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

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How Long is Long Enough to Induce Immersion? 多长时间才足够让人沉浸其中?
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463397
Chenyan Zhang, A. S. Hoel, A. Perkis, Saman Zadtootaghaj
In this paper, the immersiveness of three variations of spatial content was tested and compared. Content A is a high quality architectural visualization, which is characterized as purely spatial immersion. Content B is the best goal moments of real football games, which is mainly spatial immersion, with slight tactical immersion focus, compiled with mixed qualities. And content C is a high quality recorded virtual game animation, which is mainly spatial immersion, with slight emotional immersion focus. Each of the three spatial contents was cut into different lengths of 3 min, 7 min and 11 min. The participants report the ratings of their immersive experience on a 34-item questionnaire, after watching a combination of three media clips fully randomized in content types and durations, on a 10-inch tablet. Results show that overall, 7 min duration allows the users to feel significantly greater immersive experience than 3 min and 11 min durations for content A and content C. And for content B, 3 min duration stands out as the most immersive. Our study suggests that it is not the longer the more immersive, but there is an optimal duration for spatial immersion (around 7 min). After that, if there is not enough dramaturgical structure to sustain the audience interest, the immersiveness of the spatial content would significantly diminish (i.e. immersion turns into boredom). Our study also shows that realism factors also play a crucial role in inducing spatial immersion.
本文对三种变化的空间内容的沉浸感进行了测试和比较。内容A是一个高质量的建筑可视化,其特点是纯粹的空间沉浸。内容B是真实足球游戏中最精彩的进球时刻,以空间沉浸为主,略为战术沉浸为主,编写质量参差不齐。内容C为高质量录制的虚拟游戏动画,以空间沉浸为主,略为情感沉浸为主。三个空间内容中的每一个都被切割成3分钟、7分钟和11分钟的不同长度。参与者在10英寸的平板电脑上观看了内容类型和持续时间完全随机的三个媒体片段的组合后,在一份34项问卷上报告了他们沉浸式体验的评分。结果表明,总体而言,7分钟的时长让用户感受到的沉浸感明显高于内容A和内容c的3分钟和11分钟,而对于内容B, 3分钟的时长是最具沉浸感的。我们的研究表明,并不是时间越长沉浸感越强,而是存在一个最佳的空间沉浸时间(约7分钟)。在此之后,如果没有足够的戏剧结构来维持观众的兴趣,那么空间内容的沉浸感就会显著降低(即沉浸感变成无聊感)。我们的研究还表明,现实主义因素在诱导空间沉浸中也起着至关重要的作用。
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引用次数: 9
Know your Game: A Bottom-Up Approach for Gaming Research 了解你的游戏:自下而上的游戏研究方法
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463423
Sajad Mowlaei, Steven Schmidt, Saman Zadtootaghaj, S. Möller
Recent advancements of network architecture such as 5G networks, promise cloud services with strict network constrains a bright future. Cloud gaming as an interactive service has strict end-to-end delay constraints. Therefore, many studies investigated the impact of network parameters such as delay or packet loss on gaming QoE. However, they mostly compared games or genres with each other and neglected the fact even two levels of the same game may have different sensitivity toward delay. In order to understand the game characteristics that cause this difference in delay sensitivity, a bottom-up approach by means of modifiable open source games can be of high value. In this paper we present a game designed to tackle this issue. The game allows to artificially change characteristics of the game, such as the pace and size of objects, and also simulate influences like delay, packet loss or a reduced frame rate. This allows the usage of the game also for crowdsourcing studies, where it is not possible to control the different network conditions of the participants, and to investigate the impact of spatial and temporal accuracy in respect to the sensitivity towards impairments.
