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Proceedings of the 12th ACM International Workshop on Immersive Mixed and Virtual Environment Systems最新文献

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Understanding user navigation in immersive experience: an information-theoretic analysis 理解沉浸式体验中的用户导航:一种信息理论分析
Silvia Rossi, L. Toni
To cope with the large bandwidth and low-latency requirements, Virtual Reality (VR) systems are steering toward user-centric systems in which coding, streaming, and possibly rendering are personalized to the final user. The success of these user-centric VR systems mainly relies on the ability to anticipate viewers navigation. This has motivated a large attention in studying the prediction of user's movements in a VR experience. However, most of these work lack of a proper and exhaustive behavioural analysis in a VR scenario, leaving many key-behavioural questions unsolved and unexplored: Can some users be more predictable than others? Do users have their own way of navigating and how much is this affected by the video content features? Can we quantify the similarity of users navigation? Answering these questions is a crucial step toward the understanding of user's behaviour in VR; and it is the overall goal of this paper. By studying VR trajectories across different contents and through information-theoretic tools, we aim at characterizing navigation patterns both for each single viewer (profiling individually viewers - intra-user analysis) and for a multitude of viewers (identifying common patterns among viewers - inter-user analysis). For each of these proposed behavioural analyses, we describe the applied metrics and key observations that can be extrapolated.
为了应对大带宽和低延迟需求,虚拟现实(VR)系统正在转向以用户为中心的系统,其中编码、流媒体和可能的渲染都是针对最终用户个性化的。这些以用户为中心的VR系统的成功主要依赖于预测观众导航的能力。这引起了人们对VR体验中用户动作预测研究的极大关注。然而,这些工作大多缺乏对VR场景的适当和详尽的行为分析,留下了许多关键的行为问题未得到解决和未被探索:是否有些用户比其他人更容易预测?用户是否有自己的导航方式?这在多大程度上受到视频内容特性的影响?我们能否量化用户导航的相似性?回答这些问题是理解用户在VR中的行为的关键一步;这也是本文的总体目标。通过研究不同内容的VR轨迹,并通过信息理论工具,我们的目标是为每个单个观众(分析单个观众-用户内部分析)和众多观众(识别观众之间的共同模式-用户内部分析)描述导航模式。对于这些建议的行为分析,我们描述了可以外推的应用指标和关键观察结果。
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引用次数: 12
Towards field-of-view prediction for augmented reality applications on mobile devices 面向移动设备上增强现实应用的视野预测
Na Wang, Haoliang Wang, Stefano Petrangeli, Viswanathan Swaminathan, Fei Li, Songqing Chen
By allowing people to manipulate digital content placed in the real world, Augmented Reality (AR) provides immersive and enriched experiences in a variety of domains. Despite its increasing popularity, providing a seamless AR experience under bandwidth fluctuations is still a challenge, since delivering these experiences at photorealistic quality with minimal latency requires high bandwidth. Streaming approaches have already been proposed to solve this problem, but they require accurate prediction of the Field-Of-View of the user to only stream those regions of scene that are most likely to be watched by the user. To solve this prediction problem, we study in this paper the watching behavior of users exploring different types of AR scenes via mobile devices. To this end, we introduce the ACE Dataset, the first dataset collecting movement data of 50 users exploring 5 different AR scenes. We also propose a four-feature taxonomy for AR scene design, which allows categorizing different types of AR scenes in a methodical way, and supporting further research in this domain. Motivated by the ACE dataset analysis results, we develop a novel user visual attention prediction algorithm that jointly utilizes information of users' historical movements and digital objects positions in the AR scene. The evaluation on the ACE Dataset show the proposed approach outperforms baseline approaches under prediction horizons of variable lengths, and can therefore be beneficial to the AR ecosystem in terms of bandwidth reduction and improved quality of users' experience.
通过允许人们操纵放置在现实世界中的数字内容,增强现实(AR)在各种领域提供身临其境的丰富体验。尽管越来越受欢迎,但在带宽波动下提供无缝的AR体验仍然是一个挑战,因为以最小延迟以逼真的质量提供这些体验需要高带宽。已经有人提出了流媒体方法来解决这个问题,但它们需要准确预测用户的视野,以便只对用户最有可能观看的场景区域进行流媒体处理。为了解决这一预测问题,本文研究了通过移动设备探索不同类型AR场景的用户的观看行为。为此,我们引入了ACE数据集,这是第一个数据集,收集了50个用户探索5个不同的AR场景的运动数据。我们还提出了AR场景设计的四特征分类法,该分类法允许以系统的方式对不同类型的AR场景进行分类,并支持该领域的进一步研究。在ACE数据集分析结果的激励下,我们开发了一种新的用户视觉注意力预测算法,该算法联合利用了AR场景中用户的历史运动信息和数字物体位置信息。对ACE数据集的评估表明,在可变长度的预测范围下,所提出的方法优于基线方法,因此在带宽减少和用户体验质量提高方面对AR生态系统有益。
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引用次数: 3
Proceedings of the 12th ACM International Workshop on Immersive Mixed and Virtual Environment Systems 第12届ACM沉浸式混合和虚拟环境系统国际研讨会论文集
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引用次数: 0
PCC arena: a benchmark platform for point cloud compression algorithms PCC竞技场:点云压缩算法的基准平台
Cheng-Hao Wu, Chih-Fan Hsu, Ting-Chun Kuo, C. Griwodz, M. Riegler, Géraldine Morin, Cheng-Hsin Hsu
Point Cloud Compression (PCC) algorithms can be roughly categorized into: (i) traditional Signal-Processing (SP) based and, more recently, (ii) Machine-Learning (ML) based. PCC algorithms are often evaluated with very different datasets, metrics, and parameters, which in turn makes the evaluation results hard to interpret. In this paper, we propose an open-source benchmark, called PCC Arena, which consists of several point cloud datasets, a suite of performance metrics, and a unified procedure. To demonstrate its practicality, we employ PCC Arena to evaluate three SP-based and one ML-based PCC algorithms. We also conduct a user study to quantify the user experience on rendered objects reconstructed from different PCC algorithms. Several interesting insights are revealed in our evaluations. For example, SP-based PCC algorithms have diverse design objectives and strike different trade-offs between coding efficiency and time complexity. Furthermore, although ML-based PCC algorithms are quite promising, they may suffer from long running time, unscalability to diverse point cloud densities, and high engineering complexity. Nonetheless, ML-based PCC algorithms are worth of more in-depth studies, and PCC Arena will play a critical role in the follow-up research for more interpretable and comparable evaluation results.
