137 research outputs found

    The Effective Transmission and Processing of Mobile Multimedia

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    Ph.DDOCTOR OF PHILOSOPH

    Do Users Behave Similarly in VR? Investigation of the User Influence on the System Design

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    With the overarching goal of developing user-centric Virtual Reality (VR) systems, a new wave of studies focused on understanding how users interact in VR environments has recently emerged. Despite the intense efforts, however, current literature still does not provide the right framework to fully interpret and predict users’ trajectories while navigating in VR scenes. This work advances the state-of-the-art on both the study of users’ behaviour in VR and the user-centric system design. In more detail, we complement current datasets by presenting a publicly available dataset that provides navigation trajectories acquired for heterogeneous omnidirectional videos and different viewing platforms—namely, head-mounted display, tablet, and laptop. We then present an exhaustive analysis on the collected data to better understand navigation in VR across users, content, and, for the first time, across viewing platforms. The novelty lies in the user-affinity metric, proposed in this work to investigate users’ similarities when navigating within the content. The analysis reveals useful insights on the effect of device and content on the navigation, which could be precious considerations from the system design perspective. As a case study of the importance of studying users’ behaviour when designing VR systems, we finally propose a user-centric server optimisation. We formulate an integer linear program that seeks the best stored set of omnidirectional content that minimises encoding and storage cost while maximising the user’s experience. This is posed while taking into account network dynamics, type of video content, and also user population interactivity. Experimental results prove that our solution outperforms common company recommendations in terms of experienced quality but also in terms of encoding and storage, achieving a savings up to 70%. More importantly, we highlight a strong correlation between the storage cost and the user-affinity metric, showing the impact of the latter in the system architecture design

    Motion hints based video coding

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    The persistent growth of video-based applications is heavily dependent on the advancements in video coding systems. Modern video codecs use the motion model itself to describe the geometric boundaries of moving objects in video sequences and thereby spend a significant portion of their bit rate refining the motion description in regions where motion discontinuities exist. This explicit communication of motion introduces redundancy, since some aspects of the motion can at least partially be inferred from the reference frames. In this thesis work, a novel bi-directional motion hints based prediction paradigm is proposed that moves away from the traditional redundant approach of careful partitioning around object boundaries by exploiting the spatial structure of the reference frames to infer appropriate boundaries for the intermediate ones. Motion hint provide a global description of motion over specific domain. Fundamentally this is related to the segmentation of foreground from background regions where the foreground and background motions are the motion hints. The appealing thing about motion hints is that they are continuous and invertible, even though the observed motion field for a frame is discontinuous and non-invertible. Experimental results show that at low bit rate applications, the motion hints based coder achieved a rate-distortion (RD) gain of 0.81 dB, or equivalently 13.38% savings in bit rate over the H.264/AVC reference. In a hybrid setting, this gain increased to 0.94 dB and 20.41% bit rebate is obtained. If both low and high bit rate scenarios are considered then the hybrid coder showed a RD performance of 0.80 dB, or equivalently 16.57% savings in bit rate. The usage of higher fractional pixel accurate motion hint, predictive coding of motion hint, a memory-based initialization for motion hint estimation improved the RD gain to 0.85 dB and 17.55% of bit rebate. The prediction framework is highly flexible in the sense that the motion model order for the hints can be content adaptive i.e. it can accommodate different motion models like affine, elastic, etc. Detecting motion discontinuity macroblocks (MBs) is a challenging task and the prediction paradigm managed to detect a significant number of such MBs. If the motion hints based prediction is used as a prediction mode for MBs, at low bit rates almost 50% of the motion discontinuity MBs chose to use affine hint mode and this number increased to 60% if elastic hint is used

