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

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EmIoT: Giving Emotional Intelligence to the Internet of Things EmIoT:为物联网提供情商
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463412
Michele Nitti, Virginia Pilloni, L. Atzori
In the last decade, we have been experiencing an increasing level of intelligence that the objects in the Internet of Things (IoT) have been augmented with, especially in the direction of giving them cognitive and socialization capabilities. We believe that this evolution should go further in the direction of the Emotional Intelligence, which allows humans to be successful in their lives. EmIoT is the resulting paradigm that we propose, which is aimed to increase the Quality of Experience delivered by IoT applications by making IoT capable of: understanding peoples needs by observing them; better management of its own resources on the basis of users emotional state; creating a level of affection to be used for leveraging the level of interaction between IoT and users. The paper's contribution lies in the definition of the paradigm, the analysis of the new functionalities the IoT should be augmented with, and the preliminary investigation of the possible EmIoT architecture.
在过去的十年中,我们经历了物联网(IoT)中物体的智能水平不断提高,特别是在赋予它们认知和社交能力的方向上。我们认为,这种进化应该朝着情商的方向进一步发展,情商可以让人类在生活中取得成功。EmIoT是我们提出的最终范例,旨在通过使物联网能够:通过观察人们的需求来了解人们的需求;在用户情绪状态的基础上更好地管理自身资源;创造一种情感水平,用于利用物联网与用户之间的互动水平。本文的贡献在于范式的定义,物联网应该增加的新功能的分析,以及可能的EmIoT架构的初步调查。
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引用次数: 2
The Suitability of Young Students for Video Subjective Testing 青少年学生视频主观测试的适宜性
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463399
M. Nilsson, Brahim Allan, S. Appleby
In this paper we describe a set of video subjective tests with 498 student viewers in the age range 9–17. These tests are based on earlier tests that we carried out with adult viewers. The aim was not to validate our earlier results, but to use them as a reference against which we could compare the scores of the students, to allow us to address the questions of how sensitive students in this age range are to video quality issues, and how suitable they would be as viewers in subjective tests. We used the same test content as in our earlier tests, including content at high and ultra-high resolution, and with standard and high dynamic range.
在本文中,我们描述了一套视频主观测试的498名学生观众的年龄范围在9-17。这些测试是基于我们之前对成年观众进行的测试。我们的目的不是验证我们之前的结果,而是把它们作为一个参考,我们可以用它们来比较学生的分数,让我们能够解决这个年龄段的学生对视频质量问题有多敏感,以及他们在主观测试中作为观众是否合适的问题。我们使用了与早期测试相同的测试内容,包括高分辨率和超高分辨率的内容,以及标准和高动态范围的内容。
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引用次数: 2
Influence of Virtual Environments and Conversations on User Engagement During Multiplayer Exergames 虚拟环境和对话对多人游戏中用户粘性的影响
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463370
Tanja Kojić, Jan-Niklas Voigt-Antons, Steven Schmidt, Lukas Tetzlaff, Bruno Kortowski, Uliana Sirotina, S. Möller
Virtual Reality (VR) multiplayer games are currently developed more frequently, while in parallel VR is becoming more accessible to the broader public. Also exergames, which refer to computer games combined with a physical activity, are getting widely available, driven by developments in sensor technologies. In this paper, we present results of a multiplayer exergame experiment where two players race against each other four times on two rowing ergometers. Experimental conditions were type of environment (with VR vs. without VR) and the possibility of conversation with the opponent (conversation enabled vs. conversation disabled). To measure subjective experience, participants rated perceived flow, sense of presence and social presence on standardized questionnaires. Results show that the type of environment has a significant influence on the perceived presence, as participants rated the presence higher in VR. The possibility of conversation resulted in a perception of a significantly higher social presence. This illustrates that the usage of virtual environments as well as the possibility of conversations between users are highly valuable to increase the Quality of Experience during exergames. In our future research, we plan to further investigate means to improve the user experience by applying gamification, different representations of opponents, and to assess the impact of network impairments during multiplayer scenarios.
