10 research outputs found

    Spherical clustering of users navigating 360{\deg} content

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    In Virtual Reality (VR) applications, understanding how users explore the omnidirectional content is important to optimize content creation, to develop user-centric services, or even to detect disorders in medical applications. Clustering users based on their common navigation patterns is a first direction to understand users behaviour. However, classical clustering techniques fail in identifying these common paths, since they are usually focused on minimizing a simple distance metric. In this paper, we argue that minimizing the distance metric does not necessarily guarantee to identify users that experience similar navigation path in the VR domain. Therefore, we propose a graph-based method to identify clusters of users who are attending the same portion of the spherical content over time. The proposed solution takes into account the spherical geometry of the content and aims at clustering users based on the actual overlap of displayed content among users. Our method is tested on real VR user navigation patterns. Results show that our solution leads to clusters in which at least 85% of the content displayed by one user is shared among the other users belonging to the same cluster.Comment: 5 pages, conference (Published in: ICASSP 2019 - 2019 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP)

    Complexity measurement and characterization of 360-degree content

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    The appropriate characterization of the test material, used for subjective evaluation tests and for benchmarking image and video processing algorithms and quality metrics, can be crucial in order to perform comparative studies that provide useful insights. This paper focuses on the characterisation of 360-degree images. We discuss why it is important to take into account the geometry of the signal and the interactive nature of 360-degree content navigation, for a perceptual characterization of these signals. Particularly, we show that the computation of classical indicators of spatial complexity, commonly used for 2D images, might lead to different conclusions depending on the geometrical domain use

    A new challenge: Behavioural analysis of 6-DoF user when consuming immersive media

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    Thanks to recent advances in computer graphics, wearable technology, and connectivity, Virtual Reality (VR) has landed in our daily life. A key novelty in VR is the role of the user, which has turned from merely passive to entirely active. Thus, improving any aspect of the coding-delivery-rendering chain starts with the need for understanding user behaviour. To do so, we investigate the navigation trajectories of users within a 6-Degrees-of-Freedom (DoF) VR environment. Specifically, we investigate the main differences and similarities between 3 and 6-DoF navigation through existing methodologies adopted to study user behaviour in 3-DoF settings. Our simulation results, based on real navigation paths of users while displaying dynamic volumetric media in 6-DoF conditions, show the limitations of clustering algorithms for 3-DoF in assessing user similarity in 6-DoF. Given these observations, we state the need for developing new solutions for the analysis of 6-DoF trajectories

    Towards assisting the decision-making process for content creators in cinematic virtual reality through the analysis of movie cuts and their influence on viewers' behavior

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    Virtual Reality (VR) is gaining popularity in recent years due to the commercialization of personal devices. VR is a new and exciting medium to tell stories, however, the development of Cinematic Virtual Reality (CVR) content is still in an exploratory phase. One of the main reasons is that in this medium the user has now total or partial control of the camera, therefore viewers create their own personal experiences by deciding what to see in every moment, which can potentially hinder the delivery of a pre-established narrative. In the particular case of transitions from one shot to another (movie cuts), viewers may not be aligned with the main elements of the scene placed by the content creator to convey the story. This can result in viewers missing key elements of the narrative. In this work, we explore recent studies that analyze viewers’ behavior during cinematic cuts in VR videos, and we discuss guidelines and methods which can help filmmakers with the decision-making process when filming and editing their movies

    RCEA-360VR: Real-time, continuous emotion annotation in 360â—¦ VR videos for collecting precise viewport-dependent ground truth labels

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    Precise emotion ground truth labels for 360◦ virtual reality (VR) video watching are essential for fne-grained predictions under varying viewing behavior. However, current annotation techniques either rely on post-stimulus discrete self-reports, or real-time, con- tinuous emotion annotations (RCEA) but only for desktop/mobile settings. We present RCEA for 360◦ VR videos (RCEA-360VR), where we evaluate in a controlled study (N=32) the usability of two peripheral visualization techniques: HaloLight and DotSize. We furthermore develop a method that considers head movements when fusing labels. Using physiological, behavioral, and subjective measures, we show that (1) both techniques do not increase users’ workload, sickness, nor break presence (2) our continuous valence and arousal annotations are consistent with discrete within-VR and original stimuli ratings (3) users exhibit high similarity in viewing behavior, where fused ratings perfectly align with intended labels. Our work contributes usable and efective techniques for collecting fne-grained viewport-dependent emotion labels in 360◦ VR

