Pub Date : 2016-06-27DOI: 10.1109/QoMEX.2016.7498974
B. Fazenda, P. Kendrick, T. Cox, Francis F. Li, Iain Jackson
Technology to record sound, available in personal devices such as smartphones or video recording devices, is now ubiquitous. However, the production quality of the sound on this user-generated content is often very poor: distorted, noisy, with garbled speech or indistinct music. Our interest lies in the causes of the poor recording, especially what happens between the sound source and the electronic signal emerging from the microphone, and finding an automated method to warn the user of such problems. Typical problems, such as distortion, wind noise, microphone handling noise and frequency response, were tested. A perceptual model has been developed from subjective tests on the perceived quality of such errors and data measured from a training dataset composed of various audio files. It is shown that perceived quality is associated with distortion and frequency response, with wind and handling noise being just slightly less important. In addition, the contextual content of the audio sample was found to modulate perceived quality at similar levels to degradations such as wind and rendering those introduced by handling noise negligible.
{"title":"Perception and automated assessment of audio quality in user generated content: An improved model","authors":"B. Fazenda, P. Kendrick, T. Cox, Francis F. Li, Iain Jackson","doi":"10.1109/QoMEX.2016.7498974","DOIUrl":"https://doi.org/10.1109/QoMEX.2016.7498974","url":null,"abstract":"Technology to record sound, available in personal devices such as smartphones or video recording devices, is now ubiquitous. However, the production quality of the sound on this user-generated content is often very poor: distorted, noisy, with garbled speech or indistinct music. Our interest lies in the causes of the poor recording, especially what happens between the sound source and the electronic signal emerging from the microphone, and finding an automated method to warn the user of such problems. Typical problems, such as distortion, wind noise, microphone handling noise and frequency response, were tested. A perceptual model has been developed from subjective tests on the perceived quality of such errors and data measured from a training dataset composed of various audio files. It is shown that perceived quality is associated with distortion and frequency response, with wind and handling noise being just slightly less important. In addition, the contextual content of the audio sample was found to modulate perceived quality at similar levels to degradations such as wind and rendering those introduced by handling noise negligible.","PeriodicalId":6645,"journal":{"name":"2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"33 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2016-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85106700","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}
Pub Date : 2016-06-06DOI: 10.1109/QoMEX.2016.7498941
Ahmed Aldahdooh, E. Masala, Olivier Janssens, G. Wallendael, M. Barkowsky
The performance of objective video quality measures is usually identified by comparing their predictions to subjective assessment results which are regarded as the ground truth. In this work we propose a complementary approach for this performance evaluation by means of a large-scale database of test sequences evaluated with several objective measurement algorithms. Such an approach is expected to detect performance anomalies that could highlight shortcomings in current objective measurement algorithms. Using realistic coding and network transmission conditions, we investigate the consistency of the prediction of different measures as well as how much their behavior can be predicted by content, coding and transmission features, discussing unexpected and peculiar behaviors, and highlighting how a large-scale database can help in identifying anomalies not easily found by means of subjective testing. We expect that this analysis will shed light on directions to pursue in order to overcome some of the limitations of existing reliability assessment methods for objective video quality measures.
{"title":"Comparing simple video quality measures for loss-impaired video sequences on a large-scale database","authors":"Ahmed Aldahdooh, E. Masala, Olivier Janssens, G. Wallendael, M. Barkowsky","doi":"10.1109/QoMEX.2016.7498941","DOIUrl":"https://doi.org/10.1109/QoMEX.2016.7498941","url":null,"abstract":"The performance of objective video quality measures is usually identified by comparing their predictions to subjective assessment results which are regarded as the ground truth. In this work we propose a complementary approach for this performance evaluation by means of a large-scale database of test sequences evaluated with several objective measurement algorithms. Such an approach is expected to detect performance anomalies that could highlight shortcomings in current objective measurement algorithms. Using realistic coding and network transmission conditions, we investigate the consistency of the prediction of different measures as well as how much their behavior can be predicted by content, coding and transmission features, discussing unexpected and peculiar behaviors, and highlighting how a large-scale database can help in identifying anomalies not easily found by means of subjective testing. We expect that this analysis will shed light on directions to pursue in order to overcome some of the limitations of existing reliability assessment methods for objective video quality measures.","PeriodicalId":6645,"journal":{"name":"2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"17 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2016-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78423380","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}
Pub Date : 2016-06-06DOI: 10.1109/QoMEX.2016.7498971
Alexandre F. Silva, Mylène C. Q. Farias, J. Redi
Although compression and transmission artifacts are likely to appear simultaneously in digital videos, their annoyance has been traditionally studied and modeled in isolation. So, while blockiness, blurriness, and packet-loss metrics exist, hardly any attempt has been made at modeling their joint impact on visual perception. In this paper, we evaluate the perceptual impact of those three artifacts on video quality. Based on data from three different experiments, in which a pool of participants evaluated videos impaired with packet-loss, blurriness and blockiness (in isolation and in combination), we analyze how the different artifacts combine to produce annoyance and propose several models for predicting the annoyance of videos impaired with combinations of packet-loss, blurriness and blockiness.
