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On the Effect of Standing and Seated Viewing of 360 degrees Videos on Subjective Quality Assessment: A Pilot Study
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0002-3283-2819
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0002-7550-5818
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0003-3604-2766
2021 (English)In: Computers, E-ISSN 2073-431X, Vol. 10, no 6Article in journal (Refereed) Published
Abstract [en]

Due to the advances in head-mounted displays (HMDs), hardware and software technologies, and mobile connectivity, virtual reality (VR) applications such as viewing 360 degrees videos on HMDs have seen an increased interest in a wide range of consumer and vertical markets. Quality assessment of digital media systems and services related to immersive visual stimuli has been one of the challenging problems of multimedia signal processing. Specifically, subjective quality assessment of 360 degrees videos presented on HMDs is needed to obtain a ground truth on the visual quality as perceived by humans. Standardized test methodologies to assess the subjective quality of 360 degrees videos on HMDs are currently not as developed as for conventional videos and are subject to further study. In addition, subjective tests related to quality assessment of 360 degrees videos are commonly conducted with participants seated on a chair but neglect other options of consumption such as standing viewing. In this paper, we compare the effect that standing and seated viewing of 360 degrees videos on an HMD has on subjective quality assessment. A pilot study was conducted to obtain psychophysical and psychophysiological data that covers explicit and implicit responses of the participants to the shown 360 degrees video stimuli with different quality levels. The statistical analysis of the data gathered in the pilot study is reported in terms of average rating times, mean opinion scores, standard deviation of opinion scores, head movements, pupil diameter, galvanic skin response (GSR), and simulator sickness scores. The results indicate that the average rating times consumed for 360 degrees video quality assessment are similar for standing and seated viewing. Further, the participants showed higher resolving power among different 360 degrees video quality levels and were more confident about the given opinion scores for seated viewing. On the other hand, a larger scene exploration of 360 degrees videos was observed for standing viewing which appears to distract from the quality assessment task. A slightly higher pupil dilation was recorded for standing viewing which suggests a slightly more immersed experience compared to seated viewing. GSR data indicate a lower degree of emotional arousal in seated viewing which seems to allow the participants to better conduct the quality assessment task. Similarly, simulator sickness symptoms are kept significantly lower when seated. The pilot study also contributes to a holistic view of subjective quality assessment and provides indicative ground truth that can guide the design of large-scale subjective tests.

Place, publisher, year, edition, pages
MDPI, 2021. Vol. 10, no 6
Keywords [en]
human-centered computing, computing methodologies, virtual reality, 360 degrees videos, standing viewing, seated viewing, perception, subjective tests, quality assessment
National Category
Telecommunications
Identifiers
URN: urn:nbn:se:bth-21983DOI: 10.3390/computers10060080ISI: 000665437300001OAI: oai:DiVA.org:bth-21983DiVA, id: diva2:1579051
Funder
Knowledge Foundation, 20170056Available from: 2021-07-08 Created: 2021-07-08 Last updated: 2024-11-20Bibliographically approved
In thesis
1. Participants' Quality Experiences and Behavior in 360° Videos
Open this publication in new window or tab >>Participants' Quality Experiences and Behavior in 360° Videos
2025 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

In the rapidly evolving virtual reality (VR) field, assessing video quality on head-mounted displays (HMDs) for 360° videos presents unique opportunities and challenges. As immersive multimedia becomes increasingly widespread, understanding how users perceive and evaluate the quality of 360° videos is essential. This thesis investigates the subjective quality assessment tests of 360° videos, examining how participants' VR experiences, viewing conditions, and exploration behaviors shape perceptions of quality. This thesis aims to perform subjective quality assessment tests to study and understand how participants perceive the quality of 360° videos on an HMD. The thesis starts with an extended summary of the field of subjective quality assessment for 360° videos, followed by eight key publications, and unfolds into three main parts.

The first part of the thesis focuses on data collection to establish ground truth. It includes a comprehensive survey of annotated 360° images and videos datasets related to subjective quality assessment. It also presents a set of datasets collected specifically for subjective quality assessment tests for 360° videos with different test methods and viewing conditions conducted as part of the research. The second part of the thesis investigates how varying levels of VR experience affect participants' video quality assessments. It compares two test methods, the absolute category rating (ACR) and the modified ACR (MACR) method, to evaluate 360° video quality. Furthermore, this part evaluates simulator sickness in participants viewing 360° video on an HMD and explores how their prior VR experience levels correlate with the occurrence of these symptoms. The third and final part of the thesis focuses on assessing viewing conditions and rating consistency. It involves conducting subjective quality assessment tests for 360° videos under different viewing conditions, such as standing and seated viewing, and providing a statistical analysis of the psychophysical and psychophysiological measures. This part also investigates the consistency of 360° video quality assessments through repeated subjective quality assessment tests under opportunity-limited conditions. It examines how quality assessments vary between the standing and seated viewing conditions and explores whether participants' subjective evaluations of 360° videos change over time or remain stable across repeated exposures.

Place, publisher, year, edition, pages
Karlskrona: Blekinge Tekniska Högskola, 2025. p. 255
Series
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 2025:01
Keywords
360° Video, Immersive Multimedia, Video Quality Assessment, Participants' Experience, Head-Mounted Display, Virtual Reality, Subjective Tests, Standing Viewing, Seated Viewing
National Category
Computer Sciences
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-27122 (URN)978-91-7295-493-9 (ISBN)
Public defence
2025-01-17, J1630, Campus Gräsvik, Karlskrona, 09:00 (English)
Opponent
Supervisors
Available from: 2024-11-21 Created: 2024-11-20 Last updated: 2024-11-28Bibliographically approved

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Hu, YanElwardy, MajedZepernick, Hans-Juergen

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