目前,虚拟现实(VR)多人游戏的开发频率越来越高,而与此同时,虚拟现实也越来越多地为公众所接受。此外,在传感器技术发展的推动下,“运动游戏”(exergames)也变得越来越普遍,它指的是电脑游戏与身体活动相结合。在本文中,我们展示了一个多人游戏实验的结果,其中两名玩家在两个划船测力器上互相比赛四次。实验条件是环境类型(有VR和没有VR)和与对手对话的可能性(有对话和没有对话)。为了测量主观体验,参与者在标准化问卷上对感知流、存在感和社会存在感进行打分。结果表明,环境类型对感知的存在感有显著影响,因为参与者对VR中的存在感的评价更高。交谈的可能性导致了明显更高的社会存在感。这说明虚拟环境的使用以及用户间对话的可能性对于提高游戏体验质量非常有价值。在我们未来的研究中,我们计划进一步研究通过应用游戏化、对手的不同表现来改善用户体验的方法,并评估多人游戏场景中网络损伤的影响。
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引用次数: 5
On Design of Problem Token Questions in Quality of Experience Surveys 体验质量调查中问题令牌问题的设计
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463424
J. Gupchup, Ebrahim Beyrami, Martin Ellis, Yasaman Hosseinkashi, Sam Johnson, Ross Cutler
User surveys for Quality of Experience (QoE) are a critical source of information for application developers. In addition to the common “star rating” used to estimate Mean Opinion Score (MOS), more detailed survey questions (problem tokens) about specific areas provide valuable insight into the factors impacting QoE. This paper explores two aspects of problem token questionnaire design. First, we study the bias introduced by fixed question order, and second, we provide a methodology to manage the size of the survey while keeping it informative. Based on 900,000 calls gathered using a randomized controlled experiment from Skype, we find that token selections can be strongly biased due to token positions and display design. This selection bias can be significantly reduced by randomizing the display order of tokens. It is worth noting that users respond to the randomized-order variant at levels that are comparable to the fixed-order variant. The effective selection of a subset of tokens is achieved by extracting tokens that provide the highest information gain over user ratings. This selection is known to be in the class of NP-hard problems. We apply a well-known greedy submodular maximization method on our dataset to capture 94% of the information using just 30 % of thequestions.
用户体验质量调查(QoE)是应用程序开发人员的重要信息来源。除了用于估计平均意见得分(MOS)的常见“星级评级”之外,关于特定领域的更详细的调查问题(问题令牌)提供了对影响QoE的因素的有价值的见解。本文探讨了问题令牌问卷设计的两个方面。首先,我们研究了固定问题顺序带来的偏见,其次,我们提供了一种方法来管理调查的规模,同时保持它的信息。基于使用Skype随机对照实验收集的900,000个电话,我们发现由于令牌位置和显示设计,令牌选择可能存在强烈偏差。这种选择偏差可以通过随机化标记的显示顺序来显著减少。值得注意的是,用户对随机顺序变量的响应级别与固定顺序变量相当。令牌子集的有效选择是通过提取比用户评级提供最高信息增益的令牌来实现的。这种选择被认为是np困难问题的一类。我们在数据集上应用了一种著名的贪心次模最大化方法,仅使用30%的问题就捕获了94%的信息。
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引用次数: 1
Effects of light field subsampling on the quality of experience in refocusing applications 光场次采样对重聚焦应用中体验质量的影响
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463393
C. Perra, Wei Song, A. Liotta
Light field acquisition devices can capture static and dynamic information of the light field in space that is processed using computational imaging techniques for creating visual representation of the captured scene. The main applications are the creation of visual effects such as perspective change, refocusing, recoloring. Advances in light field technologies will provide the devices and tools needed for the development of new services in the virtual/augmented/merged reality domains. This paper presents an analysis of the effects of light field subsampling on the quality of experience in refocusing applications.
