This paper presents a novel multimodal dataset for the analysis of Quality of Experience (QoE) in emerging immersive multimedia applications. In particular, the perceived Sense of Presence (SoP) induced by one-minute long video stimuli is explored with respect to content, quality, resolution, and sound reproduction and annotated with subjective scores. Furthermore, a complementary analysis of the recorded physiological signals, such as EEG, ECG, and respiration is carried out, aiming at an alternative evaluation of human experience while consuming immersive multimedia content. Results confirm the value of the introduced dataset and its consistency for the purposes of QoE assessment for immersive multimedia. More specifically, subjective ratings demonstrate that the created dataset enables distinction between low and high levels of immersiveness, which is also confirmed by a preliminary analysis of recorded physiological signals.
Tremendous progress has been made in audiovisual technologies in the last decades. Consequently, new technologies quality measures evolve and trend to be more user-centric. This is the reason why the Quality of Experience (QoE) assessment is presently meaningful and challenging, especially for users typical experiences during multimedia content consumption. Such an evaluation is the aim of this paper. More specifically, the Sense of Presence (SoP) was explored in place of QoE as it is a factor influencing the QoE. This paper presents the conducted subjective test investigating typical and practical user experiences. This latter consists of presenting one-minute video stimuli to twenty subjects, on three different devices (iPhone, iPad and UHD screen). Annotated subjective scores were collected and physiological signals (EEG, ECG, and Respiration) were recorded during the conducted subjective test. The resulting multimodal dataset, aiming an alternative evaluation of human experience while consuming multimedia, is publicly available.
It is exciting to witness the fast development of Unmanned Aerial Vehicle (UAV) imaging which opens the door to many new applications. In view of developing rich and efficient services, we wondered which strategy should be adopted to predict salience in UAV videos. To that end, we introduce here a benchmark of off-the-shelf state-of-theart models for saliency prediction. This benchmark studies comprehensively two challenging aspects related to salience, namely the peculiar characteristics of UAV contents and the temporal dimension of videos. This paper enables to identify the strengths and weaknesses of current static, dynamic, supervised and unsupervised models for drone videos. Eventually, we highlight several strategies for the development of visual attention in UAV videos.
The fast and tremendous evolution of the unmanned aerial vehicle (UAV) imagery gives place to the multiplication of applications in various fields such as military and civilian surveillance, delivery services, and wildlife monitoring. Combining UAV imagery with study of dynamic salience further extends the number of future applications. Indeed, considerations of visual attention open the door to new avenues in a number of scientific fields such as compression, retargeting, and decision-making tools. To conduct saliency studies, we identified the need for new large-scale eye-tracking datasets for visual salience in UAV content. Therefore, we address this need by introducing the dataset EyeTrackUAV2. It consists of the collection of precise binocular gaze information (1000 Hz) over 43 videos (RGB, 30 fps, 1280 × 720 or 720 × 480). Thirty participants observed stimuli under both free viewing and task conditions. Fixations and saccades were then computed with the dispersion-threshold identification (I-DT) algorithm, while gaze density maps were calculated by filtering eye positions with a Gaussian kernel. An analysis of collected gaze positions provides recommendations for visual salience ground-truth generation. It also sheds light upon variations of saliency biases in UAV videos when opposed to conventional content, especially regarding the center bias.
Abstract-Recent advances in Virtual Reality (VR) technologies have resulted in a wider availability of Head Mounted Displays (HMDs). However, it is still unclear if VR gaming offers a substantial added value to players. For this reason a comparison of gaming experiences on VR HMD to those on mobile and PC, two other popular gaming platforms, is performed by conducting a user study via two games available on all three platforms. We explore the QoE of gaming by investigating momentous dimensions using the Player Experience of Need Satisfaction (PENS) questionnaire. The results show higher Presence and Autonomy obtained by using HMD when compared to the two other platforms. However, these factors alone did not improve the Overall Quality. To take advantage of the new technology, satisfaction of all psychological needs, especially Competency, must be assured.
The development of rigorous quality assessment model relies on the collection of reliable subjective data, where the perceived quality of visual multimedia is rated by the human observers. Different subjective assessment protocols can be used according to the objectives, which determine the discriminability and accuracy of the subjective data. Single stimulus methodology, e.g., the Absolute Category Rating (ACR) has been widely adopted due to its simplicity and efficiency. However, Pair Comparison (PC) is of significant advantages over ACR in terms of discriminability. In addition, PC avoids the influence of observers' bias regarding to their understanding of the quality scale. Nevertheless, full pair comparison is much more time consuming. In this study, we therefore 1) employ a generic model to bridge the pair comparison data and ACR data, where the variance term could be recovered and the obtained information is more complete; 2) propose a fusion strategy to boost pair comparisons by utilizing the ACR results as initialization information; 3) develop a novel active batch sampling strategy based on Minimum Spanning Tree (MST) for PC. In such a way, the proposed methodology could achieve the same accuracy of pair comparison but with the compelxity as low as ACR. Extensive experimental results demonstrate the efficiency and accuracy of the proposed approach, which outperforms the state of the art approaches.
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