Quality assessment on emerging stereoscopic 3D media is still in an early stage when compared to 2D image/video quality assessment. New characteristics (e.g. specific artifact perception, visual strain, perceived depth) and various More »


In our laboratories we explore the intersection of art and technology through several installations. Candy, Chromaspace, Networked decollage and A-me our research in QoE and art related activities. We hold a permanent More »

Current Research

    The Digital Storytelling Tools & Experiences Project is aimed at defining, designing and demonstrating the multidisciplinary and state-of-the-art requirements of the Digital Storytelling Tools. It is part of Immersive Media More »


Multimedia Labs

by Andrew Perkis

Immersive Media Technology Experiences (IMTE):

The intersection between arts and sciences in Information and Communication Technology (ICT) has intrigued artists, technologists, and scientists since the 60′s. Computer-based art has existed since the 60′s with artists like Michael Noll and Frieder Nake. The first computer art exhibitions were held in 1965. The Leonardo journal was found in 1968. Photoshop 1.0 was released in 1990 and in the next years digital cameras appeared on the market. Pictures could be uploaded to computers and manipulated. The first multimedia Personal Computer was released in 1991. With the advent and the evolution of the personal computer, the web, software tools like Adobe Photoshop, and electronics tools such as cameras and mobile telephones, there has been an explosion of both production and sharing of digital content. Artists need software technology for creating and evolving their artwork. Theoreticians aim at understanding the consequences of software to art practices. Technologists see the contact with artists as a source of innovation.

Immersive Media Technology Experiences (IMTE) is a key concept incorporating several disciplines including Media Technology, Information and Communication Technology, and Media Studies. In this way IMTE can encompass diverse core competencies covering fields such as communications, information retrieval, entertainment and social networks. The scientific platform of Immersive Media Technology Experiences makes use of today’s new digital media and merges these into social networks by connecting people in a whole new way creating collaboration spaces. A strong emphasis on experiences achieves full focus on the users and their requirements and needs, enabled by the developed experience model describing the complete media technology eco system from content representations to its usages and social, economic and cultural impact.

The areas of research and innovation are linking together three main Focus Areas: User, Content and Infrastructure. The glue in the linking is by the Users interacting with the Content through devices connected to the Infrastructure. Such Interactions and Devices demands New Digital Media and abilities for the Content to Adapt to User requests and the available Infrastructure (Networked Media Handling). This structure allows for piloting new advanced applications and services such as Digital Storytelling, Digital Art, Serious gaming, Presence and immersive experience (interactivity) etc

The IMTE team spreads over 4 departments over 2 faculties and is coordinated by:

• Andrew Perkis (NTNU IET/Q2S)
• Leif Arne Rønningen (NTNU/ITEM)
• Yuming Jiang (NTNU ITEM/Q2S)
• Aud Sissel Hoel (NTNU IKM)
• Letizia Jaccheri (NTNU IDI)

The works within IMTE presented at Meta.Morf are done under the supervision of Andrew Perkis, Touradj Ebrahimi and Aud Sissel Hoel.