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ICCE 2011 Tutorials


Joseph W. Weber
Vice President of Technology, TiVo Inc.
     
Bio

Joseph Weber is Vice President of Technology at TiVo, Inc. reporting to CTO and founder Jim Barton, and participating in the strategic development of new technologies and products for TiVo. His focus is on creating solutions of the TiVo service platform for Cable, Satellite and Telco service providers.

Before joining TiVo, Dr Weber was Director, Strategic Technology at Cable Television Laboratories (CableLabs) where he analyzed technology trends strategic to the cable industry. He also was a member of the OpenCable team, developing specifications for OCAP, CableCARD and other elements of the OpenCable suite of specifications.

He has taught several classes on image processing, machine vision and compression. He is the author of “IPTV Crash Course” from McGraw-Hill, a primer on the technology and business models behind Internet Protocol television services.

Dr. Weber received his Ph.D. in Electrical Engineering and Computer Science from the
University of California at Berkeley, a Masters in Physics also from Berkeley, an MBA from the University of Colorado, and a B.S. in Physics from the University of Notre Dame.


Abstract


Over-the-top, IPTV and TV Everywhere are just some of the terms used in the transition from traditional broadcast technologies for video services to IP-based, on-demand delivery of video over high speed data lines. This tutorial will review some of the service models, technologies and trends in the migration to IP delivery of video services.

There have been several new services introduced into the market such as Apple TV and Netflix that offer competing video services over the top of cable and telco high speed data services. These new entrants have a small, but growing number of users. As they gain in popularity they have led traditional operators to start integrating their own IP based services such as TV Everywhere. We will present a general overview of this trend and how operators are responding. This will lead to a discussion on the technologies used for IP delivery and the challenges, particularly around quality of service and sufficient bandwidth. High speed data service providers such as Cable and Telco operators must prepare their networks for both the increased usage requirements of competitive over the top services and their own entries into IP delivered services. Technologies such as CMTS bypass and channel bonding will be critical to maintaining the increasing bandwidth demands.

Finally we will look at how the migration to IP delivered content will affect consumer electronics devices as they begin to participate in receiving content directly without the need for an operator supplied set-top box. We will look at the issues of the application environment, networking protocols, and security requirements needed by consumer devices to get access to signals. Some of this will relate to recent US FCC requests for an "All-Vid" gateway that will provide a uniform gateway output for consumer devices regardless of the particular external network technology of the service provider.




Dr. Atanas Gotchev

Jinwoong Kim Ph.D.
Director
Broadcasting & Telecommunications Convergence Media Research Dept.
Electronics and Telecommunications Research Institute
Deajeon, Korea

     

Abstract:

The tutorial will address the issues of user-centric design of 3D media systems and services for mobile devices. Such systems and services are expected to deliver a greater realism and a higher level of immersion with the content and the user experience plays a central role in this process.
The tutorial will start with an overview of the peculiarities of the human visual system (HVS) and the way it processes 3D visual information. 3D visual cues such as accommodation, binocular disparity, shadows, texture, occlusions, and motion parallax will be reviewed and their relative importance on portable 3D displays will be assessed.
Then, the system chain for delivery 3D content and services to mobile devices will be presented. This includes methods for content creation and content representation, compression, transmission over various wireless channels and reception, decoding and playing on a portable device equipped with 3D display.
Requirements and restrictions specific to mobile broadcasting systems in terms of 3D service will be presented. Then, various wireless broadcast channels, such as T-DMB and DVB-H will be presented along with the methods for transmission of 3D video and data over them.
Methods for content creation, representation and coding of 3D video will be reviewed and their pros and cons in the case of mobile devices will be analyzed.
As of the display side, special attention will be paid to auto-stereoscopic displays as such displays are the most mature to be applied to 3D-enabled mobile devices. The relevant enabling technologies including parallax barrier, lenticular sheet, and lightguiding film will be explained. Autostereoscopic displays will be characterized by optical parameters which influence the 3D perception, and a design issues for wider viewing angle will also be introduced.
The quality evaluation issue in delivering appealing 3D video and data services to mobile devices will be especially addressed in the tutorial.