5G网络等网络架构的最新进展,为严格网络约束的云服务带来了光明的未来。云游戏作为一种交互式服务,具有严格的端到端延迟约束。因此,许多研究探讨了网络参数如延迟或丢包等对游戏QoE的影响。然而,他们大多将游戏或类型相互比较,而忽略了一个事实,即即使是同一款游戏的两个关卡也可能对延迟具有不同的敏感性。为了理解导致延迟敏感性差异的游戏特征,通过可修改的开源游戏采用自下而上的方法可能很有价值。在本文中,我们将呈现一款旨在解决这一问题的游戏。游戏允许人为地改变游戏的特征,如物体的速度和大小,还可以模拟延迟、数据包丢失或帧速率降低等影响。这也允许将游戏用于众包研究,在这些研究中不可能控制参与者的不同网络条件,并调查空间和时间准确性对损伤敏感性的影响。
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引用次数: 4
A Hybrid Quality Metric for Non-Integer Image Interpolation 一种用于非整数图像插值的混合质量度量
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463405
Jinling Chen, Yiwen Xu, Kede Ma, Huiwen Huang, Tiesong Zhao
A great need of High-Resolution (HR) images has boosted the development of interpolation techniques. However, it is still a challenging task to objectively evaluate the perceptual quality of interpolated images, especially when the interpolation factor is a non-integer. To address this issue, we propose a hybrid quality metric for non-integer image interpolation that combines both reduced-reference and no-reference philosophies. To validate the proposed metric, we construct a non-integer interpolated image database and conduct a subjective user study to collect subjective opinions for each image. Experiments on the new database show that the proposed metric outperforms previous methods by a large margin.
对高分辨率图像的巨大需求推动了插值技术的发展。然而,客观地评价插值图像的感知质量仍然是一项具有挑战性的任务,特别是当插值因子为非整数时。为了解决这个问题,我们提出了一种结合了减少参考和无参考哲学的非整数图像插值的混合质量度量。为了验证所提出的度量,我们构建了一个非整数插值图像数据库,并进行了主观用户研究,以收集每个图像的主观意见。在新数据库上的实验表明,所提出的度量比以前的方法要好得多。
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引用次数: 6
Subjective Assessment of Post-Processing Methods for Low Light Consumer Photos 微光消费照片后处理方法的主观评价
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463368
Linlin Bie, Xu Wang, J. Korhonen
Consumer photos taken in low light conditions often suffer from substantial undesired capture artifacts, such as shakiness and sensor noise. In this paper, we use rank ordering method to assess the subjective preferences among different postprocessing methods used to alleviate capture artifacts. The results show that most users prefer sharpened photos, even in the presence of substantial sensor noise. However, there are also systematic differences in individual preferences between users. Therefore, user preferences need to be considered in addition to the image characteristics, when selecting the post-processing algorithms and parameters for photo quality enhancement.
在弱光条件下拍摄的消费者照片通常会受到大量不希望的捕获伪影的影响,例如抖动和传感器噪声。在本文中,我们使用秩排序方法来评估不同后处理方法之间的主观偏好,以减轻捕获伪影。结果表明,大多数用户更喜欢锐化的照片,即使在存在大量传感器噪声的情况下。然而,用户之间的个人偏好也存在系统性差异。因此,在选择增强照片质量的后处理算法和参数时,除了考虑图像特性外,还需要考虑用户的偏好。
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引用次数: 2
Effect of Primitive Features of Content on Perceived Quality of Light Field Visualization 内容原始特征对光场可视化感知质量的影响
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463421
R. R. Tamboli, Balasubramanyam Appina, P. A. Kara, M. Martini, Sumohana S. Channappayya, S. Jana
Due to recent advent of light field visualization, ac-quisition/creation, encoding, transmission, rendering and quality assessment of 3D light field content has gained momentum. In particular, large light field displays need content with large field of view, and with high spatial and angular quality. Accordingly, subjective and objective quality evaluation studies have been conducted to examine spatial, angular and spatio-angular aspects of light field visualization. Recently, the effect of various zooming levels of the displayed content, as well as regions of interest on Quality of Experience (QoE) has also been explored. However, there has been no systematic attempt to see how the features of the content itself affect the visualization quality. In this work, we attempt to examine the effects of some primitive features of the content on subjective QoE. The results are based on a subjective study conducted on a large light field display, offering virtually continuous horizontal parallax.
由于近年来光场可视化技术的出现,三维光场内容的获取/创建、编码、传输、渲染和质量评估得到了迅猛发展。特别是,大光场显示器需要具有大视场的内容,并且具有高空间和角度质量。因此,进行了主观和客观的质量评价研究,以检查光场可视化的空间、角度和空间角度方面。最近,各种显示内容的缩放水平以及兴趣区域对体验质量(QoE)的影响也被探讨。然而,还没有系统地尝试去了解内容本身的特征是如何影响可视化质量的。在这项工作中,我们试图研究内容的一些原始特征对主观QoE的影响。结果是基于对大光场显示器进行的主观研究,提供几乎连续的水平视差。
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引用次数: 6
Extended Features using Machine Learning Techniques for Photo Liking Prediction 使用机器学习技术进行照片喜好预测的扩展功能
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463396
Steve Goering, Konstantin Brand, A. Raake
Today several photo platforms provide thousands of new pictures, it becomes ambitious to find highly appealing or like-able photos within such loads of data. Here, automatic liking prediction can support users in handling their pictures or improve ranking in sharing platforms. We describe a machine learning approach for photo liking prediction. Our features are based on various techniques, e.g. natural language processing/sentiment analysis, pre-trained deep learning networks, social network analysis and extended previously reported features. We conduct large-scale experiments using a collected dataset consisting of 80k photos based on two main categories from 500px with different settings. In our experiments we analyzed the impact of our newly features and found that social network features have the strongest influence for liking prediction, we achived a boost of 15%. Furthermore, we show that all implemented features are able to improve prediction accuracy of liking rates. We additionally analyze which groups of features that can be derived directly from pictures are usable for prediction.