{"title":"Annoyance models for videos with spatio-temporal artifacts","authors":"Alexandre F. Silva, Mylène C. Q. Farias, J. Redi","doi":"10.1109/QoMEX.2016.7498971","DOIUrl":"https://doi.org/10.1109/QoMEX.2016.7498971","url":null,"abstract":"Although compression and transmission artifacts are likely to appear simultaneously in digital videos, their annoyance has been traditionally studied and modeled in isolation. So, while blockiness, blurriness, and packet-loss metrics exist, hardly any attempt has been made at modeling their joint impact on visual perception. In this paper, we evaluate the perceptual impact of those three artifacts on video quality. Based on data from three different experiments, in which a pool of participants evaluated videos impaired with packet-loss, blurriness and blockiness (in isolation and in combination), we analyze how the different artifacts combine to produce annoyance and propose several models for predicting the annoyance of videos impaired with combinations of packet-loss, blurriness and blockiness.","PeriodicalId":6645,"journal":{"name":"2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"52 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2016-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76833096","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}
Pub Date : 2016-06-06DOI: 10.1109/QoMEX.2016.7498964
Darragh Egan, Sean Brennan, John Barrett, Yuansong Qiao, C. Timmerer, Niall Murray
Recently, we have seen an emergence of affordable Head Mounted Displays (HMD) such as the Oculus Rift, HTC Vive, and the PS4 Project Morpheus which allow users to experience 3D virtual reality (VR). These types of hardware aim to facilitate new and novel experiences for users above and beyond what is possible with traditional audiovisual displays. However, a very limited number of studies exist in the literature to determine the influence of these technologies on user Quality of Experience (QoE). In order to evaluate QoE as users consume VR content, this paper proposes the use of affordable consumer electronics to capture objective physiological metrics: Heart Rate (HR) and ElectroDermal Activity (EDA). Our findings indicate different HR and EDA dependent on VR and non-VR environments. Additionally, we examine the relationship between these objective metrics and user QoE captured via a post-test questionnaire. To the best of the authors knowledge, this is the first work which demonstrates a tangible relationship between the EDA/HR combination and user QoE of immersive VR environments.