Bio: Jinwoong Kim (B.S. and M.S from Seoul National University, Seoul, Korea; PhD degree in EE from Texas A&M University, Texas, USA) has been working in ETRI since 1983, and is now a director and principal member of research staff. He has been involved in many big projects in telecommunications and broadcasting area, such as development of TDX-1 and TDX-10 digital telephone switching system, HDTV video encoding chipset and real-time encoder system. He carried out, under the name of “SmarTV Project”, several projects on new digital broadcasting technologies including data broadcasting, viewer-customized broadcasting, and digital content protection. He also led projects on MPEG-7 and MPEG-21 technology development, resulting in several important contributions to the MPEG standards. In 2005, he did a major role in producing a strategic planning report in the 3D visual technology R&D, “3D Vision 2010”. He is currently a 3DTV project leader in ETRI, focusing on stereoscopic 3DTV, 3D DMB and multiview 3DTV system development. He is chair of 3DTV project group of TTA, and is leading 3DTV broadcasting standardization activity of Korea. He was a Far-East Liaison of 3DTV Conference 2007 and 2008, and has been an invited speaker to a number of international workshops including EU-Korea Cooperation Forum workshop on ICT, 3D Fair 2008 in Japan and 3DTV Conference 2010.

Bio: Atanas Gotchev (Ph.D., Technical University of Sofia, Bulgaria; Dr. Tech., Tampere University of Technology, Finland) is an Academy Research Fellow with the Department of Signal Processing, Tampere University of Technology. His research interests are in sampling and interpolation theory, and spline and spectral methods with applications to multi-dimensional signal analysis. In recent years he has contributed to large projects on 3D video processing, funded by the European Commission. Within the FP6 project 3DTV NoE (2004-2008), he has done pioneering research on multiple description coding for stereo-video and 3D geometry and has developed non-uniform resampling methods for optical signals. He has run also the 3DTV NoE Student and Scholar Exchange Program. Within the FP7 project MOBILE3DTV (2008-2010), he coordinates the scientific project activities and contributes to the research work on stereo video quality enhancement. In 2010, he was appointed by the Academy of Finland as Academy Research Fellow with a project on High-resolution Digital Holography.


 
Mathieu ROBART
Staff Engineer, Computer Graphics,
Bristol, BS32 4SQ

     
With the introduction of OpenGL 2.0 and OpenGL ES 2.0, programmable GPUs have become available on a wide range of platforms, from Unix workstations to smartphones. The support for shaders has allowed programmers to take advantage of the processing power of these graphics architectures and to accelerate parallel computation well beyond the fields of graphics, opening the way to GPGPU computing. But it is only recently that an open and multiplatform compute API has been introduced and made available: OpenCL. Developed and maintained by the Khronos Group, already responsible for OpenGL ES, this new API allows developers to exploit the power of these parallel processors in an heterogeneous environment, without the constraints to fit their algorithms into a graphics-oriented model. This tutorial will introduce the generic GPU pipeline, a description of its programmable stages, will explain the need for a non-graphics programming model and will introduce OpenCL from a model and programming point-of-view."

** Detailed outline:
- From fixed to programmable pipeline: the evolution of GPUs
- The fixed pipeline from OpenGL point-of-view
- Introduction of the shader units
- GLSL
- Advantages and new effects
- Introduction of GPGPU
- GPU as a parallel machine
- Non-graphics processing on GPU
- The need for a dedicated API
- Proprietary solutions (CUDA, ...)
- An open solution: OpenCL
- Background
- Khronos
- OpenCL architecture
- Platform model
- Compute devices
- Compute units
- Processing elements
- Execution model
- What is a kernel
- NDRange
- Context and command queues
- Memory model
- Hierarchy and access
- Programming model
- Data parallelism
- Task parallelism
- Synchronization
- OpenCL framework
- An overview of the API
- Context creation
- Command queue creation and command handling
- Buffers and Images
- Programs and kernels
- Kernel programming
- OpenCL C
- Example
- In OpenGL and GLSL
- In OpenCL and OpenCL C, with display in OpenGL
- Interoperability
- Conclusion

Bio:

Mathieu Robart received a Ph.D. in Computer Graphics in 1999 from Paul Sabatier University in Toulouse, France. From 2000, he is working for STMicroelectronics, in Bristol, UK.

