Hadi

The Visual Signal Processing and Communications (VSPC) Rising Star Program was established in 2023 by the CAS Society VSPC Technical Committee (TC) to annually recognise an expert(s) in emerging domains of visual signal processing and communications for his/her accomplishments and vision.

This year, Hadi was nominated and will give a 30-minute presentation, followed by a Q&A session, at the upcoming VCIP 2026 Conference, to be held in Singapore from December 13-16, 2026.

 

The Book, the Board, and the Lantern in the Dark
Violence, Vulnerability, and Intermedial Player Immersion in Kingdom Death: Monster

Where: Cologne University

Conference: Annual conference of the Gesellschaft für Fantastikforschung, September 17-19

 

Immersion is often understood as an enthralling concept, reserved for complex virtual worlds that veil reality behind an integral mediated experience. I challenge this assumption and argue that analogue games can cultivate immersive experiences, even when they are played with clearly separable material components. Using the narrative boutique board game Kingdom Death: Monster (Poots 2015) as a case study, I demonstrate how the game fosters immersion across different analogue media components by the perpetual evocation of violence against a frail player community.

Relying on the theoretical observations of Paul Wake, who highlights the importance of a board game’s play-performance that fills all indeterminacy with player-created meaning (cf. 2023, 49) and by focusing on the game’s intermedial connotations (via Wolf 1999, Rajewski 2010, and Ellenström 2021), I portray how Kingdom Death: Monster creates immersion between different media artefacts in a reliance on violence. The game at first fosters intimacy through a shared reading moment that leads to a co-op bonding survival gameplay segment, then it effectively exploits both sensations by forcing players into violent discomfort to evoke vulnerability. Both rulebook and play-sequence interact with one another under this shared leitmotif, upheld across two different media artefacts and the metaphoric-aesthetic driving factors of Eros and Thanatos in the sense of a discomfort between deadly threats and uncomfortable intimacy (following Freud [1920] 1955). Ultimately, I thereby demonstrate how the game evokes immersive qualities typically not connected with the abstract, engaging-rather-than-affective, physical medium.

A concluding discussion of the presented findings questions the adequacy of common observations on immersive traits in specifically analogue game studies. By discussing opportunities for methodological finetuning, my presentation’s outlook, in turn, resonates with the idea of a ‘painful playthrough,’ as worked with by Blackburn and Timmell (cf. 2024, 113) and shows how self-experienced stress in a discomforting game moment must be endured for the sake of analysing violent play.

 

Kseniia & Tom gave talks at the Replaying Japan 2026 – August 2026

Replaying Japan 2026 also released “conference proceedings”, which include all extended abstracts of talks presented in the conference: https://drive.google.com/file/d/1Rwx0uaOOsluPYUPUlin4Wa-ugW8yRnDW/view

 

  • The Character and the Card: Affective Database Consumption and Ludology in the Japanese TCG Market
    • by Tom Tucek and Shivi Vats
    • August 20, 2026
    • This talk explains the structural differences between the Japanese Trading Card Game market, which heavily relies on transmedia intellectual properties, and the Western market, which is traditionally more focused on game mechanics. Drawing on theories of the Japanese Media Mix and affective database consumption, the presentation explores how franchises like Pokémon and Weiß Schwarz monetise player attachment to characters rather than competitive utility. It then contrasts this character-driven trend with the game Flesh and Blood, demonstrating how a mechanics-focused title can carve out a space in Japan by focusing on in-person community building within local game stores.
  • Recontextualizing the King: Gender-Bending and Transmedia Storytelling in Japanese Video Games
    • by Tom Tucek
    • August 20, 2026
    • This talk explores how Japanese video games often happen to use a form of “reverse exoticism” and gender-bending to transform Western mythological figures, such as King Arthur, into female heroines. Using the Fate franchise as a case study, the talk argues that this reimagining can simultaneously deconstruct traditional patriarchal historical narratives and optimise the character for commercial database consumption. By removing these figures from their historical context and repackaging them as aggregate character tropes, Japanese creators turn Western myths into fluid, interactive transmedia assets.
  • I Pose, Therefore I Man: How JoJo’s Bizarre Adventure: All-Star Battle R Challenges the Myth of Masculine Neutrality
    • by Kseniia Harshina
    • August 20, 2026
    • This talk explains how the fighting game JoJo’s Bizarre Adventure: All-Star Battle R challenges the assumption that masculinity in video games is a natural, neutral default. By analysing the title’s stylised combat, fashion, and integrated posing mechanics through the comparative lenses of professional wrestling and drag king theory, this analysis demonstrates how masculinity is actively staged as a visible, assembled performance. Focus is placed on how the game transforms virtual combat into a theatrical spectacle in which masculine power is communicated through aesthetic excess and constant self-display.
  • “For Me, It’s Always Like This”: Gendered Catharsis in Silent Hill Across Game and Film
    • by Kseniia Harshina
    • August 20, 2026
    • This talk explains how the Silent Hill franchise externalises the trauma of female characters by physically manifesting their suffering into the environmental design of the games and film adaptations. By comparing the original 1999 game, its 2006 cinematic adaptation, and Silent Hill 2, this talk analyses how narrative perspective dictates whether protagonists can fully witness or comprehend these materialised spaces of abuse, using feminist game studies to consider whose viewpoint guides players in a horror world based on women’s pain.
  • The Gacha Paradox: Gambling Awareness and Regulation Attitudes Among Japanese University Students
    • by Tom Tucek
    • August 21, 2026
    • This lightning talk presents findings from a mixed-methods study exploring how Japanese university students perceive the gambling elements of gacha systems in mobile games. The results reveal a contradiction where nearly 70% of surveyed students recognise gacha as a form of gambling, yet the majority simultaneously oppose legal regulations or age restrictions. Qualitative follow-up interviews suggest that the cultural normalisation of quasi-gambling institutions, such as Pachinko, frames such spending as a matter of personal freedom rather than a consumer-protection issue.

