Subjective video quality evaluation of different content types under different impairments

IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS
Laura Pozueco, Alberto Álvarez, X. G. Pañeda, Roberto García, David Melendi, Gabriel Díaz
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引用次数: 6

Abstract

ABSTRACT Nowadays, access to multimedia content is one of the most demanded services on the Internet. However, the transmission of audio and video over these networks is not free of problems that negatively affect user experience. Factors such as low image quality, cuts during playback or losses of audio or video, among others, can occur and there is no clear idea about the level of distortion introduced in the perceived quality. For that reason, different impairments should be evaluated based on user opinions, with the aim of analyzing the impact in the perceived quality. In this work, we carried out a subjective evaluation of different types of impairments with different types of contents, including news, cartoons, sports and action movies. A total of 100 individuals, between the ages of 20 and 68, participated in the subjective study. Results show that short-term rebuffering events negatively affect the quality of experience and that desynchronization between audio and video is the least annoying impairment. Moreover, we found that the content type determines the subjective results according to the impairment present during the playback.
不同内容类型在不同损伤下的主观视频质量评价
摘要如今,访问多媒体内容是互联网上需求量最大的服务之一。然而,通过这些网络传输音频和视频并非没有对用户体验产生负面影响的问题。可能会出现诸如低图像质量、播放期间的剪切或音频或视频的丢失等因素,并且对于在感知质量中引入的失真水平没有明确的概念。因此,应根据用户意见评估不同的损伤,目的是分析感知质量的影响。在这项工作中,我们对不同类型的损伤和不同类型的内容进行了主观评估,包括新闻、动画片、体育和动作片。共有100名年龄在20岁至68岁之间的人参与了这项主观研究。结果表明,短期的再缓冲事件会对体验质量产生负面影响,音频和视频之间的去同步是最不令人讨厌的损害。此外,我们发现,内容类型根据播放过程中出现的损伤来决定主观结果。
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来源期刊
New Review of Hypermedia and Multimedia
New Review of Hypermedia and Multimedia COMPUTER SCIENCE, INFORMATION SYSTEMS-
CiteScore
3.40
自引率
0.00%
发文量
4
审稿时长
>12 weeks
期刊介绍: The New Review of Hypermedia and Multimedia (NRHM) is an interdisciplinary journal providing a focus for research covering practical and theoretical developments in hypermedia, hypertext, and interactive multimedia.
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