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Title [en]
VIATECH- Human-Centered Computing for Novel Visual and Interactive Applications
Abstract [en]
In recent years, we have seen a tremendous increase of visual information being delivered to corporate and consumer markets via fixed and mobile networks. A variety of human-machine interfaces are adopted to visualize these data providing immersive experiences and new ways on realistic, engaging, and satisfying collaboration.The wide range of visual applications stretches over many vertical-specific industries such as computer games, virtual reality (VR), infotainment systems, connected vehicles, smart production, virtual heritage, social networks, assisted shopping and many others. Interaction is facilitated by computer consoles, mobile devices, high-resolution displays, stereoscopic displays, VR headsets to mention only a few.ViaTecH, as synergy project, strives for advancements of these visual and interactive application (VIAs) to achieve both sustainable quality and enhanced immersive experiences, by incorporating a strong human-centred computing (HCC) component into the development of VIAs. This approach considers users and industries as being peers in an overall human-centred system to reach full potential of benefits for society.
Publications (10 of 38) Show all publications
Elwardy, M., Zepernick, H.-J., Hu, Y. & Chu, T. M. (2023). ACR360: A Dataset on Subjective 360° Video Quality Assessment Using ACR Methods. In: Wysocki B.J., Wysocki T.A. (Ed.), 2023 16th International Conference on Signal Processing and Communication System, ICSPCS 2023 - Proceedings: . Paper presented at 16th International Conference on Signal Processing and Communication System, ICSPCS 2023, Bydgoszcz, 6 Sept - 8 Sept 2023. Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>ACR360: A Dataset on Subjective 360° Video Quality Assessment Using ACR Methods
2023 (English)In: 2023 16th International Conference on Signal Processing and Communication System, ICSPCS 2023 - Proceedings / [ed] Wysocki B.J., Wysocki T.A., Institute of Electrical and Electronics Engineers (IEEE), 2023Conference paper, Published paper (Refereed)
Abstract [en]

The recent advances in immersive technologies have been essential in the development of a wide range of novel standalone and networked immersive media applications. The concepts of virtual reality, augmented reality, and mixed reality relate to different compositions of real and computer-generated virtual objects. In this context, 360° video streaming has become increasingly popular offering improved immersive experiences when viewed on a head-mounted display (HMD). An important component in the development of novel immersive media systems are subjective tests in which participants assess the quality of experience of representative test stimuli. In this paper, the annotated ACR360 dataset is presented which is publicly available on GitHub. The ACR360 dataset contains a wide range of psychophysical and psychophysiological data that was collected in Subjective tests on 360° video quality. The test stimuli were shown on an HMD and rated according to the absolute category rating (ACR) and modified ACR (MACR) methods. To support an easy exploration and utilization of the ACR360 dataset by the research community, its structure on GitHub is described and a comprehensive illustration of analysis options are provided for each data category. The ACR360 dataset may be used for conducting meta-analysis in combination with other datasets to improve precision and to pursue research questions that cannot be answered by an individual study. © 2023 IEEE.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2023
Keywords
360° video, absolute category rating, annotated dataset, Immersive media, quality assessment, Subjective test, Helmet mounted displays, Image quality, Mixed reality, Quality of service, Statistical tests, Subjective testing, Video streaming, Absolute category ratings, Annotated datasets, Head-mounted-displays, Immersive technologies, Media application, Video quality, Augmented reality
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-25548 (URN)10.1109/ICSPCS58109.2023.10261151 (DOI)2-s2.0-85174510305 (Scopus ID)9798350333510 (ISBN)
Conference
16th International Conference on Signal Processing and Communication System, ICSPCS 2023, Bydgoszcz, 6 Sept - 8 Sept 2023
Funder
Knowledge Foundation, 20220068Knowledge Foundation, 20170056
Note

  

Available from: 2023-11-07 Created: 2023-11-07 Last updated: 2023-11-08Bibliographically approved
Kelkkanen, V., Lindero, D., Fiedler, M. & Zepernick, H.-J. (2023). Hand-Controller Latency and Aiming Accuracy in 6-DOF VR. Advances in Human-Computer Interaction, Article ID 1563506.
Open this publication in new window or tab >>Hand-Controller Latency and Aiming Accuracy in 6-DOF VR
2023 (English)In: Advances in Human-Computer Interaction, ISSN 1687-5893, E-ISSN 1687-5907, article id 1563506Article in journal (Refereed) Published
Abstract [en]

