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

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Modeling Gaming QoE: Towards the Impact of Frame Rate and Bit Rate on Cloud Gaming 建模游戏QoE:探讨帧率和比特率对云游戏的影响
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463416
Saman Zadtootaghaj, Steven Schmidt, S. Möller
Recent advances of streaming services and the upcoming new generation of mobile networks, 5G, offering low end-to-end delay as well as high bandwidths, promise a bright future for cloud gaming applications. Cloud gaming, in the contrary to traditional gaming services, suffers not only from system factors on the client, but is also affected significantly by the network, server specification and encoding parameters. In this paper, we present the results of a subjective experiment aiming to investigate the impact of two influencing factors, frame rate and bit rate, on the gaming Quality of Experience. The results reveal that a trade-off between an acceptable video quality and interaction quality exists. In case of very low bit rates, lowering the frame rate can improve the video quality while at some point, jerkiness becomes visible which affects the video quality negatively and the control over the game will be strongly reduced. Furthermore, even though in the gaming community a frame rate of 60 fps is desired, no significant difference for quality ratings, as well as performance ratings, was found between 60 fps and 25 fps. Therefore, it would be highly valuable for service providers to find an ideal strategy for this issue. In addition, we investigate the impact of video encoding on gaming experience dimensions. Finally, a first attempt to model the impact of two influencing factors on overall quality will be presented.
流媒体服务的最新进展和即将到来的新一代移动网络5G,提供低端到端延迟和高带宽,为云游戏应用带来了光明的未来。与传统游戏服务不同,云游戏不仅受到客户端系统因素的影响,还受到网络、服务器规格和编码参数的显著影响。在本文中,我们提出了一项主观实验的结果,旨在研究帧率和比特率这两个影响因素对游戏体验质量的影响。结果表明,在可接受的视频质量和交互质量之间存在权衡。在比特率非常低的情况下,降低帧率可以提高视频质量,但在某些情况下,抖动会变得明显,这会对视频质量产生负面影响,对游戏的控制也会大大降低。此外,尽管在游戏社区中希望帧率达到60帧/秒,但在60帧/秒和25帧/秒之间,质量评级和性能评级并没有显著差异。因此,对于服务提供商来说,为这个问题找到一个理想的策略是非常有价值的。此外,我们还研究了视频编码对游戏体验维度的影响。最后,本文将首次尝试建立两个影响因素对整体质量影响的模型。
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引用次数: 29
Expertise screening in crowdsourcing image quality 众包图像质量的专家筛选
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463427
Vlad Hosu, Hanhe Lin, D. Saupe
We propose a screening approach to find reliable and effectively expert crowd workers in image quality assessment (IQA). Our method measures the users' ability to identify image degradations by using test questions, together with several relaxed reliability checks. We conduct multiple experiments, obtaining reproducible results with a high agreement between the expertise-screened crowd and the freelance experts of 0.95 Spearman rank order correlation (SROCC), with one restriction on the image type. Our contributions include a reliability screening method for uninformative users, a new type of test questions that rely on our proposed database1of pristine and artificially distorted images, a group agreement extrapolation method and an analysis of the crowdsourcing experiments.
