首页 > 最新文献

2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)最新文献

英文 中文
AMBIQUAL - a full reference objective quality metric for ambisonic spatial audio AMBIQUAL -一个完整的参考客观质量度量双声空间音频
Pub Date : 2018-09-13 DOI: 10.1109/QoMEX.2018.8463408
M. Narbutt, Andrew Allen, J. Skoglund, Michael Chinen, Andrew Hines
Streaming spatial audio over networks requires efficient encoding techniques that compress the raw audio content without compromising quality of experience. Streaming service providers such as YouTube need a perceptually relevant objective audio quality metric to monitor users' perceived quality and spatial localization accuracy. In this paper we introduce a full reference objective spatial audio quality metric, AMBIQUAL, which assesses both Listening Quality and Localization Accuracy. In our solution both metrics are derived directly from the B-format Ambisonic audio. The metric extends and adapts the algorithm used in ViSQOLAudio, a full reference objective metric designed for assessing speech and audio quality. In particular, Listening Quality is derived from the omnidirectional channel and Localization Accuracy is derived from a weighted sum of similarity from B-format directional channels. This paper evaluates whether the proposed AMBIQUAL objective spatial audio quality metric can predict two factors: Listening Quality and Localization Accuracy by comparing its predictions with results from MUSHRA subjective listening tests. In particular, we evaluated the Listening Quality and Localization Accuracy of First and Third-Order Ambisonic audio compressed with the OPUS 1.2 codec at various bitrates (i.e. 32, 128 and 256, 512kbps respectively). The sample set for the tests comprised both recorded and synthetic audio clips with a wide range of time-frequency characteristics. To evaluate Localization Accuracy of compressed audio a number of fixed and dynamic (moving vertically and horizontally) source positions were selected for the test samples. Results showed a strong correlation (PCC=0.919; Spearman=0.882 regarding Listening Quality and PCC=0.854; Spearman=0.842 regarding Localization Accuracy) between objective quality scores derived from the B-format Ambisonic audio using AMBIQUAL and subjective scores obtained during listening MUSHRA tests. AMBIQUAL displays very promising quality assessment predictions for spatial audio. Future work will optimise the algorithm to generalise and validate it for any Higher Order Ambisonic formats.
通过网络传输空间音频需要高效的编码技术,在不影响体验质量的情况下压缩原始音频内容。流媒体服务提供商(如YouTube)需要一个感知相关的客观音频质量指标来监控用户的感知质量和空间定位准确性。在本文中,我们介绍了一个完整的参考客观空间音频质量度量,AMBIQUAL,它同时评估聆听质量和定位精度。在我们的解决方案中,这两个指标都直接来自b格式的Ambisonic音频。该度量扩展并适应了ViSQOLAudio中使用的算法,ViSQOLAudio是一个用于评估语音和音频质量的完整参考客观度量。其中,收听质量来源于全向信道,定位精度来源于b格式方向信道的相似度加权和。本文通过将所提出的AMBIQUAL客观空间音质指标的预测结果与MUSHRA主观听力测试结果进行比较,评估其是否能够预测两个因素:听力质量和定位精度。特别是,我们评估了用OPUS 1.2编解码器在不同比特率(分别为32、128和256、512kbps)下压缩的一阶和三阶双声道音频的收听质量和定位精度。测试的样本集包括具有广泛时间频率特性的录制和合成音频剪辑。为了评估压缩音频的定位精度,选择了一些固定和动态(垂直和水平移动)的源位置作为测试样本。结果显示相关性强(PCC=0.919;Spearman=0.882, PCC=0.854;使用AMBIQUAL从b格式双声道音频中获得的客观质量分数与在听MUSHRA测试中获得的主观分数之间的Spearman=0.842(定位精度)。AMBIQUAL显示了非常有前途的空间音频质量评估预测。未来的工作将优化算法,以推广和验证任何高阶双音格式。
{"title":"AMBIQUAL - a full reference objective quality metric for ambisonic spatial audio","authors":"M. Narbutt, Andrew Allen, J. Skoglund, Michael Chinen, Andrew Hines","doi":"10.1109/QoMEX.2018.8463408","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463408","url":null,"abstract":"Streaming spatial audio over networks requires efficient encoding techniques that compress the raw audio content without compromising quality of experience. Streaming service providers such as YouTube need a perceptually relevant objective audio quality metric to monitor users' perceived quality and spatial localization