Subjective quality assessment is considered a reliable method for quality assessment of distorted stimuli for several multimedia applications. The experimental methods can be broadly categorized into those that rate and rank stimuli. Although ranking directly provides an order of stimuli rather than a continuous measure of quality, the experimental data can be converted using scaling methods into an interval scale, similar to that provided by rating methods. In this paper, we compare the results collected in a rating (mean opinion scores) experiment to the scaled results of a pairwise comparison experiment, the most common ranking method. We find a strong linear relationship between results of both methods, which, however, differs between content. To improve the relationship and unify the scale, we extend the experiment to include cross-content comparisons. We find that the crosscontent comparisons reduce the confidence intervals for pairwise comparison results, but also improve the relationship with mean opinion scores.
In recent years research in the three-dimensional sound generation field has been primarily focussed upon new applications of spatialised sound. In the computer graphics community the use of such techniques is most commonly found being applied to virtual, immersive environments. However, the field is more varied and diverse than this and other research tackles the problem in a more complete, and computationally expensive manner. Furthermore, the simulation of light and sound wave propagation is still unachievable at a physically accurate spatio-temporal quality in real-time. Although the Human Visual System (HVS) and the Human Auditory System (HAS) are exceptionally sophisticated, they also contain certain perceptional and attentional limitations. Researchers, in fields such as psychology, have been investigating these limitations for several years and have come up with findings which may be exploited in other fields. This paper provides a comprehensive overview of the major techniques for generating spatialised sound and, in addition, discusses perceptual and cross-modal influences to consider. We also describe current limitations and provide an in-depth look at the emerging topics in the field.
Image compression standards rely on predictive coding, transform coding, quantization and entropy coding, in order to achieve high compression performance. Very recently, deep generative models have been used to optimize or replace some of these operations, with very promising results. However, so far no systematic and independent study of the coding performance of these algorithms has been carried out. In this paper, for the first time, we conduct a subjective evaluation of two recent deeplearning-based image compression algorithms, comparing them to JPEG 2000 and to the recent BPG image codec based on HEVC Intra. We found that compression approaches based on deep auto-encoders can achieve coding performance higher than JPEG 2000, and sometimes as good as BPG. We also show experimentally that the PSNR metric is to be avoided when evaluating the visual quality of deep-learning-based methods, as their artifacts have different characteristics from those of DCT or wavelet-based codecs. In particular, images compressed at low bitrate appear more natural than JPEG 2000 coded pictures, according to a no-reference naturalness measure. Our study indicates that deep generative models are likely to bring huge innovation into the video coding arena in the coming years.
The goal of psychometric scaling is the quantification of perceptual experiences, understanding the relationship between an external stimulus, the internal representation and the response. In this paper, we propose a probabilistic framework to fuse the outcome of different psychophysical experimental protocols, namely rating and pairwise comparisons experiments. Such a method can be used for merging existing datasets of subjective nature and for experiments in which both measurements are collected. We analyze and compare the outcomes of both types of experimental protocols in terms of time and accuracy in a set of simulations and experiments with benchmark and realworld image quality assessment datasets, showing the necessity of scaling and the advantages of each protocol and mixing. Although most of our examples focus on image quality assessment, our findings generalize to any other subjective quality-of-experience task.
Presentations of virtual cultural heritage artifacts are often communicated via the medium of interactive digital storytelling. The synergy of a storied narrative embedded within a 3D virtual reconstruction context has high consumer appeal and edutainment value. We investigate if 360° videos presented through virtual reality further contribute to user immersion for the application of preserving intangible cultural heritage. A case study then analyzes whether conventional desktop media is significantly different from virtual reality as a medium for immersion in intangible heritage contexts. The case study describes bridge diving at Stari Most, the old bridge in Mostar Bosnia. This application aims to present and preserve the bridge diving tradition at this site. The project describes the site and history along with cultural connections, and a series of quiz questions are presented after viewing all of the materials. Successful completion of the quiz allows a user to participate in a virtual bridge dive. The subjective evaluation provided evidence to suggest that our method is successful in preserving intangible heritage and communicating ideas in key areas of concern for this heritage that can be used to develop a preservation framework in the future. It was also possible to conclude that experience within the virtual reality framework did not affect effort expectancy for the web application, but the same experience significantly influenced the performance expectancy construct.
Abstract-Although high dynamic range (HDR) imaging has gained great popularity and acceptance in both the scientific and commercial domains, the relationship between perceptually accurate, content-independent dynamic range and objective measures has not been fully explored. In this paper, a new methodology for perceived dynamic range evaluation of complex stimuli in HDR conditions is proposed. A subjective study with 20 participants was conducted and correlations between mean opinion scores (MOS) and three image features were analyzed. Strong Spearman correlations between MOS and objective DR measure and between MOS and image key were found. An exploratory analysis reveals that additional image characteristics should be considered when modeling perceptually-based dynamic range metrics. Finally, one of the outcomes of the study is the perceptually annotated HDR image dataset with MOS values, that can be used for HDR imaging algorithms and metric validation, content selection and analysis of aesthetic image attributes.
Knowledge of the Human Visual System (HVS) may be exploited in computer graphics to significantly reduce rendering times without the viewer being aware of any resultant image quality difference. Furthermore, cross-modal effects, that is the influence of one sensory input on another, for example sound and visuals, have also recently been shown to have a substantial impact on viewer perception of image quality.In this paper we investigate the relationship between audio beat rate and video frame rate in order to manipulate temporal visual perception. This represents an initial step towards establishing a comprehensive understanding for the audio-visual integration in multisensory environments.
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