    Influence of narrative elements on user behaviour in photorealistic social VR

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    Social Virtual Reality (VR) applications represent a big step forward in the field of remote communication. Social VR provides the possibility for participants to explore and interact with virtual environments and objects, feelings of a full sense of immersion, and being together. Understanding how user behaviour is influenced by the shared virtual space and its elements becomes the key to design and optimize novel immersive experiences. This paper presents a behavioural analysis of user navigating in 6 degrees of freedom social VR movie. Specifically, we analyse 48 user trajectories from a photorealistic telepresence experiment, in which subjects watch a crime movie together in VR. We investigate how users are affected by salient agents (i.e., virtual characters) and by narrative elements of the VR movie (i.e., dialogues versus interactive part). We complete our assessment by conducting a statistical analysis of the collected data. Results indicate that user behaviour is affected by different narrative and interactive elements. We conclude by presenting our observations and drawing conclusions on future paths for social VR experiences. This work has been supported by Royal Society under grant IES R1180128 and by Cisco under Cisco Research Center Donation scheme

    Streaming and User Behaviour in Omnidirectional Videos

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    Omnidirectional videos (ODVs) have gone beyond the passive paradigm of traditional video, offering higher degrees of immersion and interaction. The revolutionary novelty of this technology is the possibility for users to interact with the surrounding environment, and to feel a sense of engagement and presence in a virtual space. Users are clearly the main driving force of immersive applications and consequentially the services need to be properly tailored to them. In this context, this chapter highlights the importance of the new role of users in ODV streaming applications, and thus the need for understanding their behaviour while navigating within ODVs. A comprehensive overview of the research efforts aimed at advancing ODV streaming systems is also presented. In particular, the state-of-the-art solutions under examination in this chapter are distinguished in terms of system-centric and user-centric streaming approaches: the former approach comes from a quite straightforward extension of well-established solutions for the 2D video pipeline while the latter one takes the benefit of understanding users’ behaviour and enable more personalised ODV streaming

    Machine Learning for Multimedia Communications

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    Machine learning is revolutionizing the way multimedia information is processed and transmitted to users. After intensive and powerful training, some impressive efficiency/accuracy improvements have been made all over the transmission pipeline. For example, the high model capacity of the learning-based architectures enables us to accurately model the image and video behavior such that tremendous compression gains can be achieved. Similarly, error concealment, streaming strategy or even user perception modeling have widely benefited from the recent learningoriented developments. However, learning-based algorithms often imply drastic changes to the way data are represented or consumed, meaning that the overall pipeline can be affected even though a subpart of it is optimized. In this paper, we review the recent major advances that have been proposed all across the transmission chain, and we discuss their potential impact and the research challenges that they raise

    Machine Learning for Multimedia Communications

    Get PDF
    Machine learning is revolutionizing the way multimedia information is processed and transmitted to users. After intensive and powerful training, some impressive efficiency/accuracy improvements have been made all over the transmission pipeline. For example, the high model capacity of the learning-based architectures enables us to accurately model the image and video behavior such that tremendous compression gains can be achieved. Similarly, error concealment, streaming strategy or even user perception modeling have widely benefited from the recent learning-oriented developments. However, learning-based algorithms often imply drastic changes to the way data are represented or consumed, meaning that the overall pipeline can be affected even though a subpart of it is optimized. In this paper, we review the recent major advances that have been proposed all across the transmission chain, and we discuss their potential impact and the research challenges that they raise

    Analysis of user behavior with different interfaces in 360-degree videos and virtual reality

