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Quality of experience of 360 video – subjective and eye-tracking assessment of encodingand freezing distortions

van Kasteren, Anouk (author)
Eindhoven University of Technology, Eindhoven, The Netherlands; RISE Research Institutes of Sweden AB, Kista, Sweden
Brunnström, Kjell, 1960- (author)
RISE,Mittuniversitetet,Institutionen för informationssystem och –teknologi,RISE Research Institutes of Sweden AB, Kista, Sweden,Industriella system,Mid Sweden University, Sweden
Hedlund, John (author)
RISE,RISE Research Institutes of Sweden AB, Kista, Sweden
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Snijders, Chris (author)
Eindhoven University of Technology, Eindhoven, The Netherlands
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 (creator_code:org_t)
2022-02-14
2022
English.
In: Multimedia tools and applications. - : Springer Nature. - 1380-7501 .- 1573-7721. ; 81, s. 9771-9802
  • Journal article (peer-reviewed)
Abstract Subject headings
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  • The research domain on the Quality of Experience (QoE) of 2D video streaming has been well established. However, a new video format is emerging and gaining popularity and availability: VR 360-degree video. The processing and transmission of 360-degree videos brings along new challenges such as large bandwidth requirements and the occurrence of different distortions. The viewing experience is also substantially different from 2Dvideo, it offers more interactive freedom on the viewing angle but can also be more demanding and cause cybersickness. The first goal of this article is to complement earlier research by Tran, et al. (2017) [39] testing the effects of quality degradation, freezing, and content on the QoE of 360-videos. The second goal is to test the contribution of visual attention as an influence factor in the QoE assessment. Data was gathered through subjective tests where participants watched degraded versions of 360-videos through a Head-Mounted Display with integrated eye-tracking sensors. After each video they answered questions regarding their quality perception, experience, perceptual load, and cybersickness. Our results showed that the participants rated the overall QoE rather low, and the ratings decreased with added degradations and freezing events. Cyber sicknesswas found not to be an issue. The effects of the manipulations on visual attention were minimal. Attention was mainly directed by content, but also by surprising elements. The addition of eye-tracking metrics did not further explain individual differences in subjective ratings. Nevertheless, it was found that looking at moving objects increased the negative effect of freezing events and made participants less sensitive to quality distortions. More research is needed to conclude whether visual attention is an influence factor on the QoE in 360-video

Subject headings

TEKNIK OCH TEKNOLOGIER  -- Annan teknik -- Mediateknik (hsv//swe)
ENGINEERING AND TECHNOLOGY  -- Other Engineering and Technologies -- Media Engineering (hsv//eng)
TEKNIK OCH TEKNOLOGIER  -- Elektroteknik och elektronik -- Kommunikationssystem (hsv//swe)
ENGINEERING AND TECHNOLOGY  -- Electrical Engineering, Electronic Engineering, Information Engineering -- Communication Systems (hsv//eng)
TEKNIK OCH TEKNOLOGIER  -- Elektroteknik och elektronik -- Telekommunikation (hsv//swe)
ENGINEERING AND TECHNOLOGY  -- Electrical Engineering, Electronic Engineering, Information Engineering -- Telecommunications (hsv//eng)
TEKNIK OCH TEKNOLOGIER  -- Elektroteknik och elektronik -- Datorsystem (hsv//swe)
ENGINEERING AND TECHNOLOGY  -- Electrical Engineering, Electronic Engineering, Information Engineering -- Computer Systems (hsv//eng)

Keyword

QoE
Quality of experience
360-video
Visual attention
Quality perception
Eyetracing
Perceptual load
Selective attention
Cybersickness

Publication and Content Type

ref (subject category)
art (subject category)

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