Four Talks Presented at This Year’s VGC in Klagenfurt, 3–5 September 2026

  • Demystifying the Black Box: Teaching Generative AI Literacy Through Interactive Prototypes
    • by Tom Tucek
    • September 3, 2026
    • This talk explains the black-box system of generative AI, argues for the need for genAI literacy education, and shows various prototype video game implementations that aim to increase genAI literacy. A self-made prototype demonstrates how the ludic and interactive nature of video games is uniquely suited to explaining generative AI mechanisms.
  • Building Energy Literacy Through Minecraft
    • by Mathias Lux
    • September 3, 2026
  • Lab Hazards
    • by Felix Schniz and Sabrina Größing
    • September 5, 2026
  • Ludic Autoethnography
    • by Kseniia Harshina
    • September 5, 2026

 

 

Hadi

4 papers got accepted for VCIP 2026, Singapore, December 13-16, 2026

 

  1. 3D Gaussian Splatting Rendering Performance Trade-offs on the Meta Quest 3 – Authors: Milad Ghanbari, Hadi Amirpourazarian, Christian Timmerer
  2. Bitrate Ladder Analysis for UHD Adaptive Streaming: From AVC to AV2 – Authors: Kamran Qureshi, Hadi Amirpourazarian, Christian Timmerer
  3. Efficient Quality Controller for Video Encoding – Authors: Yiying Wei, Hadi Amirpourazarian, Christian Timmerer
  4. Spatial Resampling of V-PCC Maps for Improved Low-Bitrate Point Cloud Compression – Authors: Mykyta Skipenko, Hadi Amirpourazarian

Singapore Skyline

 

Dr. Kurt Horvath has been elevated to IEEE Senior Member. An IEEE Senior Member is the highest professional grade for which an IEEE member can apply. This distinction requires extensive professional experience and demonstrated accomplishments that reflect technical expertise, leadership, and professional maturity. Fewer than 10% of IEEE’s nearly half a million members worldwide have achieved this honor.

 

Bitrate Ladder Analysis for UHD Adaptive Streaming: From AVC to AV2

IEEE International Conference on Visual Communications and Image Processing (VCIP 2026), December 13 – December 16, 2026, Singapore

Authors: Kamran Qureshi (AAU, Austria), Hadi Amirpour (AAU, Austria), Christian Timmerer (AAU, Austria)

Abstract: Advances in video coding continue to improve compression efficiency for adaptive bitrate (ABR) streaming. However, improved coding efficiency also changes the rate-distortion characteristics of encoded video, thereby altering the resolution transition points and the resulting bitrate ladder for UHD adaptive streaming. A convex-hull-based evaluation was performed to compare codec-dependent bitrate ladders across H.264/AVC, H.265/HEVC, H.266/VVC, AV1, and AV2 using six UHD sequences from the JVET Common Test Conditions. Experimental results showed that higher codec efficiency systematically shifts resolution transition points toward lower bitrates. Relative to AV1, AV2 reduced the median 2160p-1080p transition bitrate by approximately 3x, while the median 1080p-720p and 720p-540p transition bitrates were approximately 9x lower, allowing higher spatial resolutions to remain optimal over a wider bitrate range. Complexity analysis of the evaluated AVC, HEVC, VVC, and AV1 encoders further showed that improved compression efficiency is accompanied by increased encoding time and energy consumption. These findings demonstrate that advances in video compression influence adaptive streaming by modifying the optimal bitrate ladder rather than simply reducing bitrate requirements.

