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2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)最新文献

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Perception and automated assessment of audio quality in user generated content: An improved model 用户生成内容中音频质量的感知和自动评估:一个改进的模型
Pub Date : 2016-06-27 DOI: 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.
在智能手机或视频录制设备等个人设备上,录音技术现在无处不在。然而,这些用户生成内容的声音质量通常很差:失真、嘈杂、语音混乱或音乐模糊。我们的兴趣在于记录不良的原因,特别是在声源和从麦克风发出的电子信号之间发生了什么,并找到一种自动方法来警告用户这种问题。测试了典型问题,如失真、风噪声、麦克风处理噪声和频率响应。通过对这些错误的感知质量的主观测试和从由各种音频文件组成的训练数据集测量的数据,已经开发了一个感知模型。结果表明,感知质量与失真和频率响应有关,风和处理噪音的重要性略低于此。此外,发现音频样本的上下文内容将感知质量调节到与风等退化相似的水平,并使处理噪声所引入的退化可以忽略不计。
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引用次数: 8
Comparing simple video quality measures for loss-impaired video sequences on a large-scale database 在大规模数据库中对丢失受损视频序列的简单视频质量度量进行比较
Pub Date : 2016-06-06 DOI: 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.
客观视频质量测量的性能通常通过将其预测结果与被视为基本事实的主观评估结果进行比较来确定。在这项工作中,我们提出了一种补充方法,通过使用几种客观测量算法评估的大规模测试序列数据库来进行性能评估。这种方法有望检测到性能异常,这些异常可能会突出当前客观测量算法的缺点。利用现实的编码和网络传输条件,我们研究了不同测度预测的一致性,以及它们的行为在多大程度上可以通过内容、编码和传输特征来预测,讨论了意外和特殊的行为,并强调了大规模数据库如何帮助识别通过主观测试不容易发现的异常。我们期望这一分析将为克服客观视频质量测量的现有可靠性评估方法的一些局限性指明方向。
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引用次数: 8
Annoyance models for videos with spatio-temporal artifacts 具有时空伪影的视频的烦恼模型
Pub Date : 2016-06-06 DOI: 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.
虽然压缩和传输伪影可能同时出现在数字视频中,但它们的烦恼传统上一直是孤立地研究和建模的。因此,虽然存在块度、模糊度和丢包度量,但几乎没有任何尝试对它们对视觉感知的共同影响进行建模。在本文中,我们评估了这三种伪影对视频质量的感知影响。基于三个不同实验的数据,其中一组参与者评估了数据包丢失,模糊和阻塞(单独和组合)的视频受损,我们分析了不同的工件如何组合产生烦恼,并提出了几个模型来预测数据包丢失,模糊和阻塞组合受损的视频的烦恼。
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引用次数: 4
An evaluation of Heart Rate and ElectroDermal Activity as an objective QoE evaluation method for immersive virtual reality environments 在沉浸式虚拟现实环境中,心率和皮肤电活动的客观QoE评估方法
Pub Date : 2016-06-06 DOI: 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.
最近,我们看到了实惠的头戴式显示器(HMD)的出现,如Oculus Rift, HTC Vive和PS4 Project Morpheus,它们允许用户体验3D虚拟现实(VR)。这些类型的硬件旨在为用户提供超越传统视听显示的新体验。然而,文献中存在的研究数量非常有限,以确定这些技术对用户体验质量(QoE)的影响。为了评估用户消费VR内容时的QoE,本文建议使用负担得起的消费电子产品来捕捉客观生理指标:心率(HR)和皮电活动(EDA)。我们的研究结果表明,虚拟现实和非虚拟现实环境对HR和EDA的依赖性不同。此外,我们通过测试后的问卷调查来检查这些客观指标和用户质量体验之间的关系。据作者所知,这是第一个证明EDA/HR组合与沉浸式VR环境的用户QoE之间存在切实关系的工作。
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引用次数: 138
Computational modeling of artistic intention: Quantify lighting surprise for painting analysis 艺术意图的计算建模:量化绘画分析的灯光惊喜
Pub Date : 2016-06-06 DOI: 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.
