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QoE of Frame Stalls in Remote 6-DOF VR
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0002-0536-7165
Ericsson Research, Luleå.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.ORCID iD: 0000-0001-8929-4911
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0003-3604-2766
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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]

Remotely rendered Virtual Reality (VR) typically has to rely upon less capable and less reliable communication channels as compared to locally rendered VR. Such communication channels pose the risk of impairing the VR experience with temporary disturbances in form of frame stalls that would not be present in local VR. However, it is not obvious to which extent the durations of temporary stalls affect the Quality of Experience (QoE) in interactive 6-degrees-of-freedom (DOF) VR, and neither to which extent present reprojection/warping techniques mitigate any adverse effects of such stalls on user perception.

In this paper, subjective experiments were conducted with N =29 users to quantify the relationship between QoE and single, isolated stall durations in interactive 6-DOF remote VR when stalls either freeze the frame in place, or when frames are reprojected by the VR driver. Results indicate that given a 90 fps headset and a simple task that requires moderate head-movement; (1) short, isolated stalls of up to 4 frames go unnoticed on average, no matter whether reprojection is used or not, (2) the number of perceived stalls when using reprojection is the same or lower than the reference (no stall) in the range 1-4 frame stalls, (3) reprojection entails significantly higher user ratings for stalls ranging from 8 frames and beyond, (4) the improvement of using reprojection over freezes in terms of making more stalling events imperceptible is highest in the range 8-16 frames. © 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, E-ISSN 2472-7814
Keywords [en]
Communication channels (information theory), Quality of service, 4-frames, 6 degree of freedom, Adverse effect, Communications channels, Re-projection, Reliable communication, Subjective experiments, User perceptions, Virtual reality experiences, Warping techniques, Virtual reality
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-24016DOI: 10.1109/QoMEX55416.2022.9900899ISI: 001308684500025Scopus ID: 2-s2.0-85141692740ISBN: 9781665487948 (print)OAI: oai:DiVA.org:bth-24016DiVA, id: diva2:1715328
Conference
14th International Conference on Quality of Multimedia Experience, QoMEX 2022, Lippstadt 5-7 September, 2022.
Available from: 2022-12-01 Created: 2022-12-01 Last updated: 2025-01-02Bibliographically approved
In thesis
1. Evaluation and Reduction of Temporal Issues in Remote VR
Open this publication in new window or tab >>Evaluation and Reduction of Temporal Issues in Remote VR
2023 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

The aim of this thesis is to study and advance knowledge and technologies surrounding remote rendering of Virtual Reality (VR). In particular regarding temporal aspects such as latency and video stalling events. In remote rendering, rendered content is commonly streamed as video images in network packets from a server to a client. The main purpose is to be able to utilize the processing power available in stationary machines on thin clients that are otherwise limited by weight and size due to their mobility requirements. Achieving this process in real-time with excellent quality is not trivial in interactive VR due to the requirements on low latency and high visual fidelity. The dissertation brings to light the main challenges of the field as well as a set of new proposals and knowledge on the topic. 

As an introduction to the field, the dissertation begins with a study on 360-video streaming, which is a form of VR but less interactive. Moving on into real-time remote rendering, a commercial wireless VR adapter is studied and a method for monitoring its data traffic is proposed and implemented. The monitoring is able to provide a baseline in terms of video stalling events in a commercial remote-VR product. Moving on, a prototype remote renderer for VR is implemented using a proposed architecture, it is furthermore tested in various network conditions to determine under which conditions such remote rendering may be viable. Having constructed the remote renderer, a study is conducted that shows the effect of headset movements on the resulting video bitrate requirements in remote VR. Furthermore, a method that can reduce the codec image size in remote VR is proposed and its viability is tested with the prototype. Finally, two works are reported, in which human participants are involved, one for studying the subjective effects of video stalls in VR and one for studying the objective effects of hand-controller latency on aiming accuracy in VR.

Place, publisher, year, edition, pages
Karlskrona: Blekinge Tekniska Högskola, 2023. p. 191
Series
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 4
Keywords
Remote Rendering VR Network
National Category
Computer Sciences
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-24388 (URN)978-91-7295-453-3 (ISBN)
Public defence
2023-05-08, J1630, Valhallavägen 1, Karlskrona, 09:15 (English)
Opponent
Supervisors
Funder
Knowledge Foundation, 20170056
Available from: 2023-03-21 Created: 2023-03-21 Last updated: 2023-04-18Bibliographically approved

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Kelkkanen, ViktorFiedler, MarkusZepernick, Hans-JuergenChu, Thi My Chinh

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