如今,几个照片平台提供了成千上万的新照片,在如此庞大的数据中找到非常吸引人或喜欢的照片变得雄心勃勃。在这里,自动点赞预测可以支持用户处理他们的图片或提高分享平台的排名。我们描述了一种用于照片喜欢预测的机器学习方法。我们的功能基于各种技术,例如自然语言处理/情感分析,预训练的深度学习网络,社交网络分析和扩展先前报道的功能。我们使用收集到的80k张照片数据集进行了大规模的实验,这些数据集基于500px的两个主要类别和不同的设置。在我们的实验中,我们分析了新功能的影响,发现社交网络功能对喜欢预测的影响最大,我们实现了15%的提升。此外,我们证明了所有实现的特征都能够提高喜欢率的预测精度。我们还分析了哪些可以直接从图片中获得的特征组可用于预测。
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引用次数: 6
Towards a Neuro-Inspired No-Reference Instrumental Quality Measure for Text-to-Speech Systems 面向文本到语音系统的神经启发的无参考仪器质量测量
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463392
Rishabh Gupta, Anderson R. Avila, T. Falk
Subjective evaluation of synthesized speech is not an easy task as various quality dimensions can be affected, including naturalness, prosody, pronunciation, and continuity, to name a few. Evaluations typically rely on naive listeners, thus more closely representing the consumers of commercial products. As such, while the results of these costly and time consuming tests may provide text-to-speech (TTS) system developers with feedback on the perceived quality and acceptability of their devices, it provides little information on what the source of the problems are and what can be done about it. In this paper, we propose the use of neuroimaging to probe the unconscious cognitive processing of naive listeners as they listen to synthesized speech generated by different systems of varying quality. The obtained neural insights have allowed us to extract a small subset of very relevant features from the speech signals and to use these features to build a simple, no-reference instrumental quality metric specifically tailored to TTS speech. The metric is tested on an unseen dataset and shown to significantly outperform a benchmark algorithm.
对合成语音进行主观评价并不是一件容易的事情,因为各种质量维度都会受到影响,包括自然度、韵律、发音和连续性等等。评估通常依赖于天真的听众,因此更能代表商业产品的消费者。因此,虽然这些昂贵而耗时的测试结果可能会为文本到语音(TTS)系统开发人员提供有关其设备的感知质量和可接受性的反馈,但它几乎没有提供关于问题根源和如何解决问题的信息。在本文中,我们建议使用神经成像来探测天真听众在听由不同质量的不同系统生成的合成语音时的无意识认知加工。获得的神经洞察力使我们能够从语音信号中提取出一小部分非常相关的特征,并使用这些特征构建一个简单的,无参考的仪器质量指标,专门针对TTS语音。该指标在一个未见过的数据集上进行了测试,结果显示其性能明显优于基准算法。
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引用次数: 1
VALID: Visual quality Assessment for Light field Images Dataset 有效:光场图像数据集的视觉质量评估
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463388
Irene Viola, T. Ebrahimi
In the last years, light field imaging has experienced a surge of popularity among the scientific community for its capability of rendering the 3D world in a more immersive way. In particular, several compression algorithms have been proposed to efficiently reduce the amount of data generated in the acquisition process, and different methodologies have been designed to reliably evaluate the visual quality of compressed contents. In this paper we propose a dataset for visual quality assessment of light field images (VALID). The dataset contains five contents compressed at various bitrates, using both off-the-shelf solutions and state-of-the-art algorithms. Results of objective quality evaluation using popular image metrics are included, as well as annotated subjective scores using three different methodologies and two types of visualization setups. The proposed dataset will help develop new objective metrics to predict visual quality, design new subjective assessment methodologies and compare them to existing ones, as well as produce novel analysis approaches to interpret the results.