{"title":"An evaluation of Heart Rate and ElectroDermal Activity as an objective QoE evaluation method for immersive virtual reality environments","authors":"Darragh Egan, Sean Brennan, John Barrett, Yuansong Qiao, C. Timmerer, Niall Murray","doi":"10.1109/QoMEX.2016.7498964","DOIUrl":"https://doi.org/10.1109/QoMEX.2016.7498964","url":null,"abstract":"Recently, we have seen an emergence of affordable Head Mounted Displays (HMD) such as the Oculus Rift, HTC Vive, and the PS4 Project Morpheus which allow users to experience 3D virtual reality (VR). These types of hardware aim to facilitate new and novel experiences for users above and beyond what is possible with traditional audiovisual displays. However, a very limited number of studies exist in the literature to determine the influence of these technologies on user Quality of Experience (QoE). In order to evaluate QoE as users consume VR content, this paper proposes the use of affordable consumer electronics to capture objective physiological metrics: Heart Rate (HR) and ElectroDermal Activity (EDA). Our findings indicate different HR and EDA dependent on VR and non-VR environments. Additionally, we examine the relationship between these objective metrics and user QoE captured via a post-test questionnaire. To the best of the authors knowledge, this is the first work which demonstrates a tangible relationship between the EDA/HR combination and user QoE of immersive VR environments.","PeriodicalId":6645,"journal":{"name":"2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"40 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2016-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89357301","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}
Pub Date : 2016-06-06DOI: 10.1109/QoMEX.2016.7498932
Saboya Yang, Gene Cheung, P. Callet, Jiaying Liu, Zongming Guo
The use of strong lighting contrast to accentuate objects and figures in a painting-called Chiaroscuro-is popular among Renaissance painters such as Caravaggio, La Tour and Rembrandt. In this paper, we propose a new metric called LuCo to quantify the extent to which Chiaroscuro is employed by an artist in a painting. This measurement could be used to assess the capability of any system to fulfill the original artistic intention and consequently ensure minimal disruptions of Quality of Experience. We first argue that Chiaroscuro is a device for artists to draw attention to specific spatial regions; thus it can be understood as a restricted notion of visual saliency computed using only luminance features. Operationally, using a set of local luminance patches we first compute a Bayesian surprise value, where the prior and posterior probabilities are computed assuming a Gaussian Markov Random Field (GMRF) model. Inverse covariance matrices of the GMRF model are estimated via sparse graph learning for robustness. We construct a histogram using the computed surprise values from different local patches in a painting. Finally, we compute a skewness parameter for the constructed histogram as our LuCo score: large skewness means luminance surprises are either very small or very large, meaning that the artist accentuated lighting contrast in the painting. Experimental results show that paintings by Chiaroscuro artists have higher LuCo scores than 19th century French Impressionists, and Rembrandt's self-portraits have increasingly higher LuCo scores as he aged except for his late period-both trends are in agreement with art historians' interpretations.
{"title":"Computational modeling of artistic intention: Quantify lighting surprise for painting analysis","authors":"Saboya Yang, Gene Cheung, P. Callet, Jiaying Liu, Zongming Guo","doi":"10.1109/QoMEX.2016.7498932","DOIUrl":"https://doi.org/10.1109/QoMEX.2016.7498932","url":null,"abstract":"The use of strong lighting contrast to accentuate objects and figures in a painting-called Chiaroscuro-is popular among Renaissance painters such as Caravaggio, La Tour and Rembrandt. In this paper, we propose a new metric called LuCo to quantify the extent to which Chiaroscuro is employed by an artist in a painting. This measurement could be used to assess the capability of any system to fulfill the original artistic intention and consequently ensure minimal disruptions of Quality of Experience. We first argue that Chiaroscuro is a device for artists to draw attention to specific spatial regions; thus it can be understood as a restricted notion of visual saliency computed using only luminance features. Operationally, using a set of local luminance patches we first compute a Bayesian surprise value, where the prior and posterior probabilities are computed assuming a Gaussian Markov Random Field (GMRF) model. Inverse covariance matrices of the GMRF model are estimated via sparse graph learning for robustness. We construct a histogram using the computed surprise values from different local patches in a painting. Finally, we compute a skewness parameter for the constructed histogram as our LuCo score: large skewness means luminance surprises are either very small or very large, meaning that the artist accentuated lighting contrast in the painting. Experimental results show that paintings by Chiaroscuro artists have higher LuCo scores than 19th century French Impressionists, and Rembrandt's self-portraits have increasingly higher LuCo scores as he aged except for his late period-both trends are in agreement with art historians' interpretations.","PeriodicalId":6645,"journal":{"name":"2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"38 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2016-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79079504","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}
Pub Date : 2016-06-06DOI: 10.1109/QoMEX.2016.7498942
Diego González-Zúñiga, Alberto Acuna-Silvera, E. Martí, J. Carrabina
The present work explores the effect of introducing stereoscopic depth to two specific examples of applications. The utilized depth has both an aesthetic and utilitarian function. One case explores a 3D garment catalog, and gives the user the task to rate garments. The second use case is a `Pairs' game in which completing the game itself is the task. In total, effectiveness, efficiency, usability, desirability and gaze patterns were compared between monoscopic and stereoscopic versions of both applications. Time to complete the relevant task did vary, but efficiency, usability, and visual perception did not change. Desirability and eye patterns did differ. This behavior is important to acknowledge in order to better design experiences that utilize stereoscopic images.