我们提出了一种筛选方法来寻找可靠有效的图像质量评估(IQA)专家人群工作者。我们的方法通过使用测试问题以及几个宽松的可靠性检查来测量用户识别图像退化的能力。我们进行了多次实验,获得了可重复的结果,专家筛选人群与自由职业专家之间具有0.95的Spearman秩序相关(SROCC),并且对图像类型有一个限制。我们的贡献包括针对信息不丰富的用户的可靠性筛选方法,一种依赖于我们提出的原始和人为扭曲图像数据库的新型测试问题,一种群体协议外推方法以及对众包实验的分析。
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引用次数: 18
Estimating Quality Ratings from Touch Interactions in Mobile Games 从手机游戏的触摸互动中评估质量评级
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463419
Carola Trahms, S. Möller, Jan-Niklas Voigt-Antons
Obtaining reliable quality ratings for applications is a time-consuming and expensive process. Touch interaction data, however, can be recorded without additional effort when using mobile applications. It could be used to assess usability without having to conduct dedicated tests. This work investigates the possibility to estimate quality ratings for two mobile games solely from touch interactions without relying on performance or game logic measures. To capture pragmatic as well as hedonic quality aspects of usability as ground truth, the AttrakDiff Mini questionnaire was chosen. Two different simple mobile games were used to capture a variety of touch interactions (taps and swipes). To influence the user ratings, three versions of the games were presented: one in original quality, the two others with manipulated interaction quality. Touch interaction features were extracted from the recorded interaction data and used for training models using linear regression and multivariate adaptive regression splines (MARS). The models were built with three times 10-fold cross-validation on each game data set separately. The results indicate that the ratings for pragmatic quality are estimated significantly better than for hedonic quality and attractiveness. Furthermore, the transferability of the models from one game to the other was examined and the touch features that were most important for estimating quality ratings in this study were identified. Touch interactions seem to carry some information on usability, especially pragmatic quality, and it seems to be possible to estimate a broad direction of the user's usability perception. Just a few touch features carry the most information and can be used for simple but fast and powerful models. This could be applied as an automatic analytic tool for mobile applications as well as in adaptive applications that optimize themselves in terms of usability perceived by individual users.
为应用程序获得可靠的质量评级是一个耗时且昂贵的过程。然而,当使用移动应用程序时,无需额外的努力就可以记录触摸交互数据。它可以用来评估可用性,而不必进行专门的测试。这项工作研究了仅通过触摸交互评估两款手机游戏质量评级的可能性,而不依赖于性能或游戏逻辑度量。为了捕捉实用主义和享乐质量方面的可用性作为基本事实,选择了AttrakDiff迷你问卷。我们使用了两种不同的简单手机游戏来捕捉各种触摸互动(点击和滑动)。为了影响用户评分,我们呈现了三个版本的游戏:一个是原始质量,另外两个是经过操纵的交互质量。从记录的交互数据中提取触摸交互特征,并使用线性回归和多元自适应回归样条(MARS)训练模型。这些模型分别在每个游戏数据集上进行了3次10次交叉验证。结果表明,实用品质的评分明显高于享乐品质和吸引力。此外,模型从一个游戏到另一个游戏的可移植性被检查,触摸特征是最重要的估计质量评级在本研究中被确定。触摸交互似乎带有一些关于可用性的信息,特别是实用质量,并且似乎可以估计用户可用性感知的大致方向。只有几个触控功能携带了最多的信息,可以用于简单但快速和强大的模型。这可以作为移动应用程序的自动分析工具,也可以应用于自适应应用程序,根据个人用户感知的可用性来优化自己。
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引用次数: 1
Timber: An SDN based emulation platform for QoE Management Experimental Research 基于SDN的QoE管理仿真平台实验研究
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463387
Arslan Ahmad, Alessandro Floris, L. Atzori
In this paper, we present an open source Software-Defined Networking (SDN) based emulation platform called Timber. It is aimed at providing the research community with a tool for experimenting new Quality of Experience (QoE) management procedures and tools in multimedia service delivery. Timber is developed on the top of Mininet SDN emulator and Ryu SDN controller, which provides the major functionalities of the traffic engineering abstractions in SDN environment. Moreover, the platform provides an actual complete video streaming application including the implementation of the server side and client side probes for QoE measurements which have functionalities to store the quality measurements into the cloud database accessible to the SDN controller application. In this paper, we first discuss the general architecture and framework of Timber. Secondly, we provide the implementation details and major functionalities of the platform. Thirdly, we provide experimental results to highlight the major functionalities of Timber by 4 different scenarios which include traffic shaping through DiffServ and dynamic resource allocation by queuing strategies.
