131 research outputs found

    Validation of a novel approach to subjective quality evaluation of conventional and 3D broadcasted video services

    Get PDF
    Transmission errors are the main cause of degradation of the quality of real broadcasted video services. Therefore, knowing their impact on the quality of experience of the end users is a crucial issue. For instance, it would help to improve the performance of the distribution systems, and to develop monitoring tools to automatically estimate the quality perceived by the end users. In this paper we validate a subjective evaluation approach specifically designed to obtain meaningful results of the effects of degradations caused by transmission errors. This methodology has been already used in our previous works with monoscopic and stereoscopic videos. The validation is done by comparing the subjective ratings obtained for typical transmission errors with the proposed methodology and with the standard method Absolute Category Rating. The results show that the proposed approach could provide more representative evaluations of the quality of experience perceived by end users of conventional and 3D broadcasted video services

    Providing 3D video services: the challenge from 2D to 3DTV quality of experience

    Get PDF
    Recently, three-dimensional (3D) video has decisively burst onto the entertainment industry scene, and has arrived in households even before the standardization process has been completed. 3D television (3DTV) adoption and deployment can be seen as a major leap in television history, similar to previous transitions from black and white (B&W) to color, from analog to digital television (TV), and from standard definition to high definition. In this paper, we analyze current 3D video technology trends in order to define a taxonomy of the availability and possible introduction of 3D-based services. We also propose an audiovisual network services architecture which provides a smooth transition from two-dimensional (2D) to 3DTV in an Internet Protocol (IP)-based scenario. Based on subjective assessment tests, we also analyze those factors which will influence the quality of experience in those 3D video services, focusing on effects of both coding and transmission errors. In addition, examples of the application of the architecture and results of assessment tests are provided

    Simultaneous 2D and 3D Video Rendering

    Get PDF
    The representation of stereoscopic video on a display is typically enabled either by using active shutter or polarizing viewing glasses in the television sets and displays available for end users. It is likely that in some usage situations some viewers do not wear viewing glasses at all times and hence it would be desirable if the stereoscopic video content could be tuned in the rendering device in such a manner that it could be simultaneously watched with and without viewing glasses with an acceptable quality. In this thesis, a novel video rendering technique is proposed and implemented in the post-processing stage which enables good quality both stereoscopic and traditional 2D video perception of the same content. This has been accomplished by manipulating of one view in the stereoscopic video by making it more similar to the other view in order to reduce the ghosting artifact perceived when the content is watched without viewing glasses while stereoscopic perception is maintained. The proposed technique includes three steps: disparity selection, contrast adjustment, and low-pass-filtering. Through an extensive series of subjective tests, the proposed approach has been evaluated to show that stereoscopic content can be viewed without glasses with an acceptable quality. The proposed methods resulted in a lower bitrate stereoscopic video stream requiring a smaller bandwidth for broadcasting

    Change blindness: eradication of gestalt strategies

    Get PDF
    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Perceptual Quality-of-Experience of Stereoscopic 3D Images and Videos

    Get PDF
    With the fast development of 3D acquisition, communication, processing and display technologies, automatic quality assessment of 3D images and videos has become ever important. Nevertheless, recent progress on 3D image quality assessment (IQA) and video quality assessment (VQA) remains limited. The purpose of this research is to investigate various aspects of human visual quality-of-experience (QoE) when viewing stereoscopic 3D images/videos and to develop objective quality assessment models that automatically predict visual QoE of 3D images/videos. Firstly, we create a new subjective 3D-IQA database that has two features that are lacking in the literature, i.e., the inclusion of both 2D and 3D images, and the inclusion of mixed distortion types. We observe strong distortion type dependent bias when using the direct average of 2D image quality to predict 3D image quality. We propose a binocular rivalry inspired multi-scale model to predict the quality of stereoscopic images and the results show that the proposed model eliminates the prediction bias, leading to significantly improved quality predictions. Second, we carry out two subjective studies on depth perception of stereoscopic 3D images. The first one follows a traditional framework where subjects are asked to rate depth quality directly on distorted stereopairs. The second one uses a novel approach, where the stimuli are synthesized independent of the background image content and the subjects are asked to identify depth changes and label the polarities of depth. Our analysis shows that the second approach is much more effective at singling out the contributions of stereo cues in depth perception. We initialize the notion of depth perception difficulty index (DPDI) and propose a novel computational model for DPDI prediction. The results show that the proposed model leads to highly promising DPDI prediction performance. Thirdly, we carry out subjective 3D-VQA experiments on two databases that contain various asymmetrically compressed stereoscopic 3D videos. We then compare different mixed-distortions asymmetric stereoscopic video coding schemes with symmetric coding methods and verify their potential coding gains. We propose a model to account for the prediction bias from using direct averaging of 2D video quality to predict 3D video quality. The results show that the proposed model leads to significantly improved quality predictions and can help us predict the coding gain of mixed-distortions asymmetric video compression. Fourthly, we investigate the problem of objective quality assessment of Multi-view-plus-depth (MVD) images, with a main focus on the pre- depth-image-based-rendering (pre-DIBR) case. We find that existing IQA methods are difficult to be employed as a guiding criterion in the optimization of MVD video coding and transmission systems when applied post-DIBR. We propose a novel pre-DIBR method based on information content weighting of both texture and depth images, which demonstrates competitive performance against state-of-the-art IQA models applied post-DIBR