accuracy. In this paper we introduce a full reference objective spatial audio quality metric, AMBIQUAL, which assesses both Listening Quality and Localization Accuracy. In our solution both metrics are derived directly from the B-format Ambisonic audio. The metric extends and adapts the algorithm used in ViSQOLAudio, a full reference objective metric designed for assessing speech and audio quality. In particular, Listening Quality is derived from the omnidirectional channel and Localization Accuracy is derived from a weighted sum of similarity from B-format directional channels. This paper evaluates whether the proposed AMBIQUAL objective spatial audio quality metric can predict two factors: Listening Quality and Localization Accuracy by comparing its predictions with results from MUSHRA subjective listening tests. In particular, we evaluated the Listening Quality and Localization Accuracy of First and Third-Order Ambisonic audio compressed with the OPUS 1.2 codec at various bitrates (i.e. 32, 128 and 256, 512kbps respectively). The sample set for the tests comprised both recorded and synthetic audio clips with a wide range of time-frequency characteristics. To evaluate Localization Accuracy of compressed audio a number of fixed and dynamic (moving vertically and horizontally) source positions were selected for the test samples. Results showed a strong correlation (PCC=0.919; Spearman=0.882 regarding Listening Quality and PCC=0.854; Spearman=0.842 regarding Localization Accuracy) between objective quality scores derived from the B-format Ambisonic audio using AMBIQUAL and subjective scores obtained during listening MUSHRA tests. AMBIQUAL displays very promising quality assessment predictions for spatial audio. Future work will optimise the algorithm to generalise and validate it for any Higher Order Ambisonic formats.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"146 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78135052","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 20
Impact of Virtual Environments on Motivation and Engagement During Exergames 虚拟环境对游戏动机和参与度的影响
Pub Date : 2018-09-11 DOI: 10.1109/QoMEX.2018.8463389
Steven Schmidt, Patrick Ehrenbrink, Benjamin Weiss, Jan-Niklas Voigt-Antons, Tanja Kojić, Andrew Johnston, S. Möller
Video games and sport are an essential part in the life of millions of people. With recent advances of immersive virtual reality devices such as the HTC Vive, Oculus Rift, or PlayStation VR, the use of virtual environments (VE) for exergames is becoming more and more popular. An exergame combines a physical activity with video game elements by tracking body movements or reactions of user, attempting to engage users in a more enjoyable system. In this paper, we present the results of a subjective experiment carried out with the aim to compare different kinds of virtual environments with each other. A rowing ergometer, connected either to a virtual reality system using a head-mounted display (HMD) or to a CAVE environment, was used as an exergame device. While for rowing experts, fitness and performance improvements are of major interest, we wanted to focus on the motivation and engagement of non-professionals. By means of a series of questionnaires and a follow-up interview, the Quality of Experience of participants using the system was assessed. Measurements include concepts such as flow, presence, video quality and well-being. Results show significant advantages of the HMD as well as of the CAVE compared to a system without a VE for the overall quality, system feedback, and flow. While the CAVE and HMD system mainly differed in their autotelic experience, the HMD was favored by the majority of participants due to a superior feeling of presence.
