63 research outputs found

    Attention modeling for video quality assessment:balancing global quality and local quality

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    IMPROVING IMAGE QUALITY ASSESSMENT WITH MODELING VISUAL ATTENTION

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    Visual attention is an important attribute of the human visual system (HVS), while it has not been explored in image quality assessment adequately. This paper investigates the capabilities of visual attention models for image quality assessment in different scenarios: twodimensional images, stereoscopic images, and Digital Cinema setup. Three bottom-up attention models are employed to detect attention regions and find fixation points from an image and compute respective attention maps. Different approaches for integrating the visual attention models into several image quality metrics are evaluated with respect to three different image quality data sets. Experimental results demonstrate that visual attention is a positive factor that can not be ignored in improving the performance of image quality metrics in perceptual quality assessment. Index Terms — Visual attention, saliency, fixation, image quality metri

    Perceptual Quality Assessment Based on Visual Attention Analysis

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    Most existing quality metrics do not take the human attention analysis into account. Attention to particular objects or regions is an important attribute of human vision and perception system in measuring perceived image and video qualities. This paper presents an approach for extracting visual attention regions based on a combination of a bottom-up saliency model and semantic image analysis. The use of PSNR (Peak Signal-to-Noise Ratio) and SSIM (Structural SIMilarity) in extracted attention regions is analyzed for image/video quality assessment, and a novel quality metric is proposed which can exploit the attributes of visual attention information adequately. The experimental results with respect to the subjective measurement demonstrate that the proposed metric outperforms the current methods

    Exposure effect on experience and visual perception in stereoscopic visual presentations

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    The advent of new technologies in cinema, theatre and virtual reality together with increasing demands for new content, are pushing the boundaries of filmmaking and storytelling to the limits of our imaginations. The potential for 3D film to blur the line between virtual storytelling and social network gaming is not just hypothetical. These technologies now incorporate audiences and players that are actors in the virtual world themselves. They often encounter other actors they are familiar with in virtual or real-life. In social psychology, familiarity is a robust phenomenon demonstrating that just being familiar to someone causes preference and increased positive affect to them. In this paper, the role of familiarity in the visual perception and user experience is investigated. To test our findings, stereoscopic film scenarios were developed. An experiment has been conducted to see if annoyance present on a stereoscopic film content outweighs the user experience over familiarity. This paper argues that a stereoscopic 3D film technology seems to gain more from increased emotional relevance than from higher quality resolutions

    Universal multimedia access from wired and wireless systems

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    Personal computing and communication devices such as computers, personal digital assistants (PDAs), and mobile phones are moving to their next generation in which the end user will be able to access a multitude of information with a single device either locally or through a network. One likely trend in future personal computing and personal communication is that there will not be a single but several equivalent devices available to users allowing access to information in various forms. Each user, depending on his/her needs would access one or several among them depending on the situation and his/her preference. Using existing protocol mechanisms, in this case, a mapping and negotiation of resources during connection setup would be performed, which would remain in place throughout the life of the connection. This paper provides an overview of universal multimedia access (UMA), a concept for accessing multimedia content through a variety of possible schemes, and discusses some of the issues that arise regarding its deployment. In particular, UMA will provide a solution for adapting the delivered content when users attempt to access their choice irrespective of their terminal characteristics and communication infrastructure, as apposed to the assumption that the content remains fixed and the objective is to deliver the original content at all times. This recognition represents the impetus for the development of media descriptions and hence UMA; that is, the notion that valuable information can be derived from a variety of conversions of a multimedia content source. The issues discussed are future requirements on content servers and multimedia viewers, media conversions, UMA protocols, and UMA network architectures. The problems addressed are quality of service issues in network solutions for multimedia communications and reconfigurable architectures and network control based on source adaptations through media conversions and transcoding

    Effects of Spatial Speech Presentation on Listener Response Strategy for Talker-Identification