在过去的几年里,光场成像因其以更身临其境的方式渲染3D世界的能力而在科学界中受到了广泛的欢迎。特别是,已经提出了几种压缩算法来有效地减少采集过程中产生的数据量,并且已经设计了不同的方法来可靠地评估压缩内容的视觉质量。本文提出了一个用于光场图像视觉质量评估的数据集(VALID)。数据集包含以不同比特率压缩的五个内容,使用现成的解决方案和最先进的算法。包括使用流行图像指标的客观质量评估结果,以及使用三种不同方法和两种类型的可视化设置的注释主观评分。提出的数据集将有助于开发新的客观指标来预测视觉质量,设计新的主观评估方法并将其与现有方法进行比较,以及产生新的分析方法来解释结果。
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引用次数: 35
Introducing UN Salient360! Benchmark: A platform for evaluating visual attention models for 360° contents 介绍UN Salient360!Benchmark:用于评估360°内容的视觉注意力模型的平台
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463369
Jesús Gutiérrez, Erwan J. David, A. Coutrot, Matthieu Perreira Da Silva, P. Callet
Virtual Reality (VR) provides the users with new immersive media experiences, offering the possibility to freely explore 360° content. Understanding these new exploration behaviors is crucial for the development of efficient techniques for processing, coding, delivering and rendering omnidirectional content to offer the highest possible Quality of Experience (QoE). Progress has already been made on visual attention (VA) modeling for 360° content. In this paper we briefly review the current status of research on this topic that led us to propose a benchmarking platform for evaluating and comparing the performance of models for saliency and scanpath prediction for 360° content. This paper introduces the ‘UN Salient360! benchmark” platform featuring a dataset, a toolbox and a framework for evaluation of different class of models. This online platform can be found in httns://salient360.ls2n.fr/.
虚拟现实(VR)为用户提供了全新的沉浸式媒体体验,提供了自由探索360°内容的可能性。理解这些新的探索行为对于开发高效的处理、编码、传递和呈现全方位内容的技术至关重要,从而提供最高的体验质量(QoE)。在360°内容的视觉注意力(VA)建模方面已经取得了进展。在本文中,我们简要回顾了该主题的研究现状,这使我们提出了一个基准测试平台,用于评估和比较360°内容的显著性和扫描路径预测模型的性能。本文介绍了“联合国Salient360!”“基准”平台,具有数据集,工具箱和框架,用于评估不同类别的模型。这个在线平台可以在http://salient360 .ls2n.fr/找到。
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引用次数: 51
Disregarding the Big Picture: Towards Local Image Quality Assessment 忽略大局:走向局部图像质量评估
Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463384
Oliver Wiedemann, Vlad Hosu, Hanhe Lin, D. Saupe
Image quality has been studied almost exclusively as a global image property. It is common practice for IQA databases and metrics to quantify this abstract concept with a single number per image. We propose an approach to blind IQA based on a convolutional neural network (patchnet) that was trained on a novel set of 32,000 individually annotated patches of 64×64 pixel. We use this model to generate spatially small local quality maps of images taken from KonIQ-10k, a large and diverse in-the-wild database of authentically distorted images. We show that our local quality indicator correlates well with global MOS, going beyond the predictive ability of quality related attributes such as sharpness. Averaging of patchnet predictions already outperforms classical approaches to global MOS prediction that were trained to include global image features. We additionally experiment with a generic second-stage aggregation CNN to estimate mean opinion scores. Our latter model performs comparable to the state of the art with a PLCC of 0.81 on KonIQ-10k.
图像质量几乎完全是作为一种全局图像属性来研究的。IQA数据库和度量标准的常见做法是用每个图像的单个数字来量化这个抽象概念。我们提出了一种基于卷积神经网络(patchnet)的盲IQA方法,该方法是在一组新的32,000个单独标注的64×64像素补丁上训练的。我们使用这个模型来生成来自KonIQ-10k的图像的空间小的局部质量地图,KonIQ-10k是一个庞大而多样的真实扭曲图像的野外数据库。我们表明,我们的局部质量指标与全局MOS相关性很好,超出了质量相关属性(如清晰度)的预测能力。补丁预测的平均已经优于经典的全局MOS预测方法,这些方法经过训练,包括全局图像特征。此外,我们用一个通用的第二阶段聚合CNN进行实验,以估计平均意见得分。我们的后一种模型在KonIQ-10k上的PLCC为0.81,与最先进的模型相当。
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引用次数: 17
期刊
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)
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