电子游戏和体育运动是数百万人生活中必不可少的一部分。随着沉浸式虚拟现实设备(如HTC Vive, Oculus Rift或PlayStation VR)的最新进展,虚拟环境(VE)在游戏中的应用正变得越来越受欢迎。exergame通过追踪用户的身体动作或反应,将身体活动与电子游戏元素结合在一起,试图将用户吸引到更有趣的系统中。在本文中,我们提出了一个主观实验的结果,目的是比较不同种类的虚拟环境。赛艇测力计,连接到使用头戴式显示器(HMD)的虚拟现实系统或洞穴环境,被用作游戏设备。虽然对于赛艇专家来说,健身和性能的提高是主要的兴趣,但我们想把重点放在非专业人士的动力和参与上。通过一系列的问卷调查和随访访谈,评估了使用该系统的参与者的体验质量。测量包括流量、存在感、视频质量和幸福感等概念。结果显示,与没有VE的系统相比,HMD和CAVE在整体质量、系统反馈和流程方面具有显著优势。虽然CAVE和HMD系统在自私自利体验上主要不同,但HMD因其优越的存在感而受到大多数参与者的青睐。
{"title":"Impact of Virtual Environments on Motivation and Engagement During Exergames","authors":"Steven Schmidt, Patrick Ehrenbrink, Benjamin Weiss, Jan-Niklas Voigt-Antons, Tanja Kojić, Andrew Johnston, S. Möller","doi":"10.1109/QoMEX.2018.8463389","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463389","url":null,"abstract":"Video games and sport are an essential part in the life of millions of people. With recent advances of immersive virtual reality devices such as the HTC Vive, Oculus Rift, or PlayStation VR, the use of virtual environments (VE) for exergames is becoming more and more popular. An exergame combines a physical activity with video game elements by tracking body movements or reactions of user, attempting to engage users in a more enjoyable system. In this paper, we present the results of a subjective experiment carried out with the aim to compare different kinds of virtual environments with each other. A rowing ergometer, connected either to a virtual reality system using a head-mounted display (HMD) or to a CAVE environment, was used as an exergame device. While for rowing experts, fitness and performance improvements are of major interest, we wanted to focus on the motivation and engagement of non-professionals. By means of a series of questionnaires and a follow-up interview, the Quality of Experience of participants using the system was assessed. Measurements include concepts such as flow, presence, video quality and well-being. Results show significant advantages of the HMD as well as of the CAVE compared to a system without a VE for the overall quality, system feedback, and flow. While the CAVE and HMD system mainly differed in their autotelic experience, the HMD was favored by the majority of participants due to a superior feeling of presence.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"34 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81449875","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 18
A Comparative Quality Assessment Study for Gaming and Non-Gaming Videos 游戏和非游戏视频的比较质量评估研究
Pub Date : 2018-09-11 DOI: 10.1109/QoMEX.2018.8463403
Nabajeet Barman, M. Martini, Saman Zadtootaghaj, S. Möller, Sanghoon Lee
Recent years have seen a tremendous increase in video traffic with the rise of Over The Top (OTT) services. Along with traditional Video on demand (VoD) streaming services (e.g., Netflix, YouTube), live video services (e.g., Twitch. tv, YouTubeGaming, Facebook Live) have also resulted in a tremendous share of Internet traffic. Among the live streaming services, gaming video streaming has a major share, with Twitch.tv alone currently responsible for the fourth highest peak Internet traffic in the US. As a consequence of this, and due to the fact that gaming videos are artificial and synthetic, it is worth investigating the specificity of gaming videos in relation to compression and the consequent end user QoE. In this paper, we present an objective and subjective quality comparison study for regular videos and gaming videos, with 30 video sequences (15 per type), encoded using the state of the art encoder HEVC. We discuss the similarity and dissimilarity between the two video types and also discuss how these observations can be used to improve the end user QoE.