在本文中,我们提出了一个基于开源软件定义网络(SDN)的仿真平台,称为Timber。它的目的是为研究界提供一种工具,以便在多媒体服务提供方面试验新的体验质量管理程序和工具。Timber是在Mininet SDN仿真器和Ryu SDN控制器的基础上开发的,它提供了SDN环境下流量工程抽象的主要功能。此外,该平台提供了一个实际完整的视频流应用程序,包括实现QoE测量的服务器端和客户端探针,这些探针具有将质量测量存储到云数据库中的功能,SDN控制器应用程序可以访问这些数据库。本文首先讨论了Timber的总体架构和框架。其次,给出了平台的实现细节和主要功能。第三,我们通过4种不同的场景提供了实验结果,以突出Timber的主要功能,包括通过DiffServ进行流量整形和通过排队策略进行动态资源分配。
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引用次数: 7
A Neurophysiological Sensor-Equipped Head-Mounted Display for Instrumental QoE Assessment of Immersive Multimedia 一种配备神经生理传感器的头戴式显示器,用于沉浸式多媒体的仪器QoE评估
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463422
Raymundo Cassani, Marc-Antoine Moinnereau, T. Falk
The last few years have seen a drastic increase in the consumption of virtual- and augmented-reality (VR and AR, respectively) applications. Ultimately, the success of any emerging technology will rely on the experience it provides the end user, and not on the technology itself. Subjective methods for quality-of-experience (QoE) assessment have as main disadvantage that converting such human factors into a quality rating is difficult, particularly for everyday users. To overcome this limitation, recent research has explored the use of objective methods to monitor neurophysiological correlates of relevant perception processes. In this paper, we describe the development of a neurophysiological sensor-equipped head-mounted display that combines a consumer off-the-shelf VR headset, a modified low-cost portable device for electroencephalogram (EEG) acquisition repurposed to simultaneously acquire EEG, electrocardiogram (ECG), and electrooculogram (EOG) signals with high-quality dry electrodes. The device was evaluated under three different scenarios, each one designed to test the different ExG modalities. Initial tests showed promising results and allowed for (1) steady-state visually evoked potentials to be accurately measured from EEG, (2) heart rate variability measurements to discriminate between different affective videos, and (3) EOG measurements to monitor gaze direction and eye blinks, all while users were mobile. Being able to accurately monitor signals from the autonomic and central nervous systems in an unobtrusive and portable manner is an important step for instrumental QoE assessment of emerging VR/AR applications.
在过去的几年里,虚拟现实和增强现实(分别是VR和AR)应用的消费急剧增加。最终,任何新兴技术的成功都取决于它为终端用户提供的体验,而不是技术本身。体验质量(QoE)评估的主观方法的主要缺点是很难将这些人为因素转换为质量评级,特别是对于日常用户。为了克服这一限制,最近的研究探索了使用客观方法来监测相关感知过程的神经生理相关。在本文中,我们描述了一种配备神经生理传感器的头戴式显示器的开发,该显示器结合了一种消费者现成的VR头显,一种改进的低成本便携式脑电图(EEG)采集设备,用于同时获取脑电图、心电图(ECG)和眼电(EOG)信号和高质量的干电极。该设备在三种不同的情况下进行了评估,每种情况都设计用于测试不同的ExG模式。最初的测试显示了有希望的结果,并且允许(1)从脑电图中精确测量稳态视觉诱发电位,(2)心率变异性测量以区分不同的情感视频,以及(3)EOG测量以监测凝视方向和眨眼,所有这些都是在用户移动时进行的。能够以一种不显眼和便携的方式准确监测自主神经系统和中枢神经系统的信号是新兴VR/AR应用的仪器QoE评估的重要一步。
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引用次数: 10
Validation of a Repeatable Pair Comparison Method 一种可重复配对比较方法的验证
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463407
Yasuko Sugito, Shinya Iwasaki, Kazuhiro Chida, Kazuhisa Iguchi, Kikufumi Kanda, Xuying Lei, H. Miyoshi, Kimihiko Kazui
In this study, we verify a pair comparison method in which videos being evaluated can be repeated by the evaluators as many times as desired. We use the method to conduct a subjective evaluation of 8K 119.88 Hz (120 Hz) and 59.94 Hz (60 Hz) videos that were compressed using software that emulates an 8K 120 Hz encoder. The experimental results confirm that (1) this method can detect small differences between video qualities, (2) all video pairs must be evaluated because the order effect is not negligible, and (3) the appropriate number of repeats is between four and nine.
