3,506 research outputs found
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Perceptual multimedia quality: Implications of an empirical study
Copyright @ 2005 HCI InternationalIf commercial multimedia development continues to ignore the user-perspective in preference of other factors, i.e. user fascination (i.e. the latest gimmick), then companies ultimately risk alienating the customer. Moreover, by ignoring the user-perspective, future distributed multimedia systems risk ignoring accessibility issues, by excluding access for users with abnormal perceptual requirements. This paper presents an extensive examination of distributed multimedia quality. We define a model that considers multimedia quality from three distinct levels: the network, the media- and the content-levels; and two views: the technical- and the user-perspective. By manipulating both technical and user-perspective parameters, we examine the impact on quality perception at the three quality levels identified. Results show that: a significant reduction in frame rate does not proportionally reduce the user's understanding of the presentation, independent of technical parameters; the type of video clip significantly impacts user information assimilation, user level of enjoyment and user perception of quality; the display type impacts user information assimilation and user perception of quality. Finally, to ensure transfer of informational content, network parameter variation should be adapted; to maintain user enjoyment, video content variation should be adapted
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Defining user perception of distributed multimedia quality
This article presents the results of a study that explored the human side of the multimedia experience. We propose a model that assesses quality variation from three distinct levels: the network, the media and the content levels; and from two views: the technical and the user perspective. By facilitating parameter variation at each of the quality levels and from each of the perspectives, we were able to examine their impact on user quality perception. Results show that a significant reduction in frame rate does not proportionally reduce the user's understanding of the presentation independent of technical parameters, that multimedia content type significantly impacts user information assimilation, user level of enjoyment, and user perception of quality, and that the device display type impacts user information assimilation and user perception of quality. Finally, to ensure the transfer of information, low-level abstraction (network-level) parameters, such as delay and jitter, should be adapted; to maintain the user's level of enjoyment, high-level abstraction quality parameters (content-level), such as the appropriate use of display screens, should be adapted
Visual Distortions in 360-degree Videos.
Omnidirectional (or 360°) images and videos are emergent signals being used in many areas, such as robotics and virtual/augmented reality. In particular, for virtual reality applications, they allow an immersive experience in which the user can interactively navigate through a scene with three degrees of freedom, wearing a head-mounted display. Current approaches for capturing, processing, delivering, and displaying 360° content, however, present many open technical challenges and introduce several types of distortions in the visual signal. Some of the distortions are specific to the nature of 360° images and often differ from those encountered in classical visual communication frameworks. This paper provides a first comprehensive review of the most common visual distortions that alter 360° signals going through the different processing elements of the visual communication pipeline. While their impact on viewers' visual perception and the immersive experience at large is still unknown-thus, it is an open research topic-this review serves the purpose of proposing a taxonomy of the visual distortions that can be encountered in 360° signals. Their underlying causes in the end-to-end 360° content distribution pipeline are identified. This taxonomy is essential as a basis for comparing different processing techniques, such as visual enhancement, encoding, and streaming strategies, and allowing the effective design of new algorithms and applications. It is also a useful resource for the design of psycho-visual studies aiming to characterize human perception of 360° content in interactive and immersive applications
A motion control method for a differential drive robot based on human walking for immersive telepresence
Abstract. This thesis introduces an interface for controlling Differential Drive Robots (DDRs) for telepresence applications. Our goal is to enhance immersive experience while reducing user discomfort, when using Head Mounted Displays (HMDs) and body trackers. The robot is equipped with a 360° camera that captures the Robot Environment (RE). Users wear an HMD and use body trackers to navigate within a Local Environment (LE). Through a live video stream from the robot-mounted camera, users perceive the RE within a virtual sphere known as the Virtual Environment (VE). A proportional controller was employed to facilitate the control of the robot, enabling to replicate the movements of the user. The proposed method uses chest tracker to control the telepresence robot and focuses on minimizing vection and rotations induced by the robot’s motion by modifying the VE, such as rotating and translating it. Experimental results demonstrate the accuracy of the robot in reaching target positions when controlled through the body-tracker interface. Additionally, it also reveals an optimal VE size that effectively reduces VR sickness and enhances the sense of presence