All virtual reality (VR) systems have some inherent hand-controller latency even when operated locally. In remotely rendered VR, additional latency may be added due to the remote transmission of data, commonly conducted through shared low-capacity channels. Increased latency will negatively affect the performance of the human VR operator, but the level of detriment depends on the given task. This work quantifies the relations between aiming accuracy and hand-controller latency, virtual target speed, and the predictability of the target motion. The tested context involves a target that changes direction multiple times while moving in straight lines. The main conclusions are, given the tested context, first, that the predictability of target motion becomes significantly more important as latency and target speed increase. A significant difference in accuracy is generally observed at latencies beyond approximately 130 ms and at target speeds beyond approximately 3.5 degrees/s. Second, latency starts to significantly impact accuracy at roughly 90 ms and approximately 3.5 degrees/s if the target motion cannot be predicted. If it can, the numbers are approximately 130 ms and 12.7 degrees/s. Finally, reaction times are on average 190-200 ms when the target motion changes to a new and unpredictable direction.

Place, publisher, year, edition, pages
Hindawi Publishing Corporation, 2023
Keywords
Tracking, Robot, Artificial intelligence
National Category
Computer Sciences
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-24387 (URN)10.1155/2023/1563506 (DOI)001077344100001 ()2-s2.0-85174505323 (Scopus ID)
Funder
Knowledge Foundation, 20170056Knowledge Foundation, 20220068
Available from: 2023-03-21 Created: 2023-03-21 Last updated: 2023-11-09Bibliographically approved
Chu, T. M., Fiedler, M., Kelkkanen, V., Lindero, D. & Zepernick, H.-J. (2023). On the Perception of Frame Stalls in Remote VR for Task and Task-Free Subjective Tests. In: 2023 15th International Conference on Quality of Multimedia Experience, QoMEX 2023: . Paper presented at 15th International Conference on Quality of Multimedia Experience, QoMEX 2023, Ghent, 20-22 June 2023. (pp. 201-204). Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>On the Perception of Frame Stalls in Remote VR for Task and Task-Free Subjective Tests
Show others...
2023 (English)In: 2023 15th International Conference on Quality of Multimedia Experience, QoMEX 2023, Institute of Electrical and Electronics Engineers (IEEE), 2023, p. 201-204Conference paper, Published paper (Refereed)
Abstract [en]

The performance of remotely rendered Virtual Reality (VR) is sensitive to temporal disturbances in communication channels. An earlier Quality of Experience (QoE) study of temporal impacts in the form of frame stalls has revealed difficulties with subjective disturbance ratings while performing a task in an interactive 6-degrees-of-freedom (DOF) VR environment. This study follows up on above observation by comparing QoE ratings in the presence and absence of a task. The exploratory findings show that the task-free subjective tests yield lower ratings compared to the subjective tests with task. This indicates that the participants became more sensitive to temporal impairments in the absence of a task. Also, the positive impact of reprojection on the QoE ratings decreased in the task-free environment. The simulator sickness results for individual symptoms were on similar low levels in both settings. The total score (TS) of sickness severity was higher after than before the subjective tests with task while the difference between the TS before and after the task-free subjective tests was insignificant, © 2023 IEEE.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2023
Series
International Workshop on Quality of Multimedia Experience (QoMEX), ISSN 2372-7179, E-ISSN 2472-7814
Keywords
Diseases, Subjective testing, Virtual reality, 6 degree of freedom, Communications channels, Follow up, Performance, Re-projection, Simulator sickness, Quality of service
National Category
Computer Sciences Other Medical Sciences not elsewhere specified
Identifiers
urn:nbn:se:bth-25320 (URN)10.1109/QoMEX58391.2023.10178492 (DOI)001037196100040 ()2-s2.0-85167358478 (Scopus ID)9798350311730 (ISBN)
Conference
15th International Conference on Quality of Multimedia Experience, QoMEX 2023, Ghent, 20-22 June 2023.
Funder
Knowledge Foundation, 20170056Knowledge Foundation, 20220068
Available from: 2023-08-24 Created: 2023-08-24 Last updated: 2023-09-15Bibliographically approved
Navarro, D., Garro, V. & Sundstedt, V. (2023). The Electrodermal Activity of Player Experience in Virtual Reality Games: An Extended Evaluation of the Phasic Component. In: A. Augusto de Sousa, Kurt Debattista, Alexis Paljic, Mounia Ziat, Christophe Hurter, Helen Purchase, Giovanni Maria Farinella, Petia Radeva, Kadi Bouatouch (Ed.), Computer Vision, Imaging and Computer Graphics Theory and Applications: 17th International Joint Conference, VISIGRAPP 2022, Virtual Event, February 6–8, 2022, Revised Selected Papers. Paper presented at 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications , VISIGRAPP 2022, Online, 6 February through 8 February 2022 (pp. 203-221). Springer Science+Business Media B.V., 1815
Open this publication in new window or tab >>The Electrodermal Activity of Player Experience in Virtual Reality Games: An Extended Evaluation of the Phasic Component
2023 (English)In: Computer Vision, Imaging and Computer Graphics Theory and Applications: 17th International Joint Conference, VISIGRAPP 2022, Virtual Event, February 6–8, 2022, Revised Selected Papers / [ed] A. Augusto de Sousa, Kurt Debattista, Alexis Paljic, Mounia Ziat, Christophe Hurter, Helen Purchase, Giovanni Maria Farinella, Petia Radeva, Kadi Bouatouch, Springer Science+Business Media B.V., 2023, Vol. 1815, p. 203-221Conference paper, Published paper (Refereed)
Abstract [en]

