32,211 research outputs found
Pervasive and standalone computing: The perceptual effects of variable multimedia quality.
The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a userâs level of information assimilation, however, does impact a usersâ perception of multimedia video âqualityâ. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the usersâ perception of âqualityâ. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia
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Anahita: A System for 3D Video Streaming with Depth Customization
Producing high-quality stereoscopic 3D content requires significantly more effort than preparing regular video footage. In order to assure good depth perception and visual comfort, 3D videos need to be carefully adjusted to specific viewing conditions before they are shown to viewers. While most stereoscopic 3D content is designed for viewing in movie theaters, where viewing conditions do not vary significantly, adapting the same content for viewing on home TV-sets, desktop displays, laptops, and mobile devices requires additional adjustments. To address this challenge, we propose a new system for 3D video streaming that provides automatic depth adjustments as one of its key features. Our system takes into account both the content and the display type in order to customize 3D videos and maximize their perceived quality. We propose a novel method for depth adjustment that is well-suited for videos of field sports such as soccer, football, and tennis. Our method is computationally efficient and it does not introduce any visual artifacts. We have implemented our 3D streaming system and conducted two user studies, which show: (i) adapting stereoscopic 3D videos for different displays is beneficial, and (ii) our proposed system can achieve up to 35% improvement in the perceived quality of the stereoscopic 3D content
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Multimedia delivery in the future internet
The term âNetworked Mediaâ implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizensâ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications âon the moveâ, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
LAPSE: Low-Overhead Adaptive Power Saving and Contrast Enhancement for OLEDs
Organic Light Emitting Diode (OLED) display panels are becoming increasingly popular especially in mobile devices; one of the key characteristics of these panels is that their power consumption strongly depends on the displayed image. In this paper we propose LAPSE, a new methodology to concurrently reduce the energy consumed by an OLED display and enhance the contrast of the displayed image, that relies on image-specific pixel-by-pixel transformations. Unlike previous approaches, LAPSE focuses specifically on reducing the overheads required to implement the transformation at runtime. To this end, we propose a transformation that can be executed in real time, either in software, with low time overhead, or in a hardware accelerator with a small area and low energy budget. Despite the significant reduction in complexity, we obtain comparable results to those achieved with more complex approaches in terms of power saving and image quality. Moreover, our method allows to easily explore the full quality-versus-power tradeoff by acting on a few basic parameters; thus, it enables the runtime selection among multiple display quality settings, according to the status of the system
User Preference in Detail-Enhancement Adjustments for Images Captured by Camera Phones
Most smartphones now come with an integrated camera. Such a smartphone is called a camera phone. Popularity of camera phones is rising and it is expected that 87.8% of United States population will possess camera phones by year 2020 (Euromonitor International, 2017). A camera phoneâs workflow for capturing, editing, and sharing images on social media has become very efficient. Its ease of use, accessibility, and automatic exposure settings to capture an image has contributed to its popularity. Camera phones are more compact and convenient than professional DSLR cameras. The popularity of this technology has created a need to study and evaluate image quality of photographs from the camera phone. Numerous image-editing applications and adjustments are available to edit these images on the phone itself. Previous studies have shown the reasons why people like to edit their images captured by camera phones (Bakhshi et al., 2014; Bakhshi et al., 2015). This psychophysical study aims to determine the preference related to detail-enhancement adjustments for images captured by camera phones. The image contents used in this study are selfies and food images. Images possessing two levels of high and low ISO were evaluated. The stimuli for the psychophysical experiment were created by editing these images with clarity, contrast and sharpness adjustments. By recording participantsâ response and analyzing the data, observersâ preference were determined for different detail-enhancement (DE) adjustments and content of images captured by camera phones. Results showed that the preference for detail-enhancement adjustments was subjective and varied by both person and image. Participants preferred low ISO DE images more than high ISO DE images. Overall, only slight preferences were observed between images possessing different DE adjustments, DE levels and contents, but a significant preference was not observed in any of these variables
Image Processing for Machine Vision Applications
L'abstract Ăš presente nell'allegato / the abstract is in the attachmen
glueTK: A Framework for Multi-modal, Multi-display Interaction
This thesis describes glueTK, a framework for human machine interaction, that allows the integration of multiple input modalities and the interaction across different displays. Building upon the framework, several contributions to integrate pointing gestures into interactive systems are presented. To address the design of interfaces for the wide range of supported displays, a concept for transferring interaction performance from one system to another is defined
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