Saeed Shafiee Sabet

Orcid: 0000-0001-5348-8546

According to our database1, Saeed Shafiee Sabet authored at least 37 papers between 2016 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
TACDEC: Dataset of Tackle Events in Soccer Game Videos.
Dataset, February, 2024

PLayerTV: Advanced Player Tracking and Identification for Automatic Soccer Highlight Clips.
CoRR, 2024

AI-Based Cropping of Ice Hockey Videos for Different Social Media Representations.
IEEE Access, 2024

A Theoretical and Empirical Analysis of 2D and 3D Virtual Environments in Training for Child Interview Skills.
IEEE Access, 2024

Immersive Virtual Reality in Child Interview Skills Training: A Comparison of 2D and 3D Environments.
Proceedings of the 16th International Workshop on Immersive Mixed and Virtual Environment Systems, 2024

The SoccerSum Dataset for Automated Detection, Segmentation, and Tracking of Objects on the Soccer Pitch.
Proceedings of the 15th ACM Multimedia Systems Conference, 2024

Multimodal AI-Based Summarization and Storytelling for Soccer on Social Media.
Proceedings of the 15th ACM Multimedia Systems Conference, 2024

SmartCrop-H: AI-Based Cropping of Ice Hockey Videos.
Proceedings of the 15th ACM Multimedia Systems Conference, 2024

TACDEC: Dataset of Tackle Events in Soccer Game Videos.
Proceedings of the 15th ACM Multimedia Systems Conference, 2024

AI-Based Cropping of Soccer Videos for Different Social Media Representations.
Proceedings of the MultiMedia Modeling - 30th International Conference, 2024

AI-Based Sports Highlight Generation for Social Media.
Proceedings of the 3rd Mile-High Video Conference, 2024

2023
Soccer on Social Media.
CoRR, 2023

SmartCrop: AI-Based Cropping of Soccer Videos.
Proceedings of the IEEE International Symposium on Multimedia, 2023

The Influence of Delay on Cloud Gaming Quality of Experience
Springer, ISBN: 978-3-030-99868-4, 2023

2022
Synthesizing a Talking Child Avatar to Train Interviewers Working with Maltreated Children.
Big Data Cogn. Comput., 2022

Comparison of Crowdsourced and Remote Subjective User Studies: A Case Study of Investigative Child Interviews.
Proceedings of the 14th International Conference on Quality of Multimedia Experience, 2022

When Every Millisecond Counts: The Impact of Delay in VR Gaming.
Proceedings of the 14th International Conference on Quality of Multimedia Experience, 2022

Human vs. GPT-3: The challenges of extracting emotions from child responses.
Proceedings of the 14th International Conference on Quality of Multimedia Experience, 2022

Soccer Game Summarization using Audio Commentary, Metadata, and Captions.
Proceedings of the NarSUM '22: Proceedings of the 1st Workshop on User-centric Narrative Summarization of Long Videos, 2022

Huldra: a framework for collecting crowdsourced feedback on multimedia assets.
Proceedings of the MMSys '22: 13th ACM Multimedia Systems Conference, Athlone, Ireland, June 14, 2022

Is More Realistic Better? A Comparison of Game Engine and GAN-based Avatars for Investigative Interviews of Children.
Proceedings of the ICDAR@ICMR 2022: Proceedings of the 3rd ACM Workshop on Intelligent Cross-Data Analysis and Retrieval, Newark, NJ, USA, June 27, 2022

Experiences and Lessons Learned from a Crowdsourced-Remote Hybrid User Survey Framework.
Proceedings of the IEEE International Symposium on Multimedia, 2022

A Comparative Study of Interactive Environments for Investigative Interview of A Virtual Child Avatar.
Proceedings of the IEEE International Symposium on Multimedia, 2022

Towards an AI-driven talking avatar in virtual reality for investigative interviews of children.
Proceedings of the GameSys 2022: Proceedings of the 2nd Workshop on Games Systems, 2022

A Virtual Reality Talking Avatar for Investigative Interviews of Maltreat Children.
Proceedings of the CBMI 2022: International Conference on Content-based Multimedia Indexing, Graz, Austria, September 14, 2022

2021
Modeling and Understanding the Quality of Experience of Online Mobile Gaming Services.
Proceedings of the 13th International Conference on Quality of Multimedia Experience, 2021

2020
QUALINET White Paper on Definitions of Immersive Media Experience (IMEx).
CoRR, 2020

Towards the Impact of Gamers Strategy and User Inputs on the Delay Sensitivity of Cloud Games.
Proceedings of the Twelfth International Conference on Quality of Multimedia Experience, 2020

Assessing Interactive Gaming Quality of Experience using a Crowdsourcing Approach.
Proceedings of the Twelfth International Conference on Quality of Multimedia Experience, 2020

Quality estimation models for gaming video streaming services using perceptual video quality dimensions.
Proceedings of the 11th ACM Multimedia Systems Conference, 2020

A latency compensation technique based on game characteristics to mitigate the influence of delay on cloud gaming quality of experience.
Proceedings of the 11th ACM Multimedia Systems Conference, 2020

Delay sensitivity classification of cloud gaming content.
Proceedings of the 12th ACM International Workshop on Immersive Mixed and Virtual Environment Systems, 2020

2019
Towards the Impact of Gamers' Adaptation to Delay Variation on Gaming Quality of Experience.
Proceedings of the 11th International Conference on Quality of Multimedia Experience QoMEX 2019, 2019

Influence of primacy, recency and peak effects on the game experience questionnaire.
Proceedings of the 11th ACM Workshop on Immersive Mixed and Virtual Environment Systems, 2019

2018
A Novel Objective Quality Assessment Method for Perceptually-Coded Cloud Gaming Video.
Proceedings of the IEEE 1st Conference on Multimedia Information Processing and Retrieval, 2018

Towards Applying Game Adaptation to Decrease the Impact of Delay on Quality of Experience.
Proceedings of the 2018 IEEE International Symposium on Multimedia, 2018

2016
A Testing Apparatus for Faster and More Accurate Subjective Assessment of Quality of Experience in Cloud Gaming.
Proceedings of the IEEE International Symposium on Multimedia, 2016


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