Over the past decade, we’ve witnessed a remarkable transformation in the shape and size of multimedia technologies, evolving from cumbersome to lightweight devices seamlessly integrated into our daily lives. Yet, it is only recently that haptic interfaces have begun to prioritize wearability in their design, enabling a new realm of interactive possibilities in virtual and augmented reality. Wearable haptics for VR and AR presents a unique set of challenges arising from the balance between perceptual realism and the constraints imposed by wearability. In this keynote, I will take a journey through the key challenges of haptics in AR and VR from a wearable perspective and I will envision the exciting future prospects of haptics in virtual and augmented reality. Finally, I will present our cutting-edge research findings on physical metaverses. Here, robotics play a unique role in facilitating physical interaction with augmented environments, significantly enhancing the immersive quality of the experiences.
The constant increase in the amount of video traffic generated by major streaming platforms and video calling sessions, combined with users’ high-quality expectations, places strong demands on proposing procedures for managing resources in the network and on the server side. These procedures should take into account both the quality perceived by the user and the environmental impact. This talk will touch on these two topics, starting by illustrating recent studies regarding the development of models focused on defining personalized quality prediction solutions to consider the individual and personal differences of users. The use of user facial and speech-related features for estimating the QoE (Quality of Experience) of multimedia services is presented, with a particular focus on WebRTC-based video conferencing. The resulting prediction systems can be used to find an appropriate trade-off between quality of experience (QoE) and sustainability. As a result, it is important to study the impact of different service settings (e.g., video resolution, different luminance types, and different end devices) on both the QoE and the power consumption of video streaming services.