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Quantifying the Quality of Immersive Experiences 量化沉浸式体验的质量
Pub Date : 2017-10-27 DOI: 10.1145/3132361.3132368
B. Prabhakaran
Psychometric evaluations are generally used to understand the Quality of Experience (QoE) of immersive environments produced using augmented/mixed/virtual reality. Typically, these subjective evaluations are done from an end-user point-of-view, but these are limited by the subjective observations due to: (i) a user's bias in grading their experience (some are more critical than others); (ii) user's interest and concentration throughout the task; (iii) ease of use and comfort level of the interaction interfaces, (iv) task duration, (v) user fatigue when tested for different scenarios such as different network conditions, and (vi) importance of the application. The most commonly used subjective method for quality measurement is the Mean Opinion Score (MOS). MOS is standardized in the ITU-T (International Telecommunications Union) recommendations [6], and it is defined as a numeric value going from 1 to 5 (i.e. poor to excellent). The objective approach consists of measuring the QoE by monitoring the network technical parameters or the network Quality of Service (QoS), such as throughput, delay, and packet loss. Most of the research on objective approaches for QoS-QoE mapping have focused on video streaming [4]. For instance, it is assumed that video QoE is affected by three key network parameters: loss, delay, and jitter [2, 3]. Long jitter influences discontinuity and additional packet loss, whereas packet delays are related to buffering time. Hence, video streaming QoE is considered as a function of these two application specific metrics: buffering time (BT) and streaming video discontinuity (SVD). It is obvious that such objective QoS-QoE mapping strategies cannot be directly applied for immersive environments. Hence, in this talk, we address two related questions: (1) Can we identify metrics that can objectively quantify the performance of an immersive environment? (2) Can we use the above objective performance metrics to understand the possible user QoE without the need for subjective user study or with minimal user study? We start with different examples of immersive environments such as haptic-enabled applications, mirror therapy, and serious games [7, 11, 12, 13, and 14]. We discuss what metrics are influenced by different system parameters such as processing power, and network QoS. Then, we present some of our preliminary work on understanding users' QoE through these metrics [7, 8, 9, and 10].
心理测量评估通常用于理解使用增强/混合/虚拟现实产生的沉浸式环境的体验质量(QoE)。通常情况下,这些主观评价是从终端用户的角度进行的,但由于以下原因,这些主观评价受到限制:(i)用户对其体验评分的偏见(有些人比其他人更重要);(ii)用户在整个任务过程中的兴趣和注意力;(iii)交互界面的易用性和舒适度;(iv)任务持续时间;(v)在不同场景(如不同网络条件)下测试时的用户疲劳程度;以及(vi)应用程序的重要性。质量测量最常用的主观方法是平均意见评分(MOS)。MOS在ITU-T(国际电信联盟)建议中进行了标准化[6],它被定义为从1到5的数值(即从差到优)。客观方法包括通过监控网络技术参数或网络服务质量(QoS)(如吞吐量、延迟和丢包)来测量QoE。大多数关于QoS-QoE映射的客观方法的研究都集中在视频流上[4]。例如,假设视频QoE受到三个关键网络参数的影响:丢失、延迟和抖动[2,3]。长抖动影响不连续和额外的数据包丢失,而数据包延迟与缓冲时间有关。因此,视频流QoE被认为是这两个特定于应用程序的指标的函数:缓冲时间(BT)和视频流不连续(SVD)。显然,这种客观的QoS-QoE映射策略不能直接应用于沉浸式环境。因此,在本次演讲中,我们将讨论两个相关的问题:(1)我们能否确定能够客观量化沉浸式环境性能的指标?(2)我们是否可以在不需要主观用户研究或最少用户研究的情况下,使用上述客观性能指标来理解可能的用户QoE ?我们从沉浸式环境的不同例子开始,如触觉应用、镜像疗法和严肃游戏[7,11,12,13,14]。我们讨论了哪些指标受到不同系统参数(如处理能力和网络QoS)的影响。然后,我们通过这些指标[7、8、9和10]介绍了我们在理解用户QoE方面的一些初步工作。
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引用次数: 0
Bandwidth Reduction of Omnidirectional Viewport-Dependent Video Streaming via Subjective Quality Assessment 基于主观质量评估的全向视口依赖视频流带宽减少
Pub Date : 2017-10-27 DOI: 10.1145/3132361.3132364
I. Curcio, H. Toukomaa, Deepa Naik
Omnidirectional video is more and more widespread in consumer electronics and professional capture devices, as well over Internet via novel streaming services. Omnidirectional video requires a large streaming bandwidth. To date there is little knowledge about the subjective experience of streaming services of omnidirectional video. The aim of this paper is to present subjective assessment results of experiments using a tile-based streaming system for omnidirectional video with the goal of reducing the streaming bandwidth. The results we present show that it is possible to reduce streaming bit rates by an average of 44% for a subjective DMOS value of 4.5 for different content genres.