在一幅被称为明暗对照的画中,使用强烈的灯光对比来突出物体和人物,这种手法在文艺复兴时期的画家中很流行,比如卡拉瓦乔、拉图尔和伦勃朗。在本文中,我们提出了一个名为LuCo的新度量来量化艺术家在绘画中使用明暗法的程度。这个测量可以用来评估任何系统实现原始艺术意图的能力,从而确保最小化对体验质量的干扰。我们首先认为明暗对比是艺术家将注意力吸引到特定空间区域的一种手段;因此,它可以理解为仅使用亮度特征计算的视觉显著性的限制概念。在操作上,使用一组局部亮度补丁,我们首先计算贝叶斯惊喜值,其中假设高斯马尔可夫随机场(GMRF)模型计算先验和后验概率。通过稀疏图学习估计GMRF模型的逆协方差矩阵以提高鲁棒性。我们使用从一幅画的不同局部补丁中计算出的惊奇值来构建一个直方图。最后,我们为构建的直方图计算一个偏度参数作为我们的LuCo分数:较大的偏度意味着亮度惊喜要么非常小,要么非常大,这意味着艺术家在绘画中强调了照明对比度。实验结果表明,明暗对比艺术家的画作比19世纪法国印象派画家的画作具有更高的LuCo分数,伦勃朗的自画像除了晚年之外,随着年龄的增长,LuCo分数越来越高——这两种趋势与艺术史学家的解释一致。
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引用次数: 4
Exploring the introduction of stereoscopic depth in applications to change perceived quality 探索在应用中引入立体深度来改变感知质量
Pub Date : 2016-06-06 DOI: 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.
本工作探讨了引入立体深度的影响,以两个具体的应用实例。深度的利用具有审美和实用双重功能。一个案例探索了一个3D服装目录,并让用户对服装进行评分。第二个用例是“配对”游戏,其中完成游戏本身就是一项任务。总的来说,效果、效率、可用性、可取性和凝视模式在单视角和立体版本之间进行了比较。完成相关任务的时间确实有所不同,但效率、可用性和视觉感知并没有改变。欲望和眼睛模式确实不同。为了更好地设计利用立体图像的体验,这种行为是很重要的。
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引用次数: 1
Interactive vs. non-interactive subjective evaluation of IP network impairments on audiovisual quality in videoconferencing context 视频会议环境下IP网络损害对视听质量的交互式与非交互式主观评价
Pub Date : 2016-06-06 DOI: 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.
本文提出了一个基于PC机的视频会议应用程序,通过本地IP网络实现主观视听质量评价实验。实验在两种不同的场景下进行:非互动和互动对话。我们提出了网络损伤(数据包丢失,延迟)对感知的视听,音频和视频质量的影响。我们评估了场景复杂性对视频通话质量感知的影响。我们建立了交互式和非交互式环境下多媒体质量感知的比较。本文的研究结果表明,感知质量与场景复杂性之间存在依赖关系:高时空复杂性场景的感知质量低于低时空复杂性场景的感知质量。此外,我们的研究结果表明,在互动和非互动的实验环境中,音视频同步的可接受性没有差异。
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引用次数: 7
The influence of human factors on olfaction based mulsemedia quality of experience 人为因素对基于嗅觉的多媒体体验质量的影响
Pub Date : 2016-06-06 DOI: 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.
为了丰富用户感知的多媒体体验,作者提出了一项基于嗅觉的多媒体用户感知的实证研究结果。目标是评估用户的年龄和性别对用户体验质量(QoE)的影响,考虑各种气味类型和类别(令人愉快或不愉快)。结果显示了这些变量之间的复杂关系以及它们如何影响用户质量体验。他们指出,不同的用户群体对基于嗅觉的多媒体的内容水平因素有不同的感知。
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引用次数: 23
Using region-of-interest for quality evaluation of DIBR-based view synthesis methods 利用兴趣区域对基于dibr的视图综合方法进行质量评价
Pub Date : 2016-06-06 DOI: 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.
近年来,随着3D媒体的日益普及,3D内容的传输、压缩和制作都需要新的技术。用于帮助压缩和创建3D内容的最常用技术之一是视图合成。最有效的视图合成算法是使用基于深度图像的渲染技术,它使用显式的场景几何来渲染新的视图。然而,这些方法可能会产生几何扭曲和局部伪影,这些伪影很难评估,因为它们本质上不同于编码错误,并且它们被人类受试者感知的方式不同。本文提出了一种基于DIBR方法的兴趣区域评价技术。基于场景几何特性所决定的某些区域容易发生畸变的假设,我们通过分析多种DIBR方法并结合ground truth来选择ROI。使用主观评价视图综合数据库对该方法进行了测试,结果表明我们的方法提高了与主观得分的SSIM相关性。
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引用次数: 2
Free viewpoint video quality assessment based on morphological multiscale metrics 基于形态多尺度度量的免费视点视频质量评估
Pub Date : 2016-06-06 DOI: 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.
本文将基于形态学多尺度分解的两种图像质量指标应用于自由视点视频序列的评价。这些序列是在基于深度图像的渲染合成过程中使用解压深度图合成的。由于合成在合成的图像/视频中引入了边缘失真,形态学滤波器被用于在不同分辨率水平上保持重要的几何信息(即边缘)的能力。利用均方误差计算了不同分辨率尺度下的边缘位移。所采用的指标显示出与人类判断的更高相关性,而不是在这种情况下使用的最先进的图像质量措施。
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引用次数: 9
期刊
2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)
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