{"title":"基于视敏度损失的VR立体录像质量定量测量","authors":"P. Aarabi, Tzu-An Chen, Vladislav Il'govskiy, Anastasia Kolesnikov, Nathaniel Xu, Benzakhar Manashirov","doi":"10.1109/MMSP.2019.8901811","DOIUrl":null,"url":null,"abstract":"A quality of experience measure for virtual reality is important for both understanding the limitations of existing technology and to provide a focus for specific improvements necessary for virtual reality to achieve full realism. In this paper, we provide a mechanism for the quantitative measurement of scene reconstruction in virtual reality based on visual acuity loss (VAL) as measured by both a virtual and real LogMAR eye chart tests. We illustrate that this test is viable for measuring the entire stack of visual recording and playback in virtual reality, and provide quantitative results for popular virtual reality recording and playback device combinations. We specifically show that visual acuity loss appears to be primarily based on the recording quality, rather than the playback device.","PeriodicalId":368718,"journal":{"name":"2019 IEEE 21st International Workshop on Multimedia Signal Processing (MMSP)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Quantitative Measurement of VR Stereoscopic Video Recording Quality Based on Visual Acuity Loss\",\"authors\":\"P. Aarabi, Tzu-An Chen, Vladislav Il'govskiy, Anastasia Kolesnikov, Nathaniel Xu, Benzakhar Manashirov\",\"doi\":\"10.1109/MMSP.2019.8901811\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"A quality of experience measure for virtual reality is important for both understanding the limitations of existing technology and to provide a focus for specific improvements necessary for virtual reality to achieve full realism. In this paper, we provide a mechanism for the quantitative measurement of scene reconstruction in virtual reality based on visual acuity loss (VAL) as measured by both a virtual and real LogMAR eye chart tests. We illustrate that this test is viable for measuring the entire stack of visual recording and playback in virtual reality, and provide quantitative results for popular virtual reality recording and playback device combinations. We specifically show that visual acuity loss appears to be primarily based on the recording quality, rather than the playback device.\",\"PeriodicalId\":368718,\"journal\":{\"name\":\"2019 IEEE 21st International Workshop on Multimedia Signal Processing (MMSP)\",\"volume\":\"18 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2019 IEEE 21st International Workshop on Multimedia Signal Processing (MMSP)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/MMSP.2019.8901811\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 IEEE 21st International Workshop on Multimedia Signal Processing (MMSP)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/MMSP.2019.8901811","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Quantitative Measurement of VR Stereoscopic Video Recording Quality Based on Visual Acuity Loss
A quality of experience measure for virtual reality is important for both understanding the limitations of existing technology and to provide a focus for specific improvements necessary for virtual reality to achieve full realism. In this paper, we provide a mechanism for the quantitative measurement of scene reconstruction in virtual reality based on visual acuity loss (VAL) as measured by both a virtual and real LogMAR eye chart tests. We illustrate that this test is viable for measuring the entire stack of visual recording and playback in virtual reality, and provide quantitative results for popular virtual reality recording and playback device combinations. We specifically show that visual acuity loss appears to be primarily based on the recording quality, rather than the playback device.