Thanks to its effectiveness, electrodermal activity (EDA) has been previously included as an evaluation metric, within analyses of user experience. In this study, the phasic component of participants’ EDA data is examined in relation to their reported experiences when playing a set of virtual reality games, that featured the HTC Vive and Leap Motion controllers for input. Two models are used in the analysis of the phasic component: a deconvolution model and a convex optimization model. Despite having significant differences in their player experiences, results indicate that there are not many significant differences in the phasic component data. Even if some weak correlations were found, the majority of results show no linear correlations between the phasic component data and the reported experience variables. This shows that the phasic component of EDA data should be further investigated in conjunction with other psychophysiological signals because it has only recently demonstrated a weak link with player experience. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

Place, publisher, year, edition, pages
Springer Science+Business Media B.V., 2023
Series
Communications in Computer and Information Science (CCIS), ISSN 1865-0929, E-ISSN 1865-0937 ; 1815
Keywords
Convex optimization, cvxEDA, Deconvolution, Electrodermography, Game experience, HTC vive, Leap motion, Phasic component, Virtual reality, Electrodes, Convex optimisation, Deconvolutions, Electrodermal activity, Player experience
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-25625 (URN)10.1007/978-3-031-45725-8_10 (DOI)2-s2.0-85175987021 (Scopus ID)9783031457241 (ISBN)
Conference
17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications , VISIGRAPP 2022, Online, 6 February through 8 February 2022
Funder
Knowledge Foundation, 20170056Knowledge Foundation, 20220068
Available from: 2023-11-17 Created: 2023-11-17 Last updated: 2023-11-17Bibliographically approved
Garro, V. & Sundstedt, V. (2022). Augmented Reality and 3D Printing for Archaeological Heritage: Evaluation of Visitor Experience. In: De Paolis, L.T., Arpaia, P., Sacco, M. (Ed.), Extended Reality: First International Conference, Part II. Paper presented at 1st International Conference on eXtended Reality, XR SALENTO, Lecce, 6 - 8 July 2022 (pp. 360-372). Springer Science+Business Media B.V., 13446
Open this publication in new window or tab >>Augmented Reality and 3D Printing for Archaeological Heritage: Evaluation of Visitor Experience
2022 (English)In: Extended Reality: First International Conference, Part II / [ed] De Paolis, L.T., Arpaia, P., Sacco, M., Springer Science+Business Media B.V., 2022, Vol. 13446, p. 360-372Conference paper, Published paper (Refereed)
Abstract [en]