近年来,随着OTT (Over the Top)服务的兴起,视频流量大幅增加。除了传统的视频点播(VoD)流媒体服务(如Netflix, YouTube),直播视频服务(如Twitch)。tv, youtubeaming, Facebook Live)也带来了巨大的互联网流量份额。在直播服务中,游戏视频流占有很大的份额,比如Twitch。目前,仅电视就负责美国第四高峰的互联网流量。因此,由于游戏视频是人工合成的,我们有必要研究一下游戏视频在压缩和最终用户QoE方面的特殊性。在本文中,我们对常规视频和游戏视频进行了客观和主观的质量比较研究,其中30个视频序列(每种类型15个)使用最先进的编码器HEVC进行编码。我们讨论了这两种视频类型之间的相似性和差异性,并讨论了如何使用这些观察结果来改善最终用户的QoE。
{"title":"A Comparative Quality Assessment Study for Gaming and Non-Gaming Videos","authors":"Nabajeet Barman, M. Martini, Saman Zadtootaghaj, S. Möller, Sanghoon Lee","doi":"10.1109/QoMEX.2018.8463403","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463403","url":null,"abstract":"Recent years have seen a tremendous increase in video traffic with the rise of Over The Top (OTT) services. Along with traditional Video on demand (VoD) streaming services (e.g., Netflix, YouTube), live video services (e.g., Twitch. tv, YouTubeGaming, Facebook Live) have also resulted in a tremendous share of Internet traffic. Among the live streaming services, gaming video streaming has a major share, with Twitch.tv alone currently responsible for the fourth highest peak Internet traffic in the US. As a consequence of this, and due to the fact that gaming videos are artificial and synthetic, it is worth investigating the specificity of gaming videos in relation to compression and the consequent end user QoE. In this paper, we present an objective and subjective quality comparison study for regular videos and gaming videos, with 30 video sequences (15 per type), encoded using the state of the art encoder HEVC. We discuss the similarity and dissimilarity between the two video types and also discuss how these observations can be used to improve the end user QoE.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"45 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90199539","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 33
Getting Crevices, Cracks, and Grooves in Line: Anomaly Categorization for AQC Judgment Models 获取裂缝、裂缝和沟槽:AQC判断模型的异常分类
Pub Date : 2018-09-11 DOI: 10.1109/QoMEX.2018.8463295
Anne Juhler Hansen, H. Knoche, T. Moeslund
The production of high-end manufactured products requires expensive human aesthetic quality control (AQC) in the form of e.g. visual inspection at multiple stages during production. Current standards for aesthetic quality control focus on the process, i.e. identifying the source of anomalies and lack an observer-oriented classification (describing the perceived appearance). We found a need for a perceptual categorization of anomalies that can help assessors making quality judgments and we present a judgment model for AQC. To this end, we studied visual inspection task flows, and processes especially around limit samples at Bang & Olufsen. Based on perceptual responses in the human visual system, we propose a categorization consisting of open and closed shapes. The latter contains areas, lines, alignment, and constellations. The categorization can help in automating AQC using computer vision.