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    [eng] Virtual reality and its related technologies are being used for many kinds of content, like virtual environments or 360-degree videos. Omnidirectional, interactive, multimedia is consumed with a variety of devices, such as computers, mobile devices, or specialized virtual reality gear. Studies on user behavior with computer interfaces are an important part of the research in human-computer interaction, used in, e.g., studies on usability, user experience or the improvement of streaming techniques. User behavior in these environments has drawn the attention of the field but little attention has been paid to compare the behavior between different devices to reproduce virtual environments or 360-degree videos. We introduce an interactive system that we used to create and reproduce virtual reality environments and experiences based on 360-degree videos, which is able to automatically collect the users’ behavior, so we can analyze it. We studied the behavior collected in the reproduction of a virtual reality environment with this system and we found significant differences in the behavior between users of an interface based on the Oculus Rift and another based on a mobile VR headset similar to the Google Cardboard: different time between interactions, likely due to the need to perform a gesture in the first interface; differences in spatial exploration, as users of the first interface chose a particular area of the environment to stay; and differences in the orientation of their heads, as Oculus users tended to look towards physical objects in the experiment setup and mobile users seemed to be influenced by the initial values of orientation of their browsers. A second study was performed with data collected with this system, which was used to play a hypervideo production made of 360-degree videos, where we compared the users’ behavior with four interfaces (two based on immersive devices and the other two based on non-immersive devices) and with two categories of videos: we found significant differences in the spatiotemporal exploration, the dispersion of the orientation of the users, in the movement of these orientations and in the clustering of their trajectories, especially between different video types but also between devices, as we found that in some cases, behavior with immersive devices was similar due to similar constraints in the interface, which are not present in non-immersive devices, such as a computer mouse or the touchscreen of a smartphone. Finally, we report a model based on a recurrent neural network that is able to classify these reproductions with 360-degree videos into their corresponding video type and interface with an accuracy of more than 90% with only four seconds worth of orientation data; another deep learning model was implemented to predict orientations up to two seconds in the future from the last seconds of orientation, whose results were improved by up to 19% by a comparable model that leverages the video type and the device used to play it.[cat] La realitat virtual i les tecnologies que hi estan relacionades es fan servir per a molts tipus de continguts, com entorns virtuals o vídeos en 360 graus. Continguts multimèdia omnidireccional i interactiva són consumits amb diversos dispositius, com ordinadors, dispositius mòbils o aparells especialitzats de realitat virtual. Els estudis del comportament dels usuaris amb interfícies d’ordinador són una part important de la recerca en la interacció persona-ordinador fets servir en, per exemple, estudis de usabilitat, d’experiència d’usuari o de la millora de tècniques de transmissió de vídeo. El comportament dels usuaris en aquests entorns ha atret l’atenció dels investigadors, però s’ha parat poca atenció a comparar el comportament dels usuaris entre diferents dispositius per reproduir entorns virtuals o vídeos en 360 graus. Nosaltres introduïm un sistema interactiu que hem fet servir per crear i reproduir entorns de realitat virtual i experiències basades en vídeos en 360 graus, que és capaç de recollir automàticament el comportament dels usuaris, de manera que el puguem analitzar. Hem estudiat el comportament recollit en la reproducció d’un entorn de realitat virtual amb aquest sistema i hem trobat diferències significatives en l’execució entre usuaris d’una interfície basada en Oculus Rift i d’una altra basada en un visor de RV mòbil semblant a la Google Cardboard: diferent temps entre interaccions, probablement causat per la necessitat de fer un gest amb la primera interfície; diferències en l’exploració espacial, perquè els usuaris de la primera interfície van triar romandre en una àrea de l’entorn; i diferències en l’orientació dels seus caps, ja que els usuaris d’Oculus tendiren a mirar cap a objectes físics de la instal·lació de l’experiment i els usuaris dels visors mòbils semblen influïts pels valors d’orientació inicials dels seus navegadors. Un segon estudi va ser executat amb les dades recollides