全向视频越来越广泛地应用于消费电子产品和专业拍摄设备,以及通过新颖的流媒体服务在互联网上传播。全向视频需要很大的流带宽。到目前为止,人们对全方位视频流媒体服务的主观体验知之甚少。本文的目的是提出一个基于贴片的全向视频流系统的主观评价实验结果,目的是减少流带宽。我们提出的结果表明,对于不同内容类型的主观DMOS值为4.5,可以将流比特率平均降低44%。
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引用次数: 27
Proceedings of the 2nd International Workshop on Multimedia Alternate Realities 第二届多媒体替代现实国际研讨会论文集
T. Chambel, Rene Kaiser, O. Niamut, Wei Tsang Ooi
It is our great pleasure to welcome you to the second edition of the ACM International Workshop on Multimedia Alternate Realities, AltMM 2017. Advances in multimedia technology, including hardware, software, and content format, have brought about increased computing capabilities to represent, process, interact, and communicate with/through media content with higher quality in multiple human sensory domains, including audio, visual, haptic, olfactory, and taste. Such advances have enabled the creation of immersive experiences that may involve the user in a different or augmented world, as an alternate reality. The AltMM workshop aims to bring together researchers and practitioners in both academia and industry to foster the creation of multimedia technology that allow users to access other worlds, to live other people's stories, to communicate with, or experience alternate realities. By exploring the meaning of alternate realness and the research questions for designing, creating, consuming, and evaluating alternate reality experience, AltMM serves as a unique international venue to foster the ideation of alternate realities based on immersive and interactive multimedia systems of the future. AltMM 2017 features a keynote by Professor Balakrishnan Prabhakaran from the University of Texas Dallas on quantifying the Quality of Immersive Experience. An esteemed researcher in the multimedia community, Professor Prabhakaran has contributed to the advances of immersive multimedia systems, including 3D tele-immersion and haptic-based interaction, with applications in healthcare. We are delighted to have Professor Prabhakaran as the keynote speaker at the workshop and we thank him for sharing his thoughts on the important issue of Quality of Immersive Experience with the attendees.
我们非常高兴地欢迎您参加第二届ACM多媒体替代现实国际研讨会(AltMM 2017)。多媒体技术(包括硬件、软件和内容格式)的进步带来了更高的计算能力,可以在多个人类感官领域(包括音频、视觉、触觉、嗅觉和味觉)中表示、处理、交互和与/通过更高质量的媒体内容进行通信。这些进步使沉浸式体验成为可能,用户可能会进入一个不同的或增强的世界,作为一个替代现实。AltMM研讨会旨在将学术界和工业界的研究人员和实践者聚集在一起,促进多媒体技术的创造,使用户能够进入其他世界,体验其他人的故事,与他人交流或体验另一种现实。通过探索替代现实的意义以及设计、创造、消费和评估替代现实体验的研究问题,AltMM作为一个独特的国际场所,促进基于未来沉浸式和交互式多媒体系统的替代现实的构想。来自德克萨斯大学达拉斯分校的Balakrishnan Prabhakaran教授在AltMM 2017上发表了关于量化沉浸式体验质量的主题演讲。作为多媒体领域备受尊敬的研究人员,Prabhakaran教授为沉浸式多媒体系统的发展做出了贡献,包括3D远程沉浸和基于触觉的交互,并在医疗保健领域得到了应用。我们很高兴邀请到Prabhakaran教授作为研讨会的主讲人,我们感谢他与与会者分享了他对沉浸式体验质量这一重要问题的看法。
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引用次数: 0
Subjective Evaluation of an Olfaction Enhanced Immersive Virtual Reality Environment 嗅觉增强沉浸式虚拟现实环境的主观评价
Pub Date : 2017-10-27 DOI: 10.1145/3132361.3132363
Darragh Egan, Conor Keighrey, John Barrett, Yuansong Qiao, Sean Brennan, C. Timmerer, Niall Murray
Recent research efforts have reported findings on user Quality of Experience (QoE) of immersive virtual reality (VR) experiences. Truly immersive multimedia experiences also include multisensory components such as factional, tactile etc., in addition to audiovisual stimuli. In this context, this paper reports the results of a user QoE study of an olfaction-enhanced immersive VR environment. The results presented compare the user QoE between two groups (VR vs VR + Olfaction) and consider how the addition of olfaction affected user QoE levels (considering sense of enjoyment, immersion and discomfort). Self-reported measures via post-test questionnaire (10 questions) only revealed one statistically significant difference between the groups; in terms of how users felt with respect to their senses being stimulated. The presence of olfaction in the VR environment did not have a statistically significant effect in terms of user levels of enjoyment, immersion and discomfort.