高端制成品的生产需要昂贵的人工美学质量控制(AQC),例如在生产过程中的多个阶段进行视觉检查。目前的审美质量控制标准侧重于过程,即识别异常的来源,缺乏面向观察者的分类(描述感知到的外观)。我们发现需要对异常进行感知分类,以帮助评估人员做出质量判断,并提出了AQC的判断模型。为此,我们研究了目视检测任务流程和过程,特别是在Bang & Olufsen的极限样品周围。基于人类视觉系统的感知反应,我们提出了一种由开放和封闭形状组成的分类方法。后者包含区域、线条、对齐和星座。分类可以帮助使用计算机视觉自动化AQC。
{"title":"Getting Crevices, Cracks, and Grooves in Line: Anomaly Categorization for AQC Judgment Models","authors":"Anne Juhler Hansen, H. Knoche, T. Moeslund","doi":"10.1109/QoMEX.2018.8463295","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463295","url":null,"abstract":"The production of high-end manufactured products requires expensive human aesthetic quality control (AQC) in the form of e.g. visual inspection at multiple stages during production. Current standards for aesthetic quality control focus on the process, i.e. identifying the source of anomalies and lack an observer-oriented classification (describing the perceived appearance). We found a need for a perceptual categorization of anomalies that can help assessors making quality judgments and we present a judgment model for AQC. To this end, we studied visual inspection task flows, and processes especially around limit samples at Bang & Olufsen. Based on perceptual responses in the human visual system, we propose a categorization consisting of open and closed shapes. The latter contains areas, lines, alignment, and constellations. The categorization can help in automating AQC using computer vision.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"15 1","pages":"1-3"},"PeriodicalIF":0.0,"publicationDate":"2018-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80293964","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Evaluation of preference of multimedia content using deep neural networks for electroencephalography 基于脑电图的深度神经网络对多媒体内容偏好的评价
Pub Date : 2018-09-11 DOI: 10.1109/QoMEX.2018.8463373
Seong-eun Moon, Soobeom Jang, Jong-Seok Lee
Evaluation of quality of experience (Qo $E$) based on electroencephalography (EEG) has received great attention due to its capability of real-time Qo $E$ monitoring of users. However, it still suffers from rather low recognition accuracy. In this paper, we propose a novel method using deep neural networks toward improved modeling of EEG and thereby improved recognition accuracy. In particular, we aim to model spatio-temporal characteristics relevant for QoE analysis within learning models. The results demonstrate the effectiveness of the proposed method.
基于脑电图(EEG)的体验质量评价(Qo $E$)由于能够实时监测用户的体验质量而备受关注。然而,它的识别精度仍然很低。本文提出了一种利用深度神经网络改进脑电建模从而提高识别精度的新方法。特别是,我们的目标是在学习模型中建模与QoE分析相关的时空特征。实验结果表明了该方法的有效性。
{"title":"Evaluation of preference of multimedia content using deep neural networks for electroencephalography","authors":"Seong-eun Moon, Soobeom Jang, Jong-Seok Lee","doi":"10.1109/QoMEX.2018.8463373","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463373","url":null,"abstract":"Evaluation of quality of experience (Qo $E$) based on electroencephalography (EEG) has received great attention due to its capability of real-time Qo $E$ monitoring of users. However, it still suffers from rather low recognition accuracy. In this paper, we propose a novel method using deep neural networks toward improved modeling of EEG and thereby improved recognition accuracy. In particular, we aim to model spatio-temporal characteristics relevant for QoE analysis within learning models. The results demonstrate the effectiveness of the proposed method.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"2 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87447409","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Point Cloud Subjective Evaluation Methodology based on 2D Rendering 基于二维渲染的点云主观评价方法
Pub Date : 2018-06-03 DOI: 10.1109/QoMEX.2018.8463406
E. Alexiou, T. Ebrahimi, Marco V. Bernardo, Manuela Pereira, A. Pinheiro, L. Cruz, C. Duarte, L. G. Dmitrovic, E. Dumic, Dragan Matkovics, A. Skodras
Point clouds are one of the most promising technologies for 3D content representation. In this paper, we describe a study on quality assessment of point clouds, degraded by octree-based compression on different levels. The test contents were displayed using Screened Poisson surface reconstruction, without including any textural information, and they were rated by subjects in a passive way, using a 2D image sequence. Subjective evaluations were performed in five independent laboratories in different countries, with the inter-laboratory correlation analysis showing no statistical differences, despite the different equipment employed. Benchmarking results reveal that the state-of-the-art point cloud objective metrics are not able to accurately predict the expected visual quality of such test contents. Moreover, the subjective scores collected from this experiment were found to be poorly correlated with subjective scores obtained from another test involving visualization of raw point clouds. These results suggest the need for further investigations on adequate point cloud representations and objective Quality assessment tools.