点云压缩(PCC)算法大致可以分为:(i)基于传统信号处理(SP)的算法和(ii)基于机器学习(ML)的算法。PCC算法通常使用非常不同的数据集、度量和参数进行评估,这反过来又使评估结果难以解释。在本文中,我们提出了一个名为PCC Arena的开源基准,它由几个点云数据集、一套性能指标和一个统一的过程组成。为了证明其实用性,我们使用PCC Arena来评估三种基于sp和一种基于ml的PCC算法。我们还进行了一项用户研究,以量化从不同的PCC算法重建的渲染对象的用户体验。在我们的评估中揭示了一些有趣的见解。例如,基于sp的PCC算法具有不同的设计目标,并且在编码效率和时间复杂度之间进行了不同的权衡。此外,尽管基于ml的PCC算法很有前途,但它们可能存在运行时间长、无法扩展到不同点云密度以及高工程复杂性等问题。尽管如此,基于ml的PCC算法值得更深入的研究,PCC Arena将在后续研究中发挥关键作用,以获得更具可解释性和可比性的评价结果。
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引用次数: 6
Delay sensitivity classification of cloud gaming content 云游戏内容延迟敏感性分类
S. Sabet, Steven Schmidt, Saman Zadtootaghaj, C. Griwodz, S. Möller
Cloud Gaming is an emerging service that catches growing interest in the research community as well as industry. Cloud Gaming require a highly reliable and low latency network to achieve a satisfying Quality of Experience (QoE) for its users. Using a cloud gaming service with high latency would harm the interaction of the user with the game, leading to a decrease in playing performance and, thus players frustrations. However, the negative effect of delay on gaming QoE depends strongly on the game content. At a certain level of delay, a slow-paced card game is typically not as delay sensitive as a shooting game. For optimal resource allocation and quality estimation, it is highly important for cloud providers, game developers, and network planners to consider the impact of the game content. This paper contributes to a better understanding of the delay impact on QoE for cloud gaming applications by identifying game characteristics influencing the delay perception of the users. In addition, an expert evaluation methodology to quantify these characteristics as well as a delay sensitivity classification based on a decision tree are presented. The results indicated an excellent level of agreement, which demonstrates the reliability of the proposed method. Additionally, the decision tree reached an accuracy of 90% on determining the delay sensitivity classes which were derived from a large dataset of subjective input quality ratings during a series of experiments.
云游戏是一种新兴的服务,吸引了研究社区和工业界越来越多的兴趣。云游戏需要一个高度可靠和低延迟的网络来为用户实现满意的体验质量(QoE)。使用具有高延迟的云游戏服务将损害用户与游戏的互动,导致游戏性能下降,从而导致玩家受挫。然而,延迟对游戏QoE的负面影响很大程度上取决于游戏内容。在一定程度的延迟上,慢节奏的卡牌游戏通常不像射击游戏那样对延迟敏感。为了优化资源分配和质量评估,云提供商、游戏开发者和网络规划者必须考虑游戏内容的影响。本文通过识别影响用户延迟感知的游戏特征,有助于更好地理解延迟对云游戏应用QoE的影响。此外,还提出了一种量化这些特征的专家评价方法以及基于决策树的延迟敏感性分类方法。结果表明,该方法具有良好的一致性,证明了该方法的可靠性。此外,在一系列实验中,决策树在确定延迟敏感性类别方面达到了90%的准确率,这些类别来自于大量主观输入质量评级数据集。
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引用次数: 19
How players play games: observing the influences of game mechanics 玩家如何玩游戏:观察游戏机制的影响
Philipp Moll, Veit Frick, Natascha Rauscher, M. Lux
The popularity of computer games is remarkably high and is still growing. Despite the popularity and economical impact of games, data-driven research in game design, or to be more precise, in-game mechanics - game elements and rules defining how a game works - is still scarce. As data on user interaction in games is hard to get by, we propose a way to analyze players' movement and action based on video streams of games. Utilizing this data we formulate four hypotheses focusing on player experience, enjoyment, and interaction patterns, as well as the interrelation thereof. Based on a user study for the popular game Fortnite, we discuss the interrelation between game mechanics, enjoyment of players, and different player skill levels in the observed data.
电脑游戏的受欢迎程度非常高,而且还在不断增长。尽管游戏很受欢迎,也对经济产生了影响,但数据驱动的游戏设计研究,或者更准确地说,游戏内部机制——定义游戏如何运作的游戏元素和规则——仍然很少。由于游戏中的用户交互数据难以获取,我们提出了一种基于游戏视频流分析玩家移动和动作的方法。利用这些数据,我们提出了关于玩家体验、乐趣、互动模式及其相互关系的四个假设。基于对流行游戏《堡垒之夜》的用户研究,我们讨论了观察数据中游戏机制、玩家乐趣和不同玩家技能水平之间的相互关系。
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引用次数: 4
期刊
Proceedings of the 12th ACM International Workshop on Immersive Mixed and Virtual Environment Systems
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