360视频中空间音频影响的QoE和视觉注意力评价

Amit Hirway, Yuansong Qiao, Niall Murray
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引用次数: 4

摘要

最近,学术界和工业界对沉浸式技术在一系列领域的应用越来越感兴趣。一旦这样的技术,360°的视频,可以使用一个全方位的多摄像头安排捕获。这些360度视频可以通过虚拟现实(VR)头戴式显示器(HMD)呈现。然后,观众可以自由地从他们希望的任何方向观看场景。虽然已有大量的研究集中在虚拟现实中视觉注意的建模上,但很少有研究考虑音频模态对虚拟现实中视觉注意的影响。人们普遍认为音频在VR体验中扮演着重要角色。高质量的空间音频为听众提供了全方位体验声音的机会。一种这样的技术,立体声或3D音频,提供了一个完整的360°音景。本文报告了一项实证研究的结果,该研究着眼于理解空间音频如何(如果有的话)影响360°视频中的视觉注意力。它还通过捕捉隐含的、明确的和客观的度量来评估空间音频对用户体验质量(QoE)的影响。结果表明,空间和非空间音频环境的显式QoE评级惊人地相似。隐式度量表明,用户与空间环境的融合比非空间环境更快。体验空间音频环境的用户具有更高的最大平均头姿音高值,并且在空间音频环境体验中更专注于发声区域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A QoE and Visual Attention Evaluation on the Influence of Spatial Audio in 360 Videos
Recently, there has been growing interest from academia and industry on the application of immersive technologies across a range of domains. Once such technology, 360° video, can be captured using an omnidirectional multi-camera arrangement. These 360° videos can then be rendered via Virtual Reality (VR) Head Mounted Displays (HMD). Viewers then have the freedom to look around the scene in any direction they wish. Whereas a body of work exists that focused on modeling visual attention (VA) in VR, little research has considered the impact of the audio modality on VA in VR. It is well accepted that audio has an important role in VR experiences. High quality spatial audio offers listeners the opportunity to experience sound in all directions. One such technique, Ambisonics or 3D audio, offers a complete 360° soundscape. This paper reports the results of an empirical study that looked at understanding how (if at all) spatial audio influences visual attention in 360° videos. It also assessed the impact of spatial audio on the user’s Quality of Experience (QoE) by capturing implicit, explicit, and objective metrics. The results suggest surprisingly similar explicit QoE ratings for both the spatial and non-spatial audio environments. The implicit metrics indicate that users integrated with the spatial environment more quickly than the non-spatial environment. Users who experienced the spatial audio environment had a higher maximum mean head pose pitch value and were found to be more focused towards the sound-emitting regions in the spatial audio environment experiences.
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