Classification of the Video Type and Device Used in 360-Degree Videos from the Trajectories of its Viewers’ Orientations with LSTM Neural Network Models
Abstract:360-degree videos are consumed in diverse devices: some based in immersive interfaces, such as viewed through Virtual Reality headsets and some based in non-immersive interfaces, as in a computer with a pointing device or mobile devices with touchscreens. We have found, in prior work, signifcant diferences in user behavior between these devices. From a dataset of the trajectories of the users' head orientation in 775 video reproductions, we classify which kind of video was played (two values) and which of the … Show more
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