At ST, Mathieu's research and developments covered different domains of computer graphics, including graphics hardware architecture, OpenGL and OpenGL ES-oriented graphics pipelines, OpenCL and general-purpose computing, global illumination, shaders and real-time rendering. He is currently working as Staff Engineer for the Advanced System Technology (AST) division of ST, specialized in R&D on Computer Graphics for Embedded Systems. He is author of several patents and papers, including some publications at ICCE.



Do-It-Yourself Haptics: A Practical Introduction to Haptics for Consumer Electronics

Vincent Levesque and Karon MacLean
Department of Computer Science University of British Columbia Vancouver, BC Canada {vlev,maclean}@cs.ubc.ca
     
Abstract

What was once accomplished by directly interacting with physically embodied objects, tools and controls is now increasingly performed through abstract, intangible interfaces. The distinct edges, textures and clicks of physical buttons are, for example, gradually being replaced by the blank feel of a touchscreen, with only audio-visual feedback remaining to guide actions. While flexible, these interfaces impose greater attentional demands and do not fully exploit the richness of the sense of touch. Haptic feedback promises to restore natural, direct and responsive interaction to these digital interfaces and to thereby improve their physical esthetics and reduce their reliance on the overloaded senses of vision and audition. This tutorial assumes no knowledge of haptics and aims not only to provide a broad overview of the topic to consumer electronics practitioners, but also to engage you in a dialogue about the challenges and benefits of integrating this technology in their products. The tutorial will introduce you to current uses of haptics in consumer electronics, the basics of haptic perception in humans, the design and effective use of simple haptic interfaces, and cutting edge haptic interfaces being explored in research labs around the world. It will provide a solid basis for consumer electronics professionals to further investigate this important emerging technology.
Detailed outline - 3 hours
Includes 15 minute break.
1) Introduction - 15 minutes
Introduce haptic feedback and discuss the current state of haptics in consumer electronics; consider the value of restoring designed touch to interactions with mobile devices and other electronic devices.
• What is haptics?
• How is haptics currently used in CE?

• What more can haptics bring to CE? Group discussion: How is haptics perceived in the CE community? What is preventing haptics rom being more widely adopted?
2) Haptic perception in humans - 30 minutes
Present the basics of haptic and multimodal perception in humans, with a focus on the impact of perceptual capabilities on the design of haptic hardware and effective haptic interactions.
• What types of sensors mediate the human sense of touch?
• What should designers know about haptic and multimodal perception?

• How can this information be used to design better haptic interfaces? Group discussion: How important is the sense o touch in your daily li e today versus 10 years ago - or more? Are electronic inter aces ully exploiting our haptic senses?
3) Do-it-yourself haptics (hardware and interaction) - 60 minutes
Overview simple force feedback and vibrotactile haptic hardware and the design of effective interaction techniques that make use of the affordances of these interfaces; work through examples such as the use of active rotary controllers for media control and vibrotactile displays for haptic icon presentation.
• How can simple haptic hardware be designed and experimented with?
• How can effective haptic interaction techniques be designed and evaluated?
• How can user-centered design and low-fidelity prototyping improve the quality of haptic interfaces?

Group discussion: Does haptic interaction design it within the design process o a CE product? Are the skills necessary to integrate haptics available in the CE community?
4) Cutting edge haptics research - 45 minutes
Take a swift journey through recent advances in haptic interfaces and speculate about the future of haptic technologies in CE.
• High-performance vibrotactile actuators, distributed tactile displays, force-feedback interfaces and other emerging haptic technologies.
• Applications of novel haptic interfaces for gaming, rehabilitation, mobile interaction, surgical simulation and other areas.

Group discussion: How could these technologies be applied to CE? What direction should haptic research take to address the needs o CE?
5) Conclusion - 10 minutes
Summarize the tutorial's key messages, and reiterate the importance of haptics in consumer electronics. The audience will be directed to additional resources such as journals and conferences on the topic.