在这项研究中,我们验证了一种配对比较方法,在这种方法中,评估者可以根据需要多次重复评估视频。我们使用该方法对8K 119.88 Hz (120 Hz)和59.94 Hz (60 Hz)视频进行主观评价,这些视频使用模拟8K 120 Hz编码器的软件进行压缩。实验结果证实:(1)该方法可以检测出视频质量之间的微小差异;(2)由于顺序效应不可忽略,必须对所有视频对进行评估;(3)适当的重复次数在4到9之间。
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引用次数: 1
Virtual Reality Sickness Predictor: Analysis of visual-vestibular conflict and VR contents 虚拟现实疾病预测器:视觉前庭冲突与VR内容分析
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463413
Jaekyung Kim, Woojae Kim, Sewoong Ahn, Jinwoo Kim, Sanghoon Lee
Predicting the degree of sickness is an imperative goal to guarantee viewing safety when watching virtual reality (VR) contents. Ideally, such predictive models should be explained in terms of the human visual system (HVS). When viewing VR contents using a head mounted display (HMD), there is a conflict between user's actual motion and visually perceived motion. This results in an unnatural visual-vestibular sensory mismatch that causes side effects such as onset of nausea, oculomotor, disorientation, asthenopia (eyestrain). In this paper, we propose a framework called VR sickness predictor (VRSP) using the interaction model between user's motion and the vestibular system. VRSP extracts two types of features: a) perceptual motion feature through a visual-vestibular interaction model, and b) statistical content feature that affects user motion perception. Furthermore, we build a VR sickness database including 36 virtual scenes to evaluate the performance of VRSP. Through rigorous experiments, we demonstrate that the correlation between the proposed model and the subjective sickness score yields ~72 %.
在观看虚拟现实(VR)内容时,预测晕眩程度是确保观看安全的必要目标。理想情况下,这种预测模型应该用人类视觉系统(HVS)来解释。在使用头戴式显示器(HMD)观看VR内容时,用户的实际运动与视觉感知运动之间存在冲突。这导致视觉-前庭感觉不匹配,导致副作用,如恶心、动眼症、定向障碍、视弱(眼疲劳)。本文提出了一种基于用户运动与前庭系统交互模型的虚拟现实疾病预测器(VRSP)框架。VRSP提取两类特征:a)通过视觉-前庭交互模型提取感知运动特征;b)影响用户运动感知的统计内容特征。此外,我们建立了一个包含36个虚拟场景的VR疾病数据库来评估VRSP的性能。通过严格的实验,我们证明了所提出的模型与主观疾病评分之间的相关性达到了72%。
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引用次数: 41
Evaluation of Focus Metrics in Extended Depth-of-field Reconstruction 扩展景深重建中焦点度量的评价
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463366
Jose N. Filipe, Luis M. N. Tavora, P. Assunção, R. Fonseca-Pinto, S. Faria
The performance of focus metrics in the evaluation of refocused images from light fields is investigated in this paper. To this aim, the paper presents a comprehensive study on the performance of a large set of different focus metrics (34 in total) in the evaluation of patch-based extended depth-of-field reconstructed images (e.g., all-in-focus). The new findings of this work demonstrate that optimal reconstruction of extended depth-of-field images, from light fields captured with focused plenoptic cameras, is not consistent with the focus level figures computed by available focus metrics. The results show that a higher focus level, as given by such computational methods, does not actually correspond to better all-in-focus images, thus indicating that currently available focus metrics are not suitable for evaluating the quality of extended depth-of-field reconstruction. The results obtained through subjective evaluation confirm that objective focus metrics fail to indicate the best focused images. Finally, the paper presents recommendations to adapt existing metrics to extended depth-of-field reconstruction in plenoptic imaging.
