3,022 research outputs found

    Anahita: A System for 3D Video Streaming with Depth Customization

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    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

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    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

    Network reputation-based quality optimization of video delivery in heterogeneous wireless environments

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    The mass-market adoption of high-end mobile devices and increasing amount of video traffic has led the mobile operators to adopt various solutions to help them cope with the explosion of mobile broadband data traffic, while ensuring high Quality of Service (QoS) levels to their services. Deploying small-cell base stations within the existing macro-cellular networks and offloading traffic from the large macro-cells to the small cells is seen as a promising solution to increase capacity and improve network performance at low cost. Parallel use of diverse technologies is also employed. The result is a heterogeneous network environment (HetNets), part of the next generation network deployments. In this context, this thesis makes a step forward towards the “Always Best Experience” paradigm, which considers mobile users seamlessly roaming in the HetNets environment. Supporting ubiquitous connectivity and enabling very good quality of rich mobile services anywhere and anytime is highly challenging, mostly due to the heterogeneity of the selection criteria, such as: application requirements (e.g., voice, video, data, etc.); different device types and with various capabilities (e.g., smartphones, netbooks, laptops, etc.); multiple overlapping networks using diverse technologies (e.g., Wireless Local Area Networks (IEEE 802.11), Cellular Networks Long Term Evolution (LTE), etc.) and different user preferences. In fact, the mobile users are facing a complex decision when they need to dynamically select the best value network to connect to in order to get the “Always Best Experience”. This thesis presents three major contributions to solve the problem described above: 1) The Location-based Network Prediction mechanism in heterogeneous wireless networks (LNP) provides a shortlist of best available networks to the mobile user based on his location, history record and routing plan; 2) Reputation-oriented Access Network Selection mechanism (RANS) selects the best reputation network from the available networks for the mobile user based on the best trade-off between QoS, energy consumptions and monetary cost. The network reputation is defined based on previous user-network interaction, and consequent user experience with the network. 3) Network Reputation-based Quality Optimization of Video Delivery in heterogeneous networks (NRQOVD) makes use of a reputation mechanism to enhance the video content quality via multipath delivery or delivery adaptation

    Adaptive delivery of immersive 3D multi-view video over the Internet

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    The increase in Internet bandwidth and the developments in 3D video technology have paved the way for the delivery of 3D Multi-View Video (MVV) over the Internet. However, large amounts of data and dynamic network conditions result in frequent network congestion, which may prevent video packets from being delivered on time. As a consequence, the 3D video experience may well be degraded unless content-aware precautionary mechanisms and adaptation methods are deployed. In this work, a novel adaptive MVV streaming method is introduced which addresses the future generation 3D immersive MVV experiences with multi-view displays. When the user experiences network congestion, making it necessary to perform adaptation, the rate-distortion optimum set of views that are pre-determined by the server, are truncated from the delivered MVV streams. In order to maintain high Quality of Experience (QoE) service during the frequent network congestion, the proposed method involves the calculation of low-overhead additional metadata that is delivered to the client. The proposed adaptive 3D MVV streaming solution is tested using the MPEG Dynamic Adaptive Streaming over HTTP (MPEG-DASH) standard. Both extensive objective and subjective evaluations are presented, showing that the proposed method provides significant quality enhancement under the adverse network conditions

    Network streaming and compression for mixed reality tele-immersion

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    Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor

    A Framework for Realistic 3D Tele-Immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite different from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experience of talking in person. Several causes for these differences have been identied and we propose inspiring and innovative solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational experience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic experiences to a multitude of users that for them will feel much more similar to having face to face meetings than the experience offered by conventional teleconferencing systems

    A Framework for Realistic 3D Tele-Immersion

    Get PDF
    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite different from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experience of talking in person. Several causes for these differences have been identified and we propose inspiring and innovative solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational experience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic experiences to a multitude of users that for them will feel much more similar to having face to face meetings than the experience offered by conventional teleconferencing systems

    The quality of experience of emerging display technologies

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    As new display technologies emerge and become part of everyday life, the understanding of the visual experience they provide becomes more relevant. The cognition of perception is the most vital component of visual experience; however, it is not the only cognition that contributes to the complex overall experience of the end-user. Expectations can create significant cognitive bias that may even override what the user genuinely perceives. Even if a visualization technology is somewhat novel, expectations can be fuelled by prior experiences gained from using similar displays and, more importantly, even a single word or an acronym may induce serious preconceptions, especially if such word suggests excellence in quality. In this interdisciplinary Ph.D. thesis, the effect of minimal, one-word labels on the Quality of Experience (QoE) is investigated in a series of subjective tests. In the studies carried out on an ultra-high-definition (UHD) display, UHD video contents were directly compared to their HD counterparts, with and without labels explicitly informing the test participants about the resolution of each stimulus. The experiments on High Dynamic Range (HDR) visualization addressed the effect of the word “premium” on the quality aspects of HDR video, and also how this may affect the perceived duration of stalling events. In order to support the findings, additional tests were carried out comparing the stalling detection thresholds of HDR video with conventional Low Dynamic Range (LDR) video. The third emerging technology addressed by this thesis is light field visualization. Due to its novel nature and the lack of comprehensive, exhaustive research on the QoE of light field displays and content parameters at the time of this thesis, instead of investigating the labeling effect, four phases of subjective studies were performed on light field QoE. The first phases started with fundamental research, and the experiments progressed towards the concept and evaluation of the dynamic adaptive streaming of light field video, introduced in the final phase
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