点云是3D内容表示中最有前途的技术之一。本文描述了一种基于八叉树压缩的点云质量评价方法。测试内容采用筛选泊松表面重建显示,不包含任何纹理信息,受试者采用二维图像序列被动评分。主观评价是在不同国家的五个独立实验室进行的,尽管使用的设备不同,但实验室间的相关性分析显示没有统计学差异。基准测试结果表明,最先进的点云客观指标无法准确预测此类测试内容的预期视觉质量。此外,从这个实验中收集的主观得分被发现与从另一个涉及原始点云可视化的测试中获得的主观得分相关性很差。这些结果表明需要进一步研究适当的点云表示和客观的质量评估工具。
{"title":"Point Cloud Subjective Evaluation Methodology based on 2D Rendering","authors":"E. Alexiou, T. Ebrahimi, Marco V. Bernardo, Manuela Pereira, A. Pinheiro, L. Cruz, C. Duarte, L. G. Dmitrovic, E. Dumic, Dragan Matkovics, A. Skodras","doi":"10.1109/QoMEX.2018.8463406","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463406","url":null,"abstract":"Point clouds are one of the most promising technologies for 3D content representation. In this paper, we describe a study on quality assessment of point clouds, degraded by octree-based compression on different levels. The test contents were displayed using Screened Poisson surface reconstruction, without including any textural information, and they were rated by subjects in a passive way, using a 2D image sequence. Subjective evaluations were performed in five independent laboratories in different countries, with the inter-laboratory correlation analysis showing no statistical differences, despite the different equipment employed. Benchmarking results reveal that the state-of-the-art point cloud objective metrics are not able to accurately predict the expected visual quality of such test contents. Moreover, the subjective scores collected from this experiment were found to be poorly correlated with subjective scores obtained from another test involving visualization of raw point clouds. These results suggest the need for further investigations on adequate point cloud representations and objective Quality assessment tools.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"70 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76204209","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 45
On the Subjective Assessment of the Perceived Quality of Medical Images and Videos 医学图像和视频感知质量的主观评价
Pub Date : 2018-05-29 DOI: 10.1109/QoMEX.2018.8463297
Lucie Lévêque, Hantao Liu, Sabina Baraković, J. Barakovic, M. Martini, M. Outtas, Lu Zhang, A. Kumcu, L. Platisa, Rafael Rodrigues, António M. G. Pinheiro, A. Skodras
Medical professionals are viewing an increasing number of images and videos in their clinical routine. However, various types of distortions can affect medical imaging data, and therefore impact the viewers' experienced quality and their clinical practice. Thus it is necessary to quantify this impact and understand how the viewers, i.e., medical experts, perceive the quality of (distorted) images and videos. In this paper, we present an up-to-date review of the methodologies used in the literature for the subjective quality assessment of medical images and videos and discuss their merits and drawbacks depending on the use case.
医学专业人员在他们的临床常规中正在观看越来越多的图像和视频。然而,各种类型的畸变会影响医学成像数据,从而影响观看者的体验质量和临床实践。因此,有必要量化这种影响,并了解观众,即医学专家如何看待(扭曲的)图像和视频的质量。在本文中,我们提出了在医学图像和视频的主观质量评估的文献中使用的方法的最新审查,并讨论其优点和缺点取决于用例。
{"title":"On the Subjective Assessment of the Perceived Quality of Medical Images and Videos","authors":"Lucie Lévêque, Hantao Liu, Sabina Baraković, J. Barakovic, M. Martini, M. Outtas, Lu Zhang, A. Kumcu, L. Platisa, Rafael Rodrigues, António M. G. Pinheiro, A. Skodras","doi":"10.1109/QoMEX.2018.8463297","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463297","url":null,"abstract":"Medical professionals are viewing an increasing number of images and videos in their clinical routine. However, various types of distortions can affect medical imaging data, and therefore impact the viewers' experienced quality and their clinical practice. Thus it is necessary to quantify this impact and understand how the viewers, i.e., medical experts, perceive the quality of (distorted) images and videos. In this paper, we present an up-to-date review of the methodologies used in the literature for the subjective quality assessment of medical images and videos and discuss their merits and drawbacks depending on the use case.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"60 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78144343","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 19
