5,745 research outputs found

    Video streaming

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    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

    Improving perceptual multimedia quality with an adaptable communication protocol

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    Copyrights @ 2005 University Computing Centre ZagrebInnovations and developments in networking technology have been driven by technical considerations with little analysis of the benefit to the user. In this paper we argue that network parameters that define the network Quality of Service (QoS) must be driven by user-centric parameters such as user expectations and requirements for multimedia transmitted over a network. To this end a mechanism for mapping user-oriented parameters to network QoS parameters is outlined. The paper surveys existing methods for mapping user requirements to the network. An adaptable communication system is implemented to validate the mapping. The architecture adapts to varying network conditions caused by congestion so as to maintain user expectations and requirements. The paper also surveys research in the area of adaptable communications architectures and protocols. Our results show that such a user-biased approach to networking does bring tangible benefits to the user

    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

    PEA265: Perceptual Assessment of Video Compression Artifacts

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    The most widely used video encoders share a common hybrid coding framework that includes block-based motion estimation/compensation and block-based transform coding. Despite their high coding efficiency, the encoded videos often exhibit visually annoying artifacts, denoted as Perceivable Encoding Artifacts (PEAs), which significantly degrade the visual Qualityof- Experience (QoE) of end users. To monitor and improve visual QoE, it is crucial to develop subjective and objective measures that can identify and quantify various types of PEAs. In this work, we make the first attempt to build a large-scale subjectlabelled database composed of H.265/HEVC compressed videos containing various PEAs. The database, namely the PEA265 database, includes 4 types of spatial PEAs (i.e. blurring, blocking, ringing and color bleeding) and 2 types of temporal PEAs (i.e. flickering and floating). Each containing at least 60,000 image or video patches with positive and negative labels. To objectively identify these PEAs, we train Convolutional Neural Networks (CNNs) using the PEA265 database. It appears that state-of-theart ResNeXt is capable of identifying each type of PEAs with high accuracy. Furthermore, we define PEA pattern and PEA intensity measures to quantify PEA levels of compressed video sequence. We believe that the PEA265 database and our findings will benefit the future development of video quality assessment methods and perceptually motivated video encoders.Comment: 10 pages,15 figures,4 table

    Avaliação da qualidade de experiência de vídeo em várias tecnologias

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    Mestrado em Engenharia Eletrónica e TelecomunicaçõesNowadays the internet is associated with many services. Combined with this fact, there is a marked increase of the users joining this service. In this perspective, it is required that the service providers guarantee a minimum quality to the network services. The Quality of Experience of services is quite crucial in the development of services in networks. Also noteworthy, the tra c increase in multimedia services, including video streaming, increases the probability of congesting the networks. In the perspective of the service provider, the monitoring is a solution to avoid saturation in network. This way, this dissertation proposes to develop a platform that allows a multimedia tra c monitoring in the Meo Go service provided by the operator Portugal Telecom Communications. The architecture of the adaptive streaming over HTTP has been studied and tested to obtain the quality of experience metrics. This adaptive streaming technique presents the smooth streaming, an architecture made by Microsoft company, and it is used in the Meo Go service. Then, it is monitored the metrics obtained with the video player. This analysis is done objectively and subjectively. In this phase, the objective implementation of the method allows to obtain the prediction value of the Quality of Experience by consumers. The selected metrics were derived from the state / performance of network and terminal device. The obtained metrics aim to simulate human action in video score quality. Otherwise, subjectively, it is conducted a survey based in a questionnaire to compare methods. In this phase it was created an on-line platform to allow the obtain a greater number of rankings and data processing. In the obtained results, rstly in the smooth streaming player, it is shown the adaptive streaming implementation technique. On the next phase, test scenarios were created to demonstrate the functioning of the method in many cases, with greater relevance for those ones with higher dynamic complexity. From the perspective of subjective and objective methods, these have values that con rm the architecture of the implemented module. Over time, the performance of the scoring the quality of video streaming services approaches the one in a human mental action.Nos dias de hoje a Internet é um dos meios com mais serviços associados. Conjugado a este facto, existe um acentuado aumento de utilizadores a aderir a este serviço. Nesta perspectiva existe a necessidade de garantir uma qualidade mínima por parte dos prestadores de serviços. A Qualidade de Experiência que os consumidores têm dos serviços é bastante crucial no desenvolvimento e optimização dos serviços nas redes. É ainda de salientar que o aumento do tráfego multimédia, nomeadamente os streamings de vídeo, apresenta incrementos na probabilidade de as redes se congestionarem. Na perspectiva do prestador de serviços a monitorização é a solução para evitar a saturação total. Neste sentido, esta dissertação pretende desenvolver uma plataforma que permite a monitorização do tráfego de multimédia do serviço do Meo Go, fornecido pela operadora Portugal Telecom Comunicações. Neste trabalho foi necessário investigar e testar a arquitectura do streaming adaptativo sobre HTTP para ser possível obter métricas de qualidade de experiência. Este streaming adaptativo apresenta a técnica de smooth streaming, sendo esta arquitectura projectada pela empresa Microsoft e utilizada no serviço Meo Go. Posteriormente foram monitorizadas as métricas que se obtiveram no player de vídeo. Esta análise foi realizada de forma objectiva e subjectiva. Nesta fase da implementação objectiva do método em que se pretende obter uma predição do valor de Qualidade de Experiência por parte do consumidor, foram seleccionadas as métricas oriundas do estado/desempenho da rede e do dispositivo terminal. As métricas obtidas entram num processo de tratamento que pretende simular a ação humana nas classificações da qualidade dos vídeos. De outra forma, subjectivamente, foi realizada uma pesquisa, com base num questionário, de modo a comparar os métodos. Nesta etapa foi gerada uma plataforma online que possibilitou obter um maior número de classificações dos vídeos para posteriormente se proceder ao tratamento de dados. Nos resultados obtidos, primeiramente ao nível do player de smooth streaming, estes permitem analisar a técnica de implementação de streaming adaptativo. Numa fase seguinte foram criados cenários de teste para comprovar o funcionamento do método em diversas situações, tendo com maior relevância aqueles que contêm dinâmicas mais complexas. Na perspectiva dos métodos subjectivo e objectivo, estes apresentam valores que confirmam a arquitectura do módulo implementado. Adicionalmente, o desempenho do método em classificar a qualidade de serviço de vídeo streaming, ao longo do tempo, apresentou valores que se aproximam da dinâmica esperada numa ação mental humana

    Analysis of the perceptual quality performance of different HEVC coding tools

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    Each new video encoding standard includes encoding techniques that aim to improve the performance and quality of the previous standards. During the development of these techniques, PSNR was used as the main distortion metric. However, the PSNR metric does not consider the subjectivity of the human visual system, so that the performance of some coding tools is questionable from the perceptual point of view. To further explore this point, we have developed a detailed study about the perceptual sensibility of different HEVC video coding tools. In order to perform this study, we used some popular objective quality assessment metrics to measure the perceptual response of every single coding tool. The conclusion of this work will help to determine the set of HEVC coding tools that provides, in general, the best perceptual response
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