Augmented Reality (AR) and 3D printing have increasingly been used in archaeological and cultural heritage to make artifacts and environments accessible to the general public. This paper presents the case study of the Ljungaviken dog, an archaeological find of dog skeleton remains dated around 8000 years ago. The dog remains have been digitized using 3D scanning and displayed in an AR application. A physical replica has also been created with 3D printing. Both the AR application and the 3D printed copy have been shown in a temporary museum exhibition. In this paper, we present the visitors’ experience evaluation based on a study with 42 participants. Aspects being evaluated are related to the realism, enjoyment, and easiness of use of the AR application. Moreover, the two media are compared in terms of understanding, visual quality, and experience satisfaction. The results show an overall positive experience for both the display solutions, with slightly higher scores for the AR application in the comparison. When asked about overall preference, the participants reported similar results between both media. Due to issues of displaying fragile objects in a museum setting, as well as recent restrictions following pandemic closures and availability, the results presented in this paper show a positive alternative towards using digital artifacts to showcase our cultural heritage. © 2022, Springer Nature Switzerland AG.

Place, publisher, year, edition, pages
Springer Science+Business Media B.V., 2022
Series
Lecture Notes in Computer Science, ISSN 03029743, E-ISSN 16113349
Keywords
3D printers, Exhibitions, Museums, 3-D printing, 3D-printing, 3D-scanning, Augmented reality applications, Case-studies, Cultural heritages, Experience evaluation, General publics, Visitor experiences, Visual experiences, Augmented reality, 3D Printing, Cultural heritage
National Category
Media and Communication Technology
Identifiers
urn:nbn:se:bth-23744 (URN)10.1007/978-3-031-15553-6_25 (DOI)000886159800025 ()2-s2.0-85138309670 (Scopus ID)9783031155529 (ISBN)
Conference
1st International Conference on eXtended Reality, XR SALENTO, Lecce, 6 - 8 July 2022
Funder
Knowledge Foundation, 20170056
Available from: 2022-10-13 Created: 2022-10-13 Last updated: 2022-12-13Bibliographically approved
Navarro, D., Garro, V. & Sundstedt, V. (2022). Electrodermal Activity Evaluation of Player Experience in Virtual Reality Games: A Phasic Component Analysis. In: Paljic, A, Ziat, M, Bouatouch, K (Ed.), PROCEEDINGS OF THE 17TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS (HUCAPP), VOL 2: . Paper presented at 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP), Virtual, Online, FEB 06-08, 2022 (pp. 108-116). SciTePress (17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP))
Open this publication in new window or tab >>Electrodermal Activity Evaluation of Player Experience in Virtual Reality Games: A Phasic Component Analysis
2022 (English)In: PROCEEDINGS OF THE 17TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS (HUCAPP), VOL 2 / [ed] Paljic, A, Ziat, M, Bouatouch, K, SciTePress, 2022, no 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP), p. 108-116Conference paper, Published paper (Refereed)
Abstract [en]

Electrodermal activity (EDA) is considered to be an effective metric for measuring changes in the arousal level of people. In this paper, the phasic component of EDA data from players is analyzed in relation to their reported experience from a standardized questionnaire, when interacting with a couple of virtual reality games that featured two different input devices: the HTC Vive and Leap Motion controllers. Initial results show that there are no significant differences in the phasic component data, despite having significant differences in their respective player experience. Furthermore, no linear correlations are found between the phasic component data and the evaluated experience variables, with the only exception of negative affect which features a weak positive correlation. In conclusion, the phasic component of EDA data has here shown a limited correlation with player experience and should be further explored in combination with other psychophysiological signals.

Place, publisher, year, edition, pages
SciTePress, 2022
Series
VISIGRAPP, ISSN 21844321
Keywords
Virtual Reality, Psychophysiology, Electrodermography, Phasic Component, Player Experience
National Category
Computer Sciences Human Aspects of ICT
Identifiers
urn:nbn:se:bth-22878 (URN)10.5220/0011006100003124 (DOI)000777494800009 ()9789897585555 (ISBN)
Conference
17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP), Virtual, Online, FEB 06-08, 2022
Funder
Knowledge Foundation, 20170056
Note

open access

Available from: 2022-04-28 Created: 2022-04-28 Last updated: 2022-09-30Bibliographically approved
Garro, V., Sundstedt, V. & Sandahl, C. (2022). Impact of Location, Gender and Previous Experience on User Evaluation of Augmented Reality in Cultural Heritage: The Mjallby Crucifix Case Study. Heritage, 5(3), 1988-2006
Open this publication in new window or tab >>Impact of Location, Gender and Previous Experience on User Evaluation of Augmented Reality in Cultural Heritage: The Mjallby Crucifix Case Study
2022 (English)In: Heritage, E-ISSN 2571-9408, Vol. 5, no 3, p. 1988-2006Article in journal (Refereed) Published
Abstract [en]