On September 11, Dr Felix Schniz held a game design workshop at Kwadrat youth centre in Klagenfurt. Modelled after the successful Game Jams initiated by Mathias Lux, the workshop introduced young adults to teamwork, game design basics, and interested them in modes of digital game design.  A workshop on video games is already in the planning.

Self-Training for Content-Aware Video Quality
Enhancement in HTTP Adaptive Streaming

IEEE Transactions on Broadcasting

Authors: Yiying Wei (AAU, Austria), Hadi Amirpour (AAU, Austria),  Wei Zhou (Cardiff University, UK), Wassim Hamidouche (TII, UAE) and Christian Timmerer (AAU, Austria)

Abstract: Fluctuations in video segment download rates and resolution switching in HTTP Adaptive Streaming (HAS) make it challenging to maintain a consistent Quality of Experience (QoE). However, the impact of such switching is often underestimated, and broadly applicable mitigation strategies remain underexplored. In the past, content-aware approaches have been introduced, using deep neural networks (DNNs) trained on an individual video segment to enhance its quality. These DNNs, transferred as a model stream alongside the video bitstream, allow clients to improve playback quality. However, transferring model streams adds bitrate overhead and additional architectural components, limiting practical use. Furthermore, supporting a wide range of device capabilities with a single DNN is impractical, as it would require device-specific models for each configuration, an approach that becomes unmanageable with increasing device heterogeneity. In this paper, we propose a new self-training method that enables clients to train content-aware video super-resolution (SR) models locally by leveraging previously downloaded high-quality segments. These segments are downscaled and used to train lightweight DNNs, which are then applied to enhance subsequent lower-quality segments. To keep training efficient and real-time, we select only a few predefined frames and extract the most informative patches using a lightweight sampling strategy. Experiments demonstrate that this approach significantly improves visual quality, with average PSNR gains of 1.07 dB (2× upscaling), 0.43 dB (3×), and 0.58 dB (4×) using ESPCN, a lightweight SR approach. To further validate the effectiveness of our approach, we conducted a series of ablation studies to analyze the contributions of individual components. Real-device measurements and end-to-end HAS simulations further show that self-training requires only 2.9–13.0% of a 4-second segment interval on CPU and 1.1–5.3% on GPU across tested mobile devices, while improving VMAF/QoE with only marginal additional rebuffering compared with generic SR.

 

Efficient Quality Controller for Video Encoding

IEEE Visual Communications and Image Processing Conference (VCIP 2026) – December 13–16, 2026, Singapore

Authors: Yiying Wei (AAU, Austria), Hadi Amirpour (AAU, Austria),  and Christian Timmerer (AAU, Austria)

Abstract: Traditional video streaming relies on Adaptive Bitrate (ABR) algorithms that encode videos at fixed bitrate-resolution pairs. As a result, a rate controller is essential to ensure that each encoded representation meets its target bitrate. However, perceptually-aware bitrate ladder construction methods aim to encode videos at a fixed visual quality instead of a fixed bitrate, to avoid under- or over-allocating bits for complex and simple content. In this paper, we propose an efficient quality controller that predicts the Quantization Parameter (QP) required to achieve a target VMAF score for each video segment. The framework supports both CPU-only operation for low-complexity environments and GPU-accelerated inference for improved prediction accuracy. By leveraging content features and target quality levels, our model estimates appropriate QP values without requiring pre-encoding or tight integration with the encoder. For target VMAF scores of 94, 88, and 82, the CPU-only model achieves mean absolute errors (MAEs) of 1.05, 1.24, and 1.34, respectively, comparable to the state-of-the-art errors of 1.14, 1.27, and 1.31, while requiring only a fraction of the computational cost. The GPU-based model further reduces the MAEs to 0.50, 0.49, and 0.47, less than half of the state-of-the-art errors.

 

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