本文研究了焦点度量在光场重聚焦图像评价中的性能。为此,本文对基于patch的扩展景深重建图像(如全焦)的评价中大量不同焦点度量(共34个)的性能进行了全面研究。这项工作的新发现表明,从聚焦全光学相机捕获的光场中获得的扩展景深图像的最佳重建与可用焦点度量计算的焦点水平数字不一致。结果表明,这些计算方法给出的更高的焦距水平实际上并不对应于更好的全焦图像,这表明目前可用的焦距指标并不适合用于评估扩展景深重建的质量。通过主观评价得到的结果证实,客观的焦距指标不能表明最佳聚焦图像。最后,本文提出了一些建议,以适应现有的指标,以扩大在全光学成像的景深重建。
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引用次数: 2
Playing with Delay: With Poor Timing Comes Poor Performance, and Experience Follows Suit 玩延迟:时机不好,表现就会很差,经验也会如此
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463382
Ragnhild Eg, K. Raaen, M. Claypool
Delays are ever-present in interactive tasks, such as controlling a cursor with a mouse. Unfortunately, perceptible delays are likely to affect both quality of experience and task performance, and even imperceptible delays can potentially be harmful to performance. This paper presents a controlled behavioural experiment that explores the impact of delay on interactions with motor inputs and visual outputs. Because system and network delays interact and overlap, we address total interface delay, focusing on the effect rather than the cause. In the experiment, 51 participants played a simple game of chase-and -catch, using the mouse to intercept a bouncing target. The game includes three levels of difficulty, defined by the speed of the target, with controlled interface delay added between the mouse and the corresponding cursor. The delay values ranged from the system's minimum processing time of 40 ms up to a total of 440 ms. We evaluated participants' game performance, as well as perceived game responsiveness. In line with predictions, our analyses show a negative relation between delay and quality of experience, along with deteriorating performance. In contrast, performance does not co-vary with self-reported game skill. Moreover, an individual's experience with other time-dependent activities has no significant effect on neither performance nor experience, with one exception - musical practice appears to benefit performance for this type of interaction.
在交互式任务中,延迟总是存在的,比如用鼠标控制光标。不幸的是,可察觉的延迟可能会影响体验质量和任务性能,甚至无法察觉的延迟也可能对性能有害。本文提出了一个控制行为实验,探讨延迟对运动输入和视觉输出的相互作用的影响。因为系统和网络延迟相互作用和重叠,我们处理总的接口延迟,关注效果而不是原因。在实验中,51名参与者玩了一个简单的“追接”游戏,用鼠标拦截弹跳的目标。游戏包括三个难度级别,由目标的速度来定义,并在鼠标和相应光标之间添加了可控制的界面延迟。延迟值的范围从系统的最小处理时间40毫秒到总共440毫秒。我们评估了参与者的游戏表现,以及感知到的游戏响应性。与预测一致,我们的分析显示,延迟和体验质量之间存在负相关关系,同时表现也在恶化。相比之下,表现并不与自我报告的游戏技能同步变化。此外,一个人在其他依赖时间的活动中的经历对表现和体验都没有显著影响,只有一个例外——音乐练习似乎有利于这种类型的互动的表现。
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引用次数: 17
A High-angular-resolution Turntable Data-set for Experiments on Light Field Visualization Quality 用于光场可视化质量实验的高角分辨率转台数据集
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463402
R. R. Tamboli, M. S. Reddy, P. A. Kara, M. Martini, Sumohana S. Channappayya, S. Jana
In this paper, we present a high-angular-resolution data-set created using a turntable arrangement. Seven distinct objects, positioned on an automated turntable, were captured from three camera positions for every half degree of rotation, generating 720 images for each camera position. For each object, the camera positions were registered to the coordinate system of the middle camera. Intrinsic parameters of the camera were also estimated. A data-set of this kind is instrumental for research in a variety of areas, such as light field visualization, manifold learning, visual quality assessment, evaluation of preferred object orientation etc. Due to the availability of three-view stereo, this data-set could be useful for studying view interpolation techniques.
在本文中,我们提出了一个高角分辨率的数据集创建使用转盘安排。放置在自动转盘上的七个不同的物体,每半度旋转从三个相机位置捕获,每个相机位置生成720张图像。对于每个目标,相机位置被注册到中间相机的坐标系中。并对相机的固有参数进行了估计。这种类型的数据集对许多领域的研究都有帮助,例如光场可视化、流形学习、视觉质量评估、首选对象取向评估等。由于三视图立体的可用性,该数据集可以用于研究视图插值技术。
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引用次数: 8
期刊
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)
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