In recent decades, a growing number of museums have adopted digital media, both as an enhancement of exhibitions of real artifacts and as an alternative to traditional display methods. The digital acquisition of artifacts generates accurate 3D replicas that can be displayed via different digital media. With an increase in immersive technologies in the cultural heritage (CH) domain, it is common to see digital artifacts presented in Virtual Reality (VR) and Augmented Reality (AR). This paper presents two user studies conducted in different locations evaluating the use of an AR application in the portrayal of the Mjallby Crucifix artifact. This paper presents the overall results from both user studies evaluating and discussing the AR application on a number of different aspects on a 7-point Likert scale: (1) understanding the artifact, (2) ease of use, (3) object feeling part of reality, (4) perceived visual quality of the object, (5) overall satisfaction experience, and (6) willingness to download the AR application. The results have been compared between genders, age groups, and previous experience with AR. Potential benefits and disadvantages of AR experiences in the context of a museum exhibition were also gathered in free text from the visitors.

Place, publisher, year, edition, pages
MDPI, 2022
Keywords
augmented reality, cultural heritage, digital heritage, virtual museum, user evaluation
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:bth-23702 (URN)10.3390/heritage5030104 (DOI)000856443500001 ()2-s2.0-85138624378 (Scopus ID)
Funder
Knowledge Foundation, 20170056
Note

open access

Available from: 2022-09-30 Created: 2022-09-30 Last updated: 2022-12-13Bibliographically approved
Elwardy, M., Zepernick, H.-J. & Chu, T. M. (2022). On the Number of Subjects Needed for 360° Video Quality Experiments: An SOS Based Analysis. In: International Conference on Quality of Multimedia Experience, QoMEX 2022: . Paper presented at 14th International Conference on Quality of Multimedia Experience, QoMEX 2022, Lippstadt, 5-7 September, 2022.. Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>On the Number of Subjects Needed for 360° Video Quality Experiments: An SOS Based Analysis
2022 (English)In: International Conference on Quality of Multimedia Experience, QoMEX 2022, Institute of Electrical and Electronics Engineers (IEEE), 2022Conference paper, Published paper (Refereed)
Abstract [en]

Subjective 360° video quality experiments provide the ground truth for developing related systems such that acceptable quality of experience is offered to the users. To obtain statistically meaningful insights from the data recorded in quality experiments, engaging a sufficiently large number of subjects is essential. In contrast to conventional videos, little has been reported on statistical measures that may guide the choice of the number of subjects required for 360° video quality experiments. In this paper, the standard deviation of opinion score (SOS) hypothesis, measuring the diversity among the opinion scores given by a panel of subjects, is used to reveal the number of subjects needed. It is shown that the number of subjects needed varies depending on a threshold on SOS characteristics in terms of diversity among opinion scores. © 2022 IEEE.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2022
Series
International Workshop on Quality of Multimedia Experience (QoMEX), ISSN 2372-7179
Keywords
Systems engineering, Ground truth, Related systems, Standard deviation, Statistical measures, Video quality, Quality of service
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-24015 (URN)10.1109/QoMEX55416.2022.9900890 (DOI)2-s2.0-85141699143 (Scopus ID)9781665487948 (ISBN)
Conference
14th International Conference on Quality of Multimedia Experience, QoMEX 2022, Lippstadt, 5-7 September, 2022.
Funder
Knowledge Foundation, 20170056
Available from: 2022-12-01 Created: 2022-12-01 Last updated: 2023-09-15Bibliographically approved
Garro, V. & Sundstedt, V. (2022). Panoptic Visual Analytics of Eye Tracking Data. In: Hurter, C, Purchase, H, Bouatouch, K (Ed.), PROCEEDINGS OF THE 17TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS (IVAPP), VOL 3: . Paper presented at 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 13th International Conference on Information Visualization Theory and Applications (IVAPP), Visual, Online, FEB 06-08, 2022 (pp. 171-178). SciTePress (17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 13th International Conference on Information Visualization Theory and Applications (IVAPP))
Open this publication in new window or tab >>Panoptic Visual Analytics of Eye Tracking Data
2022 (English)In: PROCEEDINGS OF THE 17TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS (IVAPP), VOL 3 / [ed] Hurter, C, Purchase, H, Bouatouch, K, SciTePress, 2022, no 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 13th International Conference on Information Visualization Theory and Applications (IVAPP), p. 171-178Conference paper, Published paper (Refereed)
Abstract [en]