光场采集设备可以捕获空间中光场的静态和动态信息,这些信息使用计算成像技术进行处理,以创建捕获场景的视觉表示。主要应用是创建视觉效果,如透视变化,重新聚焦,重新着色。光场技术的进步将为开发虚拟/增强/融合现实领域的新服务提供所需的设备和工具。本文分析了光场次采样对重聚焦应用中体验质量的影响。
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引用次数: 14
Assessing the QoE Impact of 3D Rendering Style in the Context of VR-based Training 评估基于vr的培训背景下3D渲染风格的QoE影响
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463411
R. Schatz, Georg Regal, S. Schwarz, Stefan Suette, Marina Kempf
In this paper, we evaluate the influence of different VR rendering styles on the QoE of users of a training application. To this end, we present the results of a lab-based QoE study featuring a virtual manufacturing training setting in which participants were asked to correctly allocate spare parts to mounting locations inside and outside a vehicle using an HTC Vive VR Setup. We evaluate how five different rendering styles (defined by rendering technique and shader used), ranging from point cloud to highly photo-realistic, affect different quality dimensions such as perceived visual quality, task difficulty, spatial orientation ability, and discomfort (including cyber-sickness). Our results show that while rendering style has a significant impact on QoE and other dimensions (like task completion time), a standard shader already can provide sufficient quality to support the provided training task and can even outperform rendering styles using more sophisticated techniques like ambient occlusion. Furthermore, we also discuss significant influence of user-related factors like previous experience with VR or gender as well as other related critical issues to be considered in VR training application and assessment study design.
在本文中,我们评估了不同的VR渲染风格对训练应用程序用户QoE的影响。为此,我们提出了一项基于实验室的QoE研究的结果,该研究具有虚拟制造培训设置,其中参与者被要求使用HTC Vive VR设置将备件正确分配到车辆内外的安装位置。我们评估了五种不同的渲染风格(由渲染技术和使用的着色器定义),从点云到高度逼真的照片,如何影响不同的质量维度,如感知视觉质量,任务难度,空间定向能力和不适(包括网络病)。我们的结果表明,虽然渲染风格对QoE和其他维度(如任务完成时间)有重大影响,但标准着色器已经可以提供足够的质量来支持所提供的训练任务,甚至可以使用更复杂的技术(如环境遮挡)优于渲染风格。此外,我们还讨论了用户相关因素(如以前的VR经验或性别)的重大影响,以及VR培训应用和评估研究设计中需要考虑的其他相关关键问题。
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引用次数: 13
Improving the discriminability of standard subjective quality assessment methods: a case study 提高标准主观素质评价方法的可辨别性:个案研究
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463400
Jing Li, P. Callet
Subjective assessment for image or video qualities is considered as the most reliable way to obtain the ground truth for the development of objective quality metrics, especially when leaded by Mean Opinion Score (MOS approaches). However, obtained MOS with standard protocols are noisy due to subject's personal characteristics, such as viewing experience, gender or profession, leading to uncertain ground truth driven by the number of panelists/subjects. The usual way to reduce uncertainty relies on raising this number. In this paper, we demonstrate how a recently introduced Maximum Likelihood Estimation (MLE) based quality recovery model can improve the discriminability of standard subjective quality assessment. Compared to straightforward MOS computation, we present a case study where one can save between 26% to 39% in terms of numbers of subjects at the same discriminability.
对图像或视频质量的主观评估被认为是获得客观质量指标发展的基本事实的最可靠的方法,特别是在平均意见得分(MOS方法)的指导下。然而,使用标准协议获得的MOS由于受试者的个人特征(如观看经验、性别或职业)而存在噪声,导致由小组成员/受试者数量驱动的不确定的基础真相。通常减少不确定性的方法是提高这个数字。在本文中,我们展示了最近引入的基于最大似然估计(MLE)的质量恢复模型如何提高标准主观质量评价的可判别性。与直接的MOS计算相比,我们提出了一个案例研究,在相同的可分辨性下,可以节省26%到39%的受试者数量。
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引用次数: 4
VRate: A Unity3D Asset for integrating Subjective Assessment Questionnaires in Virtual Environments VRate:用于在虚拟环境中整合主观评估问卷的Unity3D资产
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463296
Georg Regal, R. Schatz, Johann Schrammel, Stefan Suette
Experience assessment is a key activity for understanding and developing interactive systems and technologies. Virtual reality (VR) is no exception, considering its rising popularity and the increasing availability of affordable VR devices. However, in experience studies where participants typical have to rate multiple test conditions presented to them, having to repeatedly take off the head mounted display (HMD) just for the purpose of issuing ratings is cumbersome and breaks the immersion. As a solution we present VRate, a Unity3D asset to integrate subjective experience questionnaires directly in virtual reality environments. The suitability of VRate has been proven by successfully using the asset in a QoE and a UX study. We describe the technical implementation and suggest how to integrate the VRate in a study setup. VRate will be provided to the scientific community for research purposes, educational and noncommercial usage under a Creative Commons License.