    Compression and Subjective Quality Assessment of 3D Video

    Get PDF
    In recent years, three-dimensional television (3D TV) has been broadly considered as the successor to the existing traditional two-dimensional television (2D TV) sets. With its capability of offering a dynamic and immersive experience, 3D video (3DV) is expected to expand conventional video in several applications in the near future. However, 3D content requires more than a single view to deliver the depth sensation to the viewers and this, inevitably, increases the bitrate compared to the corresponding 2D content. This need drives the research trend in video compression field towards more advanced and more efficient algorithms. Currently, the Advanced Video Coding (H.264/AVC) is the state-of-the-art video coding standard which has been developed by the Joint Video Team of ISO/IEC MPEG and ITU-T VCEG. This codec has been widely adopted in various applications and products such as TV broadcasting, video conferencing, mobile TV, and blue-ray disc. One important extension of H.264/AVC, namely Multiview Video Coding (MVC) was an attempt to multiple view compression by taking into consideration the inter-view dependency between different views of the same scene. This codec H.264/AVC with its MVC extension (H.264/MVC) can be used for encoding either conventional stereoscopic video, including only two views, or multiview video, including more than two views. In spite of the high performance of H.264/MVC, a typical multiview video sequence requires a huge amount of storage space, which is proportional to the number of offered views. The available views are still limited and the research has been devoted to synthesizing an arbitrary number of views using the multiview video and depth map (MVD). This process is mandatory for auto-stereoscopic displays (ASDs) where many views are required at the viewer side and there is no way to transmit such a relatively huge number of views with currently available broadcasting technology. Therefore, to satisfy the growing hunger for 3D related applications, it is mandatory to further decrease the bitstream by introducing new and more efficient algorithms for compressing multiview video and depth maps. This thesis tackles the 3D content compression targeting different formats i.e. stereoscopic video and depth-enhanced multiview video. Stereoscopic video compression algorithms introduced in this thesis mostly focus on proposing different types of asymmetry between the left and right views. This means reducing the quality of one view compared to the other view aiming to achieve a better subjective quality against the symmetric case (the reference) and under the same bitrate constraint. The proposed algorithms to optimize depth-enhanced multiview video compression include both texture compression schemes as well as depth map coding tools. Some of the introduced coding schemes proposed for this format include asymmetric quality between the views. Knowing that objective metrics are not able to accurately estimate the subjective quality of stereoscopic content, it is suggested to perform subjective quality assessment to evaluate different codecs. Moreover, when the concept of asymmetry is introduced, the Human Visual System (HVS) performs a fusion process which is not completely understood. Therefore, another important aspect of this thesis is conducting several subjective tests and reporting the subjective ratings to evaluate the perceived quality of the proposed coded content against the references. Statistical analysis is carried out in the thesis to assess the validity of the subjective ratings and determine the best performing test cases

    Three-dimensional media for mobile devices

    Get PDF
    Cataloged from PDF version of article.This paper aims at providing an overview of the core technologies enabling the delivery of 3-D Media to next-generation mobile devices. To succeed in the design of the corresponding system, a profound knowledge about the human visual system and the visual cues that form the perception of depth, combined with understanding of the user requirements for designing user experience for mobile 3-D media, are required. These aspects are addressed first and related with the critical parts of the generic system within a novel user-centered research framework. Next-generation mobile devices are characterized through their portable 3-D displays, as those are considered critical for enabling a genuine 3-D experience on mobiles. Quality of 3-D content is emphasized as the most important factor for the adoption of the new technology. Quality is characterized through the most typical, 3-D-specific visual artifacts on portable 3-D displays and through subjective tests addressing the acceptance and satisfaction of different 3-D video representation, coding, and transmission methods. An emphasis is put on 3-D video broadcast over digital video broadcasting-handheld (DVB-H) in order to illustrate the importance of the joint source-channel optimization of 3-D video for its efficient compression and robust transmission over error-prone channels. The comparative results obtained identify the best coding and transmission approaches and enlighten the interaction between video quality and depth perception along with the influence of the context of media use. Finally, the paper speculates on the role and place of 3-D multimedia mobile devices in the future internet continuum involving the users in cocreation and refining of rich 3-D media content
    • 

    corecore