In eye tracking data visualization, areas of interest (AOIs) are widely adopted to analyze specific regions of the stimulus. We propose a visual analytics tool that leverages panoptic segmentation to automatically divide the whole image or frame video in semantic AOIs. A set of AOI-based visualization techniques are available to analyze the fixation data based on these semantic AOIs. Moreover, we propose a modified version of radial transition graph visualizations adapted to the extracted semantic AOIs and a new visualization technique also based on radial transition graphs. Two application examples illustrate the potential of this approach and are used to discuss its usefulness and limitations.

Place, publisher, year, edition, pages
SciTePress, 2022
Series
VISIGRAPP, ISSN 2184-5921, E-ISSN 2184-4321 ; 17
Keywords
Eye Tracking, Visualization, Semantic Areas of Interest, Panoptic Segmentation, MOVEMENTS
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-22857 (URN)10.5220/0010889500003124 (DOI)000777508400015 ()9789897585555 (ISBN)
Conference
17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 13th International Conference on Information Visualization Theory and Applications (IVAPP), Visual, Online, FEB 06-08, 2022
Funder
Knowledge Foundation, 20170056
Note

open access

Available from: 2022-04-22 Created: 2022-04-22 Last updated: 2022-12-02Bibliographically approved
Chu, T. M. & Zepernick, H.-J. (2022). Performance Analysis of an Adaptive Rate Scheme for QoE-Assured Mobile VR Video Streaming. Computers, 11(5), Article ID 69.
Open this publication in new window or tab >>Performance Analysis of an Adaptive Rate Scheme for QoE-Assured Mobile VR Video Streaming
2022 (English)In: Computers, E-ISSN 2073-431X, Vol. 11, no 5, article id 69Article in journal (Refereed) Published
Abstract [en]

The emerging 5G mobile networks are essential enablers for mobile virtual reality (VR) video streaming applications assuring high quality of experience (QoE) at the end-user. In addition, mobile edge computing brings computational resources closer to the user equipment (UE), which allows offloading computationally intensive processing. In this paper, we consider a network architecture for mobile VR video streaming applications consisting of a server that holds the VR video content, a mobile edge virtualization with prefetching (MVP) unit that handles the VR video packets, and a head-mounted display along with a buffer, which together serve as the UE. Several modulation and coding schemes with different rates are provided by the MVP unit to adaptively cope with the varying wireless link conditions to the UE and the state of the UE buffer. The UE buffer caches VR video packets as needed to compensate for the adaptive rates. A performance analysis is conducted in terms of blocking probability, throughput, queueing delay, and average packet error rate. To capture the effect of fading severity, the analytical expressions for these performance metrics are derived for Nakagami-m fading on the wireless link from the MVP unit to the UE. Numerical results show that the proposed system meets the network requirements needed to assure the QoE levels of different mobile VR video streaming applications. © 2022 by the authors. Licensee MDPI, Basel, Switzerland.

Place, publisher, year, edition, pages
MDPI, 2022
Keywords
adaptive rate, mobile VR, performance analysis, prefetching, QoE, queueing analysis
National Category
Computer Systems
Identifiers
urn:nbn:se:bth-22974 (URN)10.3390/computers11050069 (DOI)000803142100001 ()2-s2.0-85129973523 (Scopus ID)
Funder
Knowledge Foundation, 20170056
Note

open access

Available from: 2022-05-24 Created: 2022-05-24 Last updated: 2022-12-29Bibliographically approved
Principal InvestigatorSundstedt, Veronica
Coordinating organisation
Blekinge Institute of Technology
Funder
Period
2017-10-01 - 2021-09-30
National Category
Computer Sciences
Identifiers
DiVA, id: project:2329Project, id: 20170056

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VIATECH