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    This study investigates effects of spatial auditory cues on human listeners' response strategy for identifying two alternately active talkers (“turn-taking” listening scenario). Previous research has demonstrated subjective benefits of audio spatialization with regard to speech intelligibility and talker-identification effort. So far, the deliberate activation of specific perceptual and cognitive processes by listeners to optimize their task performance remained largely unexamined. Spoken sentences selected as stimuli were either clean or degraded due to background noise or bandpass filtering. Stimuli were presented via three horizontally positioned loudspeakers: In a non-spatial mode, both talkers were presented through a central loudspeaker; in a spatial mode, each talker was presented through the central or a talker-specific lateral loudspeaker. Participants identified talkers via speeded keypresses and afterwards provided subjective ratings (speech quality, speech intelligibility, voice similarity, talker-identification effort). In the spatial mode, presentations at lateral loudspeaker locations entailed quicker behavioral responses, which were significantly slower in comparison to a talker-localization task. Under clean speech, response times globally increased in the spatial vs. non-spatial mode (across all locations); these “response time switch costs,” presumably being caused by repeated switching of spatial auditory attention between different locations, diminished under degraded speech. No significant effects of spatialization on subjective ratings were found. The results suggested that when listeners could utilize task-relevant auditory cues about talker location, they continued to rely on voice recognition instead of localization of talker sound sources as primary response strategy. Besides, the presence of speech degradations may have led to increased cognitive control, which in turn compensated for incurring response time switch costs

    INDCOR white paper on the Design of Complexity IDNs

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    This white paper was written by the members of the Work Group focusing on design practices of the COST Action 18230 - Interactive Narrative Design for Complexity Representation (INDCOR, WG1). It presents an overview of Interactive Digital Narratives (IDNs) design for complexity representations through IDN workflows and methodologies, IDN authoring tools and applications. It provides definitions of the central elements of the IDN alongside its best practices, designs and methods. Finally, it describes complexity as a feature of IDN, with related examples. In summary, this white paper serves as an orienting map for the field of IDN design, understanding where we are in the contemporary panorama while charting the grounds of their promising futures

    INDCOR White Paper 2: Interactive Narrative Design for Representing Complexity

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    This white paper was written by the members of the Work Group focusing on design practices of the COST Action 18230 - Interactive Narrative Design for Complexity Representation (INDCOR, WG1). It presents an overview of Interactive Digital Narratives (IDNs) design for complexity representations through IDN workflows and methodologies, IDN authoring tools and applications. It provides definitions of the central elements of the IDN alongside its best practices, designs and methods. Finally, it describes complexity as a feature of IDN, with related examples. In summary, this white paper serves as an orienting map for the field of IDN design, understanding where we are in the contemporary panorama while charting the grounds of their promising futures.Comment: 11 pages, This whitepaper was produced by members of the COST Action 18230 - Interactive Narrative Design for Complexity Representation (INDCOR - https://indcor.eu

    QUALINET white paper on definitions of Immersive Media Experience (IMEx)

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    With the coming of age of virtual/augmented reality and interactive media, numerous definitions, frameworks, and models of immersion have emerged across different fields ranging from computer graphics to literary works. Immersion is oftentimes used interchangeably with presence as both concepts are closely related. However, there are noticeable interdisciplinary differences regarding definitions, scope, and constituents that are required to be addressed so that a coherent understanding of the concepts can be achieved. Such consensus is vital for paving the directionality of the future of immersive media experiences (IMEx) and all related matters. The aim of this white paper is to provide a survey of definitions of immersion and presence which leads to a definition of immersive media experience (IMEx). The Quality of Experience (QoE) for immersive media is described by establishing a relationship between the concepts of QoE and IMEx followed by application areas of immersive media experience. Influencing factors on immersive media experience are elaborated as well as the assessment of immersive media experience. Finally, standardization activities related to IMEx are highlighted and the white paper is concluded with an outlook related to future developments
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