最近的研究工作报道了沉浸式虚拟现实(VR)体验的用户体验质量(QoE)的发现。真正的沉浸式多媒体体验除了视听刺激外,还包括多感官成分,如派系、触觉等。在此背景下,本文报告了嗅觉增强沉浸式VR环境的用户QoE研究结果。所呈现的结果比较了两组用户的QoE (VR vs VR +嗅觉),并考虑了添加嗅觉如何影响用户的QoE水平(考虑了享受感、沉浸感和不适感)。通过测试后问卷(10个问题)的自我报告测量仅显示组间有统计学显著差异;就用户对感官刺激的感受而言。在VR环境中,嗅觉的存在对用户的享受程度、沉浸感和不适程度没有统计学上的显著影响。
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引用次数: 10
Quality of Alternate Reality Experience and Its QoE Influencing Factors 虚拟现实体验质量及其QoE影响因素
Pub Date : 2017-10-27 DOI: 10.1145/3132361.3132365
Chenyan Zhang, A. S. Hoel, A. Perkis
This paper has identified three types of alternate reality experiences, namely, spatial immersion, emotional immersion, and social immersion, by providing their definitions, application scenarios and the QoE influencing factors. These QoE influencing factors include system factors, contextual factors, design factors, experiential factors, user factors, and media factors. Finally, we conclude by briefly discussing the rationale of formulating these QoE influencing factors in alternate reality experiences.
本文提出了空间沉浸式、情感沉浸式和社会沉浸式三种替代性现实体验,并给出了它们的定义、应用场景和QoE的影响因素。这些QoE影响因素包括系统因素、情境因素、设计因素、体验因素、用户因素和媒体因素。最后,我们简要讨论了在交替现实体验中制定这些QoE影响因素的基本原理。
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引用次数: 3
Towards Creating a Body of Evidence-based Interactive Digital Narrative Design Knowledge: Approaches and Challenges 创建一个基于证据的交互式数字叙事设计知识体系:方法和挑战
Pub Date : 2017-10-27 DOI: 10.1145/3132361.3133942
Christian Roth, H. Koenitz
In the context of this paper we take design knowledge as the methods applied by the creators (for example game designers in the case of games) of interactive experiences in contrast to for example the design of authoring tools or the design of game engines and similar computational systems. Such knowledge about rule-based game design is widespread as evidenced by numerous book publications and many university-level programs of study. In contrast, there is considerable less academic or professional knowledge on the design of interactive narratives -- for example, book publications focused on this topic number in the single digits and in academic programs the topic only exists on the margins. This paper proposes the use of empirical research methods as means to address this situation and examines specific challenges. On this foundation, we introduce a research effort to gather transferable interactive narrative design knowledge and report on a first user study. Finally, we provide guidelines and discuss future research.
在本文中,我们将设计知识视为创造者(游戏邦注:例如游戏设计师)在互动体验中所使用的方法,而不是创作工具的设计或游戏引擎和类似计算系统的设计。关于基于规则的游戏设计的知识已经广为流传,许多书籍出版物和许多大学水平的研究项目都证明了这一点。相比之下,关于互动叙事设计的学术或专业知识相当少——例如,书籍出版物关注的这个主题数字是个位数,而在学术项目中,这个主题只存在于边缘。本文提出使用实证研究方法作为解决这种情况的手段,并探讨了具体的挑战。在此基础上,我们介绍了一项研究工作,以收集可转移的交互式叙事设计知识,并报告了第一个用户研究。最后,对今后的研究提出了指导意见和展望。
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引用次数: 20
Developing a Multi-Device Immersive TV-Experience: User Expectations and Practices 开发多设备沉浸式电视体验:用户期望和实践
Pub Date : 2017-10-27 DOI: 10.1145/3132361.3132362
W. V. D. Broeck, Pau Pamplona, Sergi Fernández Langa
This paper discusses the results of a closed lab pilot test featuring a documentary on a football school in Porto. The documentary was displayed as regular directed TV-content on an HD TV-screen and participants could use a Samsung Gear VR HMD and a tablet to watch it in 360°. 27 participants participated in the test and testing took place with individual viewers and in teams of 2. The aim of the lab test was to investigate how people would make use of this multi-device set-up (which devices do they use, length of the interaction, do they stand or sit down) and whether they consider this a social experience. Also, the influence of the 360° experience on the storyline was questioned. Each session was observed and afterwards an interview took place to discuss the experience. Respondents were rather enthusiastic about this experience. Even though the HMD tends to isolate people, it was still considered a social experience and people talked about the content and the experience. A main limitation of the set-up was the difference in audiovisual quality between the content on TV and the content on the VR and the tablet, which was not in HD.
本文讨论了波尔图一所足球学校纪录片的封闭实验室试点测试结果。该纪录片以普通定向电视内容的形式在高清电视屏幕上播放,参与者可以使用三星Gear VR HMD和平板电脑360度观看。27名参与者参加了测试,测试以个人和2人一组的方式进行。实验室测试的目的是调查人们如何利用这种多设备设置(他们使用哪种设备,互动的时间长短,他们是站着还是坐着),以及他们是否认为这是一种社交体验。此外,360°体验对故事情节的影响也受到了质疑。每次会议都进行了观察,之后进行了一次访谈来讨论这次经历。受访者对这种体验相当热情。尽管HMD倾向于孤立人们,但它仍然被认为是一种社会体验,人们谈论它的内容和体验。设置的一个主要限制是电视内容与VR和平板电脑上的内容在视听质量上的差异,后者不是高清的。
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引用次数: 2
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Proceedings of the 2nd International Workshop on Multimedia Alternate Realities
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