{"title":"Exploring the introduction of stereoscopic depth in applications to change perceived quality","authors":"Diego González-Zúñiga, Alberto Acuna-Silvera, E. Martí, J. Carrabina","doi":"10.1109/QoMEX.2016.7498942","DOIUrl":"https://doi.org/10.1109/QoMEX.2016.7498942","url":null,"abstract":"The present work explores the effect of introducing stereoscopic depth to two specific examples of applications. The utilized depth has both an aesthetic and utilitarian function. One case explores a 3D garment catalog, and gives the user the task to rate garments. The second use case is a `Pairs' game in which completing the game itself is the task. In total, effectiveness, efficiency, usability, desirability and gaze patterns were compared between monoscopic and stereoscopic versions of both applications. Time to complete the relevant task did vary, but efficiency, usability, and visual perception did not change. Desirability and eye patterns did differ. This behavior is important to acknowledge in order to better design experiences that utilize stereoscopic images.","PeriodicalId":6645,"journal":{"name":"2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"8 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2016-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84607124","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}
Pub Date : 2016-06-06DOI: 10.1109/QoMEX.2016.7498947
Ines Saidi, Lu Zhang, Vincent Barriac, O. Déforges
In this paper, we present a subjective audiovisual quality assessment experiment realized using a PC based video-conferencing application connected via a local IP network. The experiment was conducted under two different scenarios: a non-interactive and an interactive conversational one. We present the effects of network impairments (packet loss, delay) on perceived audiovisual, audio and video quality. We evaluate the impact of scene complexity on the quality perception in case of video calls. We establish a comparison between the perception of multimedia quality in interactive and non-interactive context. The results presented in this paper show a dependency between the perceived quality and the scene complexity: the perceived quality of a high spatial and temporal complex scene is inferior to that of the less complex one. In addition, our findings show that the audio-video synchronization acceptability do not differ between the interactive and the non-interactive experimental context.
{"title":"Interactive vs. non-interactive subjective evaluation of IP network impairments on audiovisual quality in videoconferencing context","authors":"Ines Saidi, Lu Zhang, Vincent Barriac, O. Déforges","doi":"10.1109/QoMEX.2016.7498947","DOIUrl":"https://doi.org/10.1109/QoMEX.2016.7498947","url":null,"abstract":"In this paper, we present a subjective audiovisual quality assessment experiment realized using a PC based video-conferencing application connected via a local IP network. The experiment was conducted under two different scenarios: a non-interactive and an interactive conversational one. We present the effects of network impairments (packet loss, delay) on perceived audiovisual, audio and video quality. We evaluate the impact of scene complexity on the quality perception in case of video calls. We establish a comparison between the perception of multimedia quality in interactive and non-interactive context. The results presented in this paper show a dependency between the perceived quality and the scene complexity: the perceived quality of a high spatial and temporal complex scene is inferior to that of the less complex one. In addition, our findings show that the audio-video synchronization acceptability do not differ between the interactive and the non-interactive experimental context.","PeriodicalId":6645,"journal":{"name":"2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"10 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2016-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80541127","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}
Pub Date : 2016-06-06DOI: 10.1109/QoMEX.2016.7498975
Niall Murray, Brian A. Lee, Yuansong Qiao, Gabriel-Miro Muntean
With the aim to enrich users' perceived multimedia experience, the authors present the results of an empirical study which looked at user perception of olfaction based mulsemedia. The goal is to evaluate the influence of users' age and gender on user quality of experience (QoE) considering various scent types and categories (pleasant or not). The results present a complex relationship between these variables and how they influence user QoE. They indicate that different user groups report different perception of content level factors for olfaction based mulsemedia.