经验评估是理解和开发交互式系统和技术的关键活动。虚拟现实(VR)也不例外,考虑到它的日益普及和越来越多的可负担的VR设备。然而,在体验研究中,参与者通常必须对呈现给他们的多个测试条件进行评分,为了发布评分而反复取下头戴式显示器(HMD)是很麻烦的,而且会破坏沉浸感。作为解决方案,我们提出了VRate,这是一个Unity3D资产,可以直接在虚拟现实环境中集成主观体验问卷。通过在QoE和UX研究中成功使用该资产,VRate的适用性得到了证明。我们描述了技术实现,并建议如何将VRate集成到研究设置中。VRate将在知识共享许可下提供给科学界用于研究、教育和非商业用途。
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引用次数: 28
A Cumulative Quality Model for HTTP Adaptive Streaming HTTP自适应流的累积质量模型
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463414
Huyen T. T. Tran, N. P. Ngoc, T. Hossfeld, T. Thang
The quality of adaptive streaming may fluctuate strongly during a session. Therefore, a challenge is how to evaluate the quality of a session over time. In this study, a cumulative quality model is proposed for HTTP adaptive streaming. The model is based on the concept of a sliding window of video segments over a session. It is found that the minimum window quality, the last window quality, and the average window quality are key components of the cumulative quality model. In addition, the proposed model is applicable to real-time quality monitoring, which is especially important for cost-effective evaluation of streaming technologies and as basis for adaptive quality mechanisms.
自适应流的质量在会话期间可能波动很大。因此,一个挑战是如何随着时间的推移评估一个会话的质量。本文提出了一种HTTP自适应流的累积质量模型。该模型基于会话中视频片段滑动窗口的概念。研究发现,最小窗口质量、最后窗口质量和平均窗口质量是累积质量模型的关键组成部分。此外,所提出的模型适用于实时质量监控,这对于流技术的成本效益评估和自适应质量机制的基础尤为重要。
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引用次数: 12
HSSIM: An Objective Haptic Quality Assessment Measure for Force-Feedback Signals 力反馈信号的客观触觉质量评价方法
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463365
Rania Hassen, E. Steinbach
Recent advances in haptic communication cast light onto the promise of full immersion into remote real or virtual environments. The quality of compressed haptic signals is crucial to fulfill this promise. Traditionally, the quality of haptic signals is evaluated through a series of subjective experiments. So far, only very limited attention was directed toward developing objective quality measures for haptic communication. As touch applications continue to grow, the need for efficient haptic quality assessment (HQA) measures is becoming more pronounced. In this work, we attempt to pragmatically approach this problem inspired by recent advances in the visual domain. More specifically, we design a HQA measure based on our knowledge of human haptic perception represented by Stevens power law and a similarity comparison between a reference and a compressed haptic force-feedback signal represented by the SSIM index as a full-reference quality measure. The proposed HSSIM measure provides clear advantages over existing approaches. We validate the performance of the proposed HQA measure with subjective experiments which show high correlation with human quality assessment results.
触觉通信的最新进展使人们有望完全沉浸在远程真实或虚拟环境中。压缩触觉信号的质量是实现这一承诺的关键。传统上,触觉信号的质量是通过一系列主观实验来评估的。到目前为止,只有非常有限的注意力用于开发客观的触觉交流质量测量。随着触摸应用的不断发展,对高效触觉质量评估(HQA)措施的需求变得越来越明显。在这项工作中,我们试图务实地解决这个问题,灵感来自视觉领域的最新进展。更具体地说,我们基于史蒂文斯幂律所代表的人类触觉感知知识和SSIM指数所代表的压缩触觉力反馈信号之间的相似性比较作为全参考质量度量,设计了一个HQA度量。与现有方法相比,拟议的HSSIM措施具有明显的优势。我们通过主观实验验证了所提出的HQA度量的性能,结果表明该度量与人类素质评估结果高度相关。
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引用次数: 16
期刊
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)
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