amb aquest sistema, que va ser fet servir per reproduir un hipervídeo fet de vídeos en 360 graus, en què hem comparat el comportament dels usuaris entre quatre interfícies (dues basades en dispositius immersius i dues basades en dispositius no immersius) i dues categories de vídeos: hem trobat diferències significatives en l’exploració de l’espaitemps del vídeo, en la dispersió de l’orientació dels usuaris, en el moviment d’aquestes orientacions i en l’agrupació de les seves trajectòries, especialment entre diferents tipus de vídeo però també entre dispositius, ja que hem trobat que, en alguns casos, el comportament amb dispositius immersius és similar a causa de límits semblants en la interfície, que no són presents en dispositius no immersius, com amb un ratolí d’ordinador o la pantalla tàctil d’un mòbil. Finalment, hem reportat un model basat en una xarxa neuronal recurrent, que és capaç de classificar aquestes reproduccions de vídeos en 360 graus en els seus corresponents tipus de vídeo i interfície que s’ha fet servir amb una precisió de més del 90% amb només quatre segons de trajectòria d’orientacions; un altre model d’aprenentatge profund ha estat implementat per predir orientacions fins a dos segons en el futur a partir dels darrers segons d’orientació, amb uns resultats que han estat millorats fins a un 19% per un model comparable que aprofita el tipus de vídeo i el dispositiu que s’ha fet servir per reproduir-lo.[spa] La realidad virtual y las tecnologías que están relacionadas con ella se usan para muchos tipos de contenidos, como entornos virtuales o vídeos en 360 grados. Contenidos multimedia omnidireccionales e interactivos son consumidos con diversos dispositivos, como ordenadores, dispositivos móviles o aparatos especializados de realidad virtual. Los estudios del comportamiento de los usuarios con interfaces de ordenador son una parte importante de la investigación en la interacción persona-ordenador usados en, por ejemplo, estudios de usabilidad, de experiencia de usuario o de la mejora de técnicas de transmisión de vídeo. El comportamiento de los usuarios en estos entornos ha atraído la atención de los investigadores, pero se ha dedicado poca atención en comparar el comportamiento de los usuarios entre diferentes dispositivos para reproducir entornos virtuales o vídeos en 360 grados. Nosotros introducimos un sistema interactivo que hemos usado para crear y reproducir entornos de realidad virtual y experiencias basadas en vídeos de 360 grados, que es capaz de recoger automáticamente el comportamiento de los usuarios, de manera que lo podamos analizar. Hemos estudiado el comportamiento recogido en la reproducción de un entorno de realidad virtual con este sistema y hemos encontrado diferencias significativas en la ejecución entre usuarios de una interficie basada en Oculus Rift y otra basada en un visor de RV móvil parecido a la Google Cardboard: diferente tiempo entre interacciones, probablemente causado por la necesidad de hacer un gesto con la primera interfaz; diferencias en la exploración espacial, porque los usuarios de la primera interfaz permanecieron en un área del entorno; y diferencias en la orientación de sus cabezas, ya que los usuarios de Oculus tendieron a mirar hacia objetos físicos en la instalación del experimento y los usuarios de los visores móviles parecieron influidos por los valores iniciales de orientación de sus navegadores. Un segundo estudio fue ejecutado con los datos recogidos con este sistema, que fue usado para reproducir un hipervídeo compuesto de vídeos en 360 grados, en el que hemos comparado el comportamiento de los usuarios entre cuatro interfaces (dos basadas en dispositivos inmersivos y dos basadas en dispositivos no inmersivos) y dos categorías de vídeos: hemos encontrado diferencias significativas en la exploración espaciotemporal del vídeo, en la dispersión de la orientación de los usuarios, en el movimiento de estas orientaciones y en la agrupación de sus trayectorias, especialmente entre diferentes tipos de vídeo pero también entre dispositivos, ya que hemos encontrado que, en algunos casos, el comportamiento con dispositivos inmersivos es similar a causa de límites parecidos en la interfaz, que no están presentes en dispositivos no inmersivos, como con un ratón de ordenador o la pantalla táctil de un móvil. Finalmente, hemos reportado un modelo basado en una red neuronal recurrente, que es capaz de clasificar estas reproducciones de vídeos en 360 grados en sus correspondientes tipos de vídeo y la interfaz que se ha usado con una precisión de más del 90% con sólo cuatro segundos de trayectoria de orientación; otro modelo de aprendizaje profundo ha sido implementad para predecir orientaciones hasta dos segundos en el futuro a partir de los últimos segundos de orientación, con unos resultados que han sido mejorados hasta un 19% por un modelo comparable que aprovecha el tipo de vídeo y el dispositivo que se ha usado para reproducirlo
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