{"title":"The influence of human factors on olfaction based mulsemedia quality of experience","authors":"Niall Murray, Brian A. Lee, Yuansong Qiao, Gabriel-Miro Muntean","doi":"10.1109/QoMEX.2016.7498975","DOIUrl":"https://doi.org/10.1109/QoMEX.2016.7498975","url":null,"abstract":"With the aim to enrich users' perceived multimedia experience, the authors present the results of an empirical study which looked at user perception of olfaction based mulsemedia. The goal is to evaluate the influence of users' age and gender on user quality of experience (QoE) considering various scent types and categories (pleasant or not). The results present a complex relationship between these variables and how they influence user QoE. They indicate that different user groups report different perception of content level factors for olfaction based mulsemedia.","PeriodicalId":6645,"journal":{"name":"2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"34 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2016-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83264640","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}
Pub Date : 2016-06-06DOI: 10.1109/QoMEX.2016.7498950
Andrei I. Purica, G. Valenzise, B. Pesquet-Popescu, F. Dufaux
As 3D media became more and more popular over the last years, new technologies are needed in the transmission, compression and creation of 3D content. One of the most commonly used techniques for aiding with the compression and creation of 3D content is known as view synthesis. The most effective class of view synthesis algorithms are using Depth-Image-Based-Rendering techniques, which use explicit scene geometry to render new views. However, these methods may produce geometrical distortions and localized artifacts which are difficult to evaluate as they are inherently different from encoding errors and they are perceived differently by human subjects. In this paper, we propose a region-of-interest evaluation technique for view synthesis based on DIBR methods. Based on the assumption that certain areas determined by the geometrical properties of the scene are prone to distortions, we select a ROI by analyzing the multiple DIBR methods together with the ground truth. The approach is tested using a subjective evaluation view synthesis database and show that our method improves the SSIM correlation with subjective scores We also test another similar method and traditional metrics.
{"title":"Using region-of-interest for quality evaluation of DIBR-based view synthesis methods","authors":"Andrei I. Purica, G. Valenzise, B. Pesquet-Popescu, F. Dufaux","doi":"10.1109/QoMEX.2016.7498950","DOIUrl":"https://doi.org/10.1109/QoMEX.2016.7498950","url":null,"abstract":"As 3D media became more and more popular over the last years, new technologies are needed in the transmission, compression and creation of 3D content. One of the most commonly used techniques for aiding with the compression and creation of 3D content is known as view synthesis. The most effective class of view synthesis algorithms are using Depth-Image-Based-Rendering techniques, which use explicit scene geometry to render new views. However, these methods may produce geometrical distortions and localized artifacts which are difficult to evaluate as they are inherently different from encoding errors and they are perceived differently by human subjects. In this paper, we propose a region-of-interest evaluation technique for view synthesis based on DIBR methods. Based on the assumption that certain areas determined by the geometrical properties of the scene are prone to distortions, we select a ROI by analyzing the multiple DIBR methods together with the ground truth. The approach is tested using a subjective evaluation view synthesis database and show that our method improves the SSIM correlation with subjective scores We also test another similar method and traditional metrics.","PeriodicalId":6645,"journal":{"name":"2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"4 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2016-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87922097","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}
Pub Date : 2016-06-06DOI: 10.1109/QoMEX.2016.7498949
Dragana D. Sandić-Stanković, F. Battisti, D. Kukolj, P. Callet, M. Carli
In this paper, two image quality metrics based on morphological multiscale decompositions have been applied for the evaluation of free viewpoint video sequences. These sequences are synthesized using decompressed depth maps in the Depth-Image-Based Rendering synthesis process. Since the synthesis introduces edge distortion in the synthesized image/video, morphological filters are used for their ability to maintain important geometric information (i.e., edges) across different resolution levels. The edges displacement in different resolution scales is evaluated by means of the Mean Square Error. The adopted metrics show higher correlation with human judgment than state-of-the-art image quality measures used in this context.
{"title":"Free viewpoint video quality assessment based on morphological multiscale metrics","authors":"Dragana D. Sandić-Stanković, F. Battisti, D. Kukolj, P. Callet, M. Carli","doi":"10.1109/QoMEX.2016.7498949","DOIUrl":"https://doi.org/10.1109/QoMEX.2016.7498949","url":null,"abstract":"In this paper, two image quality metrics based on morphological multiscale decompositions have been applied for the evaluation of free viewpoint video sequences. These sequences are synthesized using decompressed depth maps in the Depth-Image-Based Rendering synthesis process. Since the synthesis introduces edge distortion in the synthesized image/video, morphological filters are used for their ability to maintain important geometric information (i.e., edges) across different resolution levels. The edges displacement in different resolution scales is evaluated by means of the Mean Square Error. The adopted metrics show higher correlation with human judgment than state-of-the-art image quality measures used in this context.","PeriodicalId":6645,"journal":{"name":"2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"83 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2016-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85964739","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}