On the Consistency of 360 Video Quality Assessment in Repeated Subjective Tests: A Pilot Study

Q2 Engineering
Majed Elwardy, H. Zepernick, Thi My Chinh Chu, Yan Hu
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引用次数: 0

Abstract

Immersive media such as virtual reality, augmented reality, and 360◦ video have seen tremendous technological developments in recent years. Furthermore, the advances in head-mounted displays (HMDs) offer the users increased immersive experiences compared to conventional displays. To develop novel immersive media systems and services that satisfy the expectations of the users, it is essential to conduct subjective tests revealing users’ perceived quality of immersive media. However, due to the new viewing dimensions provided by HMDs and the potential of interacting with the content, a wide range of subjective tests are required to understand the many aspects of user behavior in and quality perception of immersive media. The ground truth obtained by such subjective tests enable the development of optimized immersive media systems that fulfill the expectations of the users. This article focuses on the consistency of 360◦ video quality assessment to reveal whether users’ subjective quality assessment of such immersive visual stimuli changes fundamentally over time or is kept consistent with each user having their own behavior signature. A pilot study was conducted under pandemic conditions with participants given the task of rating the quality of 360◦ video stimuli on an HMD in standing and seated viewing. The choice of conducting a pilot study is motivated by the fact that immersive media impose high cognitive load on the participants and the need to keep the number of participants under pandemic conditions as low as possible. To gain insight into the consistency of the participants’ 360◦ video assessment over time, three sessions were held for each participant and each viewing condition with long and short breaks between sessions. In particular, the opinion scores and head movements were recorded for each participant and each session in standing and seated viewing. The statistical analysis of this data leads to the conjecture that the quality rating stays consistent throughout these sessions with each participant having their own quality assessment signature. The head movements, indicating the participants’ scene exploration during the quality assessment task, also remain consistent for each participant according their individual narrower or wider scene exploration signature. These findings are more pronounced for standing viewing than for seated viewing. This work supports the role of pilot studies being a useful approach of conducting pre-tests on immersive media quality under opportunity-limited conditions and for the planning of subsequent full subjective tests with a large panel of participants. The annotated RQA360 dataset containing the data recorded in the repeated subjective tests is made publicly available to the research community.
论 360 视频质量评估在重复主观测试中的一致性:试点研究
近年来,虚拟现实、增强现实和 360 ◦ 视频等沉浸式媒体在技术上取得了巨大发展。此外,与传统显示器相比,头戴式显示器(HMD)的进步为用户提供了更多身临其境的体验。要开发出满足用户期望的新型沉浸式媒体系统和服务,就必须进行主观测试,揭示用户对沉浸式媒体的感知质量。然而,由于 HMD 提供了新的观看维度以及与内容互动的潜力,因此需要进行广泛的主观测试,以了解用户在沉浸式媒体中的行为和质量感知的许多方面。通过这些主观测试获得的基本事实有助于开发优化的沉浸式媒体系统,以满足用户的期望。本文重点研究 360◦ 视频质量评估的一致性,以揭示用户对此类沉浸式视觉刺激的主观质量评估是会随着时间的推移而发生根本性变化,还是会随着每个用户自身行为特征的变化而保持一致。我们在大流行条件下进行了一项试点研究,让参与者在站立和坐姿观看时对 HMD 上的 360◦ 视频刺激进行质量评级。之所以选择进行试点研究,是因为身临其境的媒体会给参与者带来很高的认知负荷,而且需要尽可能减少大流行条件下的参与者人数。为了深入了解参与者对 360◦ 视频的评价在一段时间内的一致性,对每位参与者和每种观看条件都进行了三次观察,每次观察之间有长有短的休息时间。特别是,在站立和坐姿观看时,记录了每位参与者和每个时段的意见评分和头部运动。通过对这些数据的统计分析,我们可以推测,质量评分在这些环节中保持一致,每个参与者都有自己的质量评估签名。在质量评估任务中,显示参与者场景探索情况的头部运动也保持一致,每个参与者都有自己较窄或较宽的场景探索特征。这些发现在站立观看时比坐着观看时更为明显。这项工作证明了试点研究的作用,它是在机会有限的条件下对沉浸式媒体质量进行预先测试的一种有用方法,也是计划随后对大量参与者进行全面主观测试的一种有用方法。包含在重复主观测试中记录的数据的 RQA360 注释数据集已向研究界公开。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
4.00
自引率
0.00%
发文量
15
审稿时长
10 weeks
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