    Foveated Video Streaming for Cloud Gaming

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    Video gaming is generally a computationally intensive application and to provide a pleasant user experience specialized hardware like Graphic Processing Units may be required. Computational resources and power consumption are constraints which limit visually complex gaming on, for example, laptops, tablets and smart phones. Cloud gaming may be a possible approach towards providing a pleasant gaming experience on thin clients which have limited computational and energy resources. In a cloud gaming architecture, the game-play video is rendered and encoded in the cloud and streamed to a client where it is displayed. User inputs are captured at the client and streamed back to the server, where they are relayed to the game. High quality of experience requires the streamed video to be of high visual quality which translates to substantial downstream bandwidth requirements. The visual perception of the human eye is non-uniform, being maximum along the optical axis of the eye and dropping off rapidly away from it. This phenomenon, called foveation, makes the practice of encoding all areas of a video frame with the same resolution wasteful. In this thesis, foveated video streaming from a cloud gaming server to a cloud gaming client is investigated. A prototype cloud gaming system with foveated video streaming is implemented. The cloud gaming server of the prototype is configured to encode gameplay video in a foveated fashion based on gaze location data provided by the cloud gaming client. The effect of foveated encoding on the output bitrate of the streamed video is investigated. Measurements are performed using games from various genres and with different player points of view to explore changes in video bitrate with different parameters of foveation. Latencies involved in foveated video streaming for cloud gaming, including latency of the eye tracker used in the thesis, are also briefly discussed

    MediaSync: Handbook on Multimedia Synchronization

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    This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences

    Image processing for displacement measurements

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    Since the invention of photography humans have been using images to capture, store and analyse the act that they are interested in. With the developments in this field, assisted by better computers, it is possible to use image processing technology as an accurate method of analysis and measurement. Image processing's principal qualities are flexibility, adaptability and the ability to easily and quickly process a large amount of information. Successful examples of applications can be seen in several areas of human life, such as biomedical, industry, surveillance, military and mapping. This is so true that there are several Nobel prizes related to imaging. The accurate measurement of deformations, displacements, strain fields and surface defects are challenging in many material tests in Civil Engineering because traditionally these measurements require complex and expensive equipment, plus time consuming calibration. Image processing can be an inexpensive and effective tool for load displacement measurements. Using an adequate image acquisition system and taking advantage of the computation power of modern computers it is possible to accurately measure very small displacements with high precision. On the market there are already several commercial software packages. However they are commercialized at high cost. In this work block-matching algorithms will be used in order to compare the results from image processing with the data obtained with physical transducers during laboratory load tests. In order to test the proposed solutions several load tests were carried out in partnership with researchers from the Civil Engineering Department at Universidade Nova de Lisboa (UNL)

    Understanding user interactivity for the next-generation immersive communication: design, optimisation, and behavioural analysis

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    Recent technological advances have opened the gate to a novel way to communicate remotely still feeling connected. In these immersive communications, humans are at the centre of virtual or augmented reality with a full sense of immersion and the possibility to interact with the new environment as well as other humans virtually present. These next-generation communication systems hide a huge potential that can invest in major economic sectors. However, they also posed many new technical challenges, mainly due to the new role of the final user: from merely passive to fully active in requesting and interacting with the content. Thus, we need to go beyond the traditional quality of experience research and develop user-centric solutions, in which the whole multimedia experience is tailored to the final interactive user. With this goal in mind, a better understanding of how people interact with immersive content is needed and it is the focus of this thesis. In this thesis, we study the behaviour of interactive users in immersive experiences and its impact on the next-generation multimedia systems. The thesis covers a deep literature review on immersive services and user centric solutions, before develop- ing three main research strands. First, we implement novel tools for behavioural analysis of users navigating in a 3-DoF Virtual Reality (VR) system. In detail, we study behavioural similarities among users by proposing a novel clustering algorithm. We also introduce information-theoretic metrics for quantifying similarities for the same viewer across contents. As second direction, we show the impact and advantages of taking into account user behaviour in immersive systems. Specifically, we formulate optimal user centric solutions i) from a server-side perspective and ii) a navigation aware adaptation logic for VR streaming platforms. We conclude by exploiting the aforementioned behavioural studies towards a more in- interactive immersive technology: a 6-DoF VR. Overall in this thesis, experimental results based on real navigation trajectories show key advantages of understanding any hidden patterns of user interactivity to be eventually exploited in engineering user centric solutions for immersive systems
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