观看360°视频时,头部运动是否会影响质量?

IF 2.3 4区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE IEEE MultiMedia Pub Date : 2023-04-01 DOI:10.1109/MMUL.2022.3215089
Burak Kara, Mehmet N. Akcay, A. Begen, Saba Ahsan, I. Curcio, Emre B. Aksu
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引用次数: 1

摘要

在播放360°°视频时,准确、快速地(最好是实时地)测量质量对于增强用户体验至关重要。大多数体验质量指标主要使用视口质量作为给定时间内此类体验的简单替代。虽然这一基线方法后来被一些研究人员利用瞳孔和目光跟踪加以增强,但头部跟踪还没有得到足够详细的考虑。本文探讨头部运动是否会影响360°视频的感知。受最新研究的启发,本文构想了一种用于测量视口质量的头部运动感知度量。一项针对现有头部运动不感知指标的比较研究揭示了相当大的差异。在此激励下,我们邀请社区进一步研究这一主题,并证实新度量的有效性。
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Could Head Motions Affect Quality When Viewing 360° Videos?
Measuring quality accurately and quickly (preferably in real time) when streaming 360$^\circ$∘ videos is essential to enhance the user experience. Most quality-of-experience metrics have primarily used viewport quality as a simple surrogate for such experiences at a given time. While this baseline approach has been later augmented by some researchers using pupil and gaze tracking, head tracking has not been considered in enough detail. This article tackles whether head motions can influence the perception of 360$^\circ$∘ videos. Inspired by the latest research, this article conceptualizes a head-motion-aware metric for measuring viewport quality. A comparative study against existing head-motion-unaware metrics reveals sizeable differences. Motivated by this, we invite the community to research this topic further and substantiate the new metric’s validity.
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来源期刊
IEEE MultiMedia
IEEE MultiMedia 工程技术-计算机:理论方法
CiteScore
6.40
自引率
3.10%
发文量
59
审稿时长
>12 weeks
期刊介绍: The magazine contains technical information covering a broad range of issues in multimedia systems and applications. Articles discuss research as well as advanced practice in hardware/software and are expected to span the range from theory to working systems. Especially encouraged are papers discussing experiences with new or advanced systems and subsystems. To avoid unnecessary overlap with existing publications, acceptable papers must have a significant focus on aspects unique to multimedia systems and applications. These aspects are likely to be related to the special needs of multimedia information compared to other electronic data, for example, the size requirements of digital media and the importance of time in the representation of such media. The following list is not exhaustive, but is representative of the topics that are covered: Hardware and software for media compression, coding & processing; Media representations & standards for storage, editing, interchange, transmission & presentation; Hardware platforms supporting multimedia applications; Operating systems suitable for multimedia applications; Storage devices & technologies for multimedia information; Network technologies, protocols, architectures & delivery techniques intended for multimedia; Synchronization issues; Multimedia databases; Formalisms for multimedia information systems & applications; Programming paradigms & languages for multimedia; Multimedia user interfaces; Media creation integration editing & management; Creation & modification of multimedia applications.
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