ,SIGNAL processing ,ALGORITHMS ,NOISE ,FREQUENCY response ,TELEPHONE systems ,SPEECH processing systems - Abstract
The authors discuss the way we perceive the quality of a speech signal and how different degradations contribute to the overall perceived speech (listening) quality. More specifically, ITU-T Recommendation P.862 (perceptual evaluation of speech quality--PESQ), which provides a perceptual modeling approach with which the subjectively perceived speech quality can be predicted, is used as a starting point for a degradation decomposition algorithm. This algorithm decomposes the perceived degradation into three different contributions by finding specific degradation indicators that quantify the impact of each type of degradation separately. The first degradation indicator quantifies the impact of additive noise as found in many speech-processing situations, such as when unwanted background noise is sent over a voice connection. The second degradation indicator quantifies the impact of linear time-invariant frequency response distortions as, for example, introduced by a band-limited telephone system. The last degradation indicator quantifies the impact of the time-varying behavior of the system under test. This time response degradation indicator quantifies the impact of temporal signal loss, as found with packet loss in modem digital speech connections, and the impact of pulses (clicks) as found in many speech-processing systems. [ABSTRACT FROM AUTHOR]
- Published
- 2007
19. Bit-Rate Scalable Intraframe Sinusoidal Audio Coding Based on Rate-Distortion Optimization.
- Author
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Heusdens, Richard, Jensen, Jesper, Kleijn, W. Bastiaan, Kot, Valery, Niamut, Omar A., De Par, Steven Van, Van Schijndel, Nicolle H., and Vafin, Renat
- Subjects
DIGITAL video standards ,DIGITAL audio ,ELECTRIC distortion ,MATHEMATICAL optimization ,ELECTRIC interference ,ELECTRIC noise - Abstract
A coding methodology that aims at rate-distortion optimal sinusoid + noise coding of audio and speech signals is presented. The coder divides the input signal into variable-length time segments and distributes sinusoidal components over the segments such that the resulting distortion (as measured by a perceptual distortion measure) is minimized subject to a pre-specified rate constraint. The coder is bit-rate scalable. For a given target bit budget it automatically adapts the segmentation and distribution of sinusoids in a rate-distortion optimal manner. The coder uses frequency-differential coding techniques in order to exploit intrasegment correlations for efficient quantization and encoding of the sinusoidal model parameters. This technique makes the coder more robust toward packet losses when used in a lossy-packet channel environment as compared to time-differential coding techniques, which are commonly used in audio or speech coders. In a subjective listening experiment the present coder showed similar or better performance than a set of four MPEG-4 coders operating at bit rates of 16, 24, 32, and 48 kbit/s, each of which was state of the art for the given target bit rate. [ABSTRACT FROM AUTHOR]
- Published
- 2006
20. Optimal Time Segmentation for Overlap-Add Systems With Variable Amount of Window Overlap.
- Author
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Niamut, Omar A. and Heusdens, Richard
- Subjects
ALGORITHMS ,SIGNAL theory ,MATHEMATICAL programming ,SIGNAL processing ,SIGNAL detection ,SYSTEMS engineering - Abstract
In this letter, we propose a new best basis search algorithm for computing the optimal time segmentation of a signal, given a predefined cost measure. The new algorithm solves a problem that arises when the individual signal segments are windowed and overlap-add is applied between adjacent signal segments. When windows having a variable tail shape are employed, the minimization of a cost measure is faced with dependencies between segmental costs due to varying window overlap. A dynamic programming-based algorithm is presented that takes into account these dependencies. It computes both the optimal split positions and the optimal amount of window overlap at these split positions in polynomial time. The proposed algorithm gives an upper bound to the achievable performance of existing algorithms. Experimental results for a modified discrete cosine transform-based processing system are presented, both for entropy and rate-distortion cost measures. These results show a performance gain over existing schemes at the cost of an increased computational complexity. [ABSTRACT FROM AUTHOR]
- Published
- 2005
- Full Text
- View/download PDF
21. Subband Merging in Cosine-Modulated Filter Banks.
- Author
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Niamut, Omar A. and Heusdens, Richard
- Subjects
MATHEMATICAL transformations ,ALGORITHMS ,DIFFERENTIAL invariants ,DIFFERENTIAL geometry ,FILTERS & filtration - Abstract
Focuses on a study which developed a method for constructing non-uniform modulated lapped transforms (MLT) that allows arbitrary numbers of subbands to be combined in a systematic way. Background on MLT; Information on uniform cosine-modulated filter (CMF) banks; Design of non-uniform CMF banks.
- Published
- 2003
- Full Text
- View/download PDF
22. Mobiele video in bedrijf.
- Author
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Havekes, Anton, Klos, Victor, Niamut, Omar, and van der Weerdt, Caroline
- Subjects
- NETHERLANDS
- Abstract
.
- Published
- 2009
23. Virtual reality conferencing
- Author
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Gunkel, Simon N. B., Stokking, Hans M., Prins, Martin J., van der Stap, Nanda, Haar, Frank B. ter, and Niamut, Omar A.
- Full Text
- View/download PDF
24. Experiencing Virtual Reality Together
- Author
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Gunkel, Simon, Stokking, Hans, Prins, Martin, Niamut, Omar, Siahaan, Ernestasia, and Cesar, Pablo
- Full Text
- View/download PDF
25. Using MPEG DASH SRD for zoomable and navigable video.
- Author
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D'Acunto, Lucia, van den Berg, Jorrit, Thomas, Emmanuel, and Niamut, Omar
- Published
- 2016
- Full Text
- View/download PDF
26. MPEG DASH SRD: spatial relationship description.
- Author
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Niamut, Omar A., Thomas, Emmanuel, D'Acunto, Lucia, Concolato, Cyril, Denoual, Franck, and Seong Yong Lim
- Published
- 2016
- Full Text
- View/download PDF
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