360° Mulsemedia Experience over Next Generation Wireless Networks - A Reinforcement Learning Approach 360°多媒体体验下一代无线网络-强化学习方法
Pub Date : 2018-05-29 DOI: 10.1109/QoMEX.2018.8463409
I. Comsa, R. Trestian, George Ghinea
The next generation of wireless networks targets aspiring key performance indicators, like very low latency, higher data rates and more capacity, paving the way for new generations of video streaming technologies, such as 360° or omnidirectional videos. One possible application that could revolutionize the streaming technology is the 360° MULtiple SEnsorial MEDIA (MULSEMEDIA) which enriches the 360° video content with other media objects like olfactory, haptic or even thermoceptic ones. However, the adoption of the 360° Mulsemedia applications might be hindered by the strict Quality of Service (QoS) requirements, like very large bandwidth and low latency for fast responsiveness to the user's inputs that could impact their Quality of Experience (QoE). To this extent, this paper introduces the new concept of 360° Mulsemedia as well as it proposes the use of Reinforcement Learning to enable QoS provisioning over the next generation wireless networks that influences the QoE of the end-users.
下一代无线网络的目标是追求关键性能指标,如极低的延迟、更高的数据速率和更大的容量,为新一代视频流技术(如360°或全方位视频)铺平道路。一种可能彻底改变流媒体技术的应用是360°多感官媒体(mulsemmedia),它可以用其他媒体对象(如嗅觉、触觉甚至热感)丰富360°视频内容。然而,360°多媒体应用程序的采用可能会受到严格的服务质量(QoS)要求的阻碍,比如非常大的带宽和对用户输入的快速响应的低延迟,这可能会影响他们的体验质量(QoE)。在这种程度上,本文引入了360°多媒体的新概念,并提出使用强化学习来实现下一代无线网络上影响最终用户QoE的QoS提供。
{"title":"360° Mulsemedia Experience over Next Generation Wireless Networks - A Reinforcement Learning Approach","authors":"I. Comsa, R. Trestian, George Ghinea","doi":"10.1109/QoMEX.2018.8463409","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463409","url":null,"abstract":"The next generation of wireless networks targets aspiring key performance indicators, like very low latency, higher data rates and more capacity, paving the way for new generations of video streaming technologies, such as 360° or omnidirectional videos. One possible application that could revolutionize the streaming technology is the 360° MULtiple SEnsorial MEDIA (MULSEMEDIA) which enriches the 360° video content with other media objects like olfactory, haptic or even thermoceptic ones. However, the adoption of the 360° Mulsemedia applications might be hindered by the strict Quality of Service (QoS) requirements, like very large bandwidth and low latency for fast responsiveness to the user's inputs that could impact their Quality of Experience (QoE). To this extent, this paper introduces the new concept of 360° Mulsemedia as well as it proposes the use of Reinforcement Learning to enable QoS provisioning over the next generation wireless networks that influences the QoE of the end-users.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"75 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74181305","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Evaluation of No-reference quality metrics for Ultrasound liver images 肝脏超声图像无参考质量指标的评价
Pub Date : 2018-05-29 DOI: 10.1109/QoMEX.2018.8463299
M. Outtas, Lu Zhang, O. Déforges, W. Hamidouche, A. Serir
Although assessing post-processed medical images is still done by radiologists (rather than computers), numerous algorithms dedicated to medical image processing are developed without taking into consideration the expert's perceived quality scores. In order to evaluate these algorithms, we study in this paper four No-Reference(NR) quality assessment metrics in terms of correlation with perceived scores of experts. These scores were obtained through subjective tests conducted on ultrasound (US) livers images. Results show that one NR metric among the four evaluated performs the best for assessing the quality of US images. However, further study is needed for the development of more suitable NR metrics.