Biographies

Vincent Levesque is a postdoctoral fellow in the Computer Science Department at the University of British Columbia (Vancouver, Canada). He received a B.Eng. in computer engineering (2000), and a M.Eng. (2003) and PhD (2009) in electrical engineering from McGill University (Montreal, Canada). His research interests include tactile displays and rendering, applications of haptics for persons with visual impairments, and, more recently, interaction design with novel haptic interfaces. He is the recipient of several awards including a Best Paper Award at the 2007 IEEE World Haptics Confererence for his work on refreshable Braille, the Best Demonstration Award at the 2008 Haptics Symposium for his work on dynamic tactile graphics, and the Best Reviewer Award at the 2010 Haptics Symposium. He holds a Postdoctoral Fellowship from the National Science and Engineering Research Council of Canada.

Karon MacLean is Professor of Computer Science at the University of British Columbia, Canada with an associate appointment in Mechanical Engineering. She has a B.Sc. in Biology and Mechanical Engineering from Stanford (1986) and a M.Sc. and Ph.D. in Mechanical Engineering from MIT (1996), with experience as robotics engineer (Center for Engineering Design, Univ. of Utah), research scientist (Interval Research, Palo Alto) and interface design consultant. She has been at UBC since 2000. Her interests in ubiquitous haptic and multimodal interfaces bring together robotics, interaction and affect design and psychology with the goal of restoring physicality to embedded computation, and has been recently supported by Nokia, Immersion, Nissan and others. She uses touch feedback as part of a multisensory HCI toolbox in the context of real design problems like mobile devices and automobile controls, to leverage new design techniques and define studies of multimodal perception and attention. Charles A. McDowell Award, 2008; Assoc Editor of IEEE Transactions on Haptics (founding); co-chair of the 2010 and 2012 IEEE Haptics Symposium.



Mobile Displays: Technology and Applications
Achintya K. Bhowmik, Ph.D.
     

Abstract

The mobile display industry has witnessed rapid growth, in both volume and diversification, in recent years. This trend is expected to persist with continued consumer demand for mobile communications and computing applications. Besides the ubiquitous mobile phone and laptop computers, mobile
displays are now integral to a wide range of devices such as tablets, MP3 players, digital cameras, GPS map readers, portable media players, and electronic books. This proliferation of products and consumer usages has fuelled a significant investment into the research and development of the mobile display, with key research laboratories across the display industry and academia producing many exciting
technological advancements. This tutorial on mobile displays will present an in-depth review of the technology and applications, focusing on current devices as well as emerging technologies. The discussion will include mobile
environment and human-factor considerations for the display; advances in the incumbent active matrix liquid crystal display (AMLCD) technologies; backlighting and light manipulation techniques; mobile display driver electronics and interface technologies; emerging technologies including active matrix
organic light emitting diode (AMOLED), electronic paper displays, and system-on-glass (SOG) developments; application developments in eyewear, mobile projector, and 3D displays; as well as future trends. Intended for a broad audience, the tutorial will cover the necessary fundamentals
followed by applications and trends.

Bio:

Achintya K. Bhowmik, Ph.D.
Director, Advanced Development
INTEL CORPORATION

Dr. Achin Bhowmik is the director of advanced development in the personal computing business group at Intel Corporation. He has been the chief of staff and technical assistant to the corporate vice president responsible for Intel’s >$25B client computing business. He led Intel’s advanced video and
display architecture group, responsible for developing power-performance optimized multimedia processing engine for the mobile computing and communication platforms. His prior work includes development of high-definition display systems based on all-digital liquid-crystal-on-silicon microdisplay
technology, electro-optic modulation in organic molecular crystals, and integrated optical circuits for high-speed communication networks.

Dr. Bhowmik is also an adjunct professor at the Kyung Hee University in Seoul, Korea, where he teaches graduate and senior-level classes on digital image processing and display technology. He has >100 technical publications, including a book titled “Mobile Displays: Technology & Applications” published by Wiley, and 23 issued patents. He is a winner of the SID Distinguished Paper award. He is a senior member of IEEE, and a program committee member of SID. He is associate editor of the Journal of the Society of Information Display, editor for a special volume on “Advances in OLED Displays”, and editorial reviewer for a number of technical journals from IEEE, OSA, and SPIE. He has been a session chair and invited speaker at a number of major international conferences.