Objective assessment of region of interest-aware adaptive multimedia streaming quality
Adaptive multimedia streaming relies on controlled
adjustment of content bitrate and consequent video quality variation in order to meet the bandwidth constraints of the communication
link used for content delivery to the end-user. The values of the easy to measure network-related Quality of Service metrics have no direct relationship with the way moving images are
perceived by the human viewer. Consequently variations in the video stream bitrate are not clearly linked to similar variation in the user perceived quality. This is especially true if some human visual system-based adaptation techniques are employed. As research has shown, there are certain image regions in each frame of a video sequence on which the users are more interested than in the others. This paper presents the Region of Interest-based Adaptive Scheme (ROIAS) which adjusts differently the regions within each frame of the streamed multimedia content based on the user interest in them. ROIAS is presented and discussed in terms of the adjustment algorithms employed and their impact on the human perceived video quality. Comparisons with existing approaches, including a constant quality adaptation scheme across the whole frame area, are performed employing two objective metrics which estimate user perceived video quality
BOLA360: Near-optimal View and Bitrate Adaptation for 360-degree Video Streaming
Recent advances in omnidirectional cameras and AR/VR headsets have spurred
the adoption of 360-degree videos that are widely believed to be the future of
online video streaming. 360-degree videos allow users to wear a head-mounted
display (HMD) and experience the video as if they are physically present in the
scene. Streaming high-quality 360-degree videos at scale is an unsolved problem
that is more challenging than traditional (2D) video delivery. The data rate
required to stream 360-degree videos is an order of magnitude more than
traditional videos. Further, the penalty for rebuffering events where the video
freezes or displays a blank screen is more severe as it may cause
cybersickness. We propose an online adaptive bitrate (ABR) algorithm for
360-degree videos called BOLA360 that runs inside the client's video player and
orchestrates the download of video segments from the server so as to maximize
the quality-of-experience (QoE) of the user. BOLA360 conserves bandwidth by
downloading only those video segments that are likely to fall within the
field-of-view (FOV) of the user. In addition, BOLA360 continually adapts the
bitrate of the downloaded video segments so as to enable a smooth playback
without rebuffering. We prove that BOLA360 is near-optimal with respect to an
optimal offline algorithm that maximizes QoE. Further, we evaluate BOLA360 on a
wide range of network and user head movement profiles and show that it provides
to more QoE than state-of-the-art algorithms. While ABR
algorithms for traditional (2D) videos have been well-studied over the last
decade, our work is the first ABR algorithm for 360-degree videos with both
theoretical and empirical guarantees on its performance.Comment: 25 page
Video processing for panoramic streaming using HEVC and its scalable extensions
Panoramic streaming is a particular way of video streaming where an arbitrary Region-of-Interest (RoI) is transmitted from a high-spatial resolution video, i.e. a video covering a very “wide-angle” (much larger than the human field-of-view – e.g. 360°). Some transport schemes for panoramic video delivery have been proposed and demonstrated within the past decade, which allow users to navigate interactively within the high-resolution videos. With the recent advances of head mounted displays, consumers may soon have immersive and sufficiently convenient end devices at reach, which could lead to an increasing demand for panoramic video experiences. The solution proposed within this paper is built upon tile-based panoramic streaming, where users receive a set of tiles that match their RoI, and consists in a low-complexity compressed domain video processing technique for using H.265/HEVC and its scalable extensions (H.265/SHVC and H.265/MV-HEVC). The proposed technique generates a single video bitstream out of the selected tiles so that a single hardware decoder can be used. It overcomes the scalability issue of previous solutions not using tiles and the battery consumption issue inherent of tile-based panorama streaming, where multiple parallel software decoders are used. In addition, the described technique is capable of reducing peak streaming bitrate during changes of the RoI, which is crucial for allowing a truly immersive and low latency video experience. Besides, it makes it possible to use Open GOP structures without incurring any playback interruption at switching events, which provides a better compression efficiency compared to closed GOP structures
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