尽管评估后处理的医学图像仍然是由放射科医生(而不是计算机)完成的,但许多专门用于医学图像处理的算法都没有考虑到专家的感知质量分数。为了评估这些算法,我们研究了四种无参考(NR)质量评估指标与专家感知得分的相关性。这些分数是通过对超声(US)肝脏图像进行主观测试获得的。结果表明,在评估的四个NR指标中,一个NR指标对评估美国图像的质量表现最好。然而,需要进一步的研究来制定更合适的NR指标。
{"title":"Evaluation of No-reference quality metrics for Ultrasound liver images","authors":"M. Outtas, Lu Zhang, O. Déforges, W. Hamidouche, A. Serir","doi":"10.1109/QoMEX.2018.8463299","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463299","url":null,"abstract":"Although assessing post-processed medical images is still done by radiologists (rather than computers), numerous algorithms dedicated to medical image processing are developed without taking into consideration the expert's perceived quality scores. In order to evaluate these algorithms, we study in this paper four No-Reference(NR) quality assessment metrics in terms of correlation with perceived scores of experts. These scores were obtained through subjective tests conducted on ultrasound (US) livers images. Results show that one NR metric among the four evaluated performs the best for assessing the quality of US images. However, further study is needed for the development of more suitable NR metrics.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"38 1","pages":"1-3"},"PeriodicalIF":0.0,"publicationDate":"2018-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85426150","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Subjective Assessment of Different Locomotion Techniques in Virtual Reality Environments 虚拟现实环境中不同运动技术的主观评价
Pub Date : 2018-05-12 DOI: 10.1109/QoMEX.2018.8463433
Sara Vlahovic, M. Sužnjević, Lea Skorin-Kapov
This paper presents the results of a subjective study aimed at assessing different locomotion (may also be referred to as navigation) techniques in virtual reality environments. We implemented a simple virtual environment in which participants were asked to assess the following four techniques using the HTC Vive platform: teleportation, controller movement, controller movement with tunneling vision, and human joystick. A total of 29 participants took part in the study and rated perceived level of immersion, physical discomfort, and overall Quality of Experience for all tested locomotion techniques. Moreover, participants indicated whether they needed a break after a specific test due to physical discomfort. The results indicate that teleportation yields overall highest QoE and lowest discomfort.
本文介绍了一项主观研究的结果,旨在评估虚拟现实环境中不同的运动(也可以称为导航)技术。我们实现了一个简单的虚拟环境,在这个环境中,参与者被要求使用HTC Vive平台评估以下四种技术:瞬间移动、控制器移动、带隧道视觉的控制器移动和人类操纵杆。共有29名参与者参加了这项研究,并对所有测试的运动技术的沉浸感、身体不适和整体体验质量进行了评分。此外,参与者还指出,由于身体不适,他们是否需要在特定测试后休息一下。结果表明,隐形传态总体上产生最高的QoE和最低的不适。
{"title":"Subjective Assessment of Different Locomotion Techniques in Virtual Reality Environments","authors":"Sara Vlahovic, M. Sužnjević, Lea Skorin-Kapov","doi":"10.1109/QoMEX.2018.8463433","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463433","url":null,"abstract":"This paper presents the results of a subjective study aimed at assessing different locomotion (may also be referred to as navigation) techniques in virtual reality environments. We implemented a simple virtual environment in which participants were asked to assess the following four techniques using the HTC Vive platform: teleportation, controller movement, controller movement with tunneling vision, and human joystick. A total of 29 participants took part in the study and rated perceived level of immersion, physical discomfort, and overall Quality of Experience for all tested locomotion techniques. Moreover, participants indicated whether they needed a break after a specific test due to physical discomfort. The results indicate that teleportation yields overall highest QoE and lowest discomfort.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"99 1","pages":"1-3"},"PeriodicalIF":0.0,"publicationDate":"2018-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85782345","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 18
期刊
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1