2,640 research outputs found

    Apparent sharpness of 3D video when one eye's view is more blurry.

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    When the images presented to each eye differ in sharpness, the fused percept remains relatively sharp. Here, we measure this effect by showing stereoscopic videos that have been blurred for one eye, or both eyes, and psychophysically determining when they appear equally sharp. For a range of blur magnitudes, the fused percept always appeared significantly sharper than the blurrier view. From these data, we investigate to what extent discarding high spatial frequencies from just one eye's view reduces the bandwidth necessary to transmit perceptually sharp 3D content. We conclude that relatively high-resolution video transmission has the most potential benefit from this method

    Autoscopic Space: Re-thinking the Limits Between Self and Self-Image

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    open access journalAn experimental installation project of my own making, the diplorasis, aims to re-think the human sensorium by considering the bodily perceptual boundaries that are induced by visual media processes. Within the installation space the participant will, unexpectedly, encounter stereoscopic projections of himself/herself from previous instances and multiple perspectives. The photographic cameras within the device that are attached to sensors have been programmed to capture different views of the moving participant, and then to digitally split (and in some cases manipulate) the images before sending them to screens that project the image for the participant’s view. These stereoscopic images induce an illusionistic three-dimensional projection of the subject. The reduplicated, projected, and three-dimensionally simulated self in the diplorasis begins to trigger a questioning of how the body is understood within visual media. During the visual experience one has a solipsistic perception of oneself. The participant views himself both from outside and inside his body. The out-of-body experience of observing oneself from the multiple points of view of another (as a simulated object) is somehow countered to the embodied operation of the physical binocular eyes. The uncanny closeness of a neutral image “out there” (e.g. of a house) evoked by the original stereoscopes is now subverted, as the digitization of the stereoscope allows for unexpected self projections of the viewer. The diplorasis brings to the fore a particular reading of a sensory body that veers between, on the one hand, a projected image generated by electronic information, and on the other, the embodied response to this projected spectral other. As electronic processes are changing the perceptual and cognitive limits of the body, how do these shift our understanding of inside/outside

    Proceedings of the 2nd Computer Science Student Workshop: Microsoft Istanbul, Turkey, April 9, 2011

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    Visual Distortions in 360-degree Videos.

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    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

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

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    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

    Subjective quality study of adaptive streaming of monoscopic and stereoscopic video

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    Nowadays, HTTP adaptive streaming (HAS) has become a reliable distribution technology offering significant advantages in terms of both user perceived Quality of Experience (QoE) and resource utilization for content and network service providers. By trading-off the video quality, HAS is able to adapt to the available bandwidth and display requirements so that it can deliver the video content to a variety of devices over the Internet. However, until now there is not enough knowledge of how the adaptation techniques affect the end user's visual experience. Therefore, this paper presents a comparative analysis of different bitrate adaptation strategies in adaptive streaming of monoscopic and stereoscopic video. This has been done through a subjective experiment of testing the end-user response to the video quality variations, considering the visual comfort issue. The experimental outcomes have made a good insight into the factors that can influence on the QoE of different adaptation strategies
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