12343 of 4
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Participants' Quality Experiences and Behavior in 360° Videos
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0002-7550-5818
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 [en]
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: urn:nbn:se:bth-27122ISBN: 978-91-7295-493-9 (print)OAI: oai:DiVA.org:bth-27122DiVA, id: diva2:1914876
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
List of papers
1. Annotated 360-Degree Image and Video Databases: A Comprehensive Survey
Open this publication in new window or tab >>Annotated 360-Degree Image and Video Databases: A Comprehensive Survey
2019 (English)In: 13th International Conference on Signal Processing and Communication Systems, ICSPCS 2019 - Proceedings, Institute of Electrical and Electronics Engineers (IEEE), 2019Conference paper, Published paper (Refereed)
Abstract [en]

The advances in 5G mobile networks are expected to enable immersive interconnected mobile multimedia systems. As humans are the final judges of the quality of immersive multimedia, it is essential to engage a suitable ground truth in the design of such systems. Databases annotated with results from subjective tests constitute such ground truth given as opinion scores, head movements, eye tracking data, psychophysiological data, and other data related to the viewers' behavior. On this basis, perception-based quality assessment of algorithms, systems, and services can be performed, and objective perceptual quality models can be developed. In this paper, a comprehensive survey of publicly available annotated 360-degree image and video databases is provided. The survey may guide the selection of ground truth on 360-degree images and videos to support quality assessment and modeling research. Further, the survey reveals the need for establishing new annotated databases that address the full range of subjective aspects of immersive multimedia. © 2019 IEEE.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2019
Keywords
360-degree images, 360-degree videos, annotated databases, ground truth, Immersive multimedia, 5G mobile communication systems, Database systems, Eye movements, Eye tracking, Multimedia systems, Surveys, Video recording, Annotated database, Immersive, Image annotation
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-19373 (URN)10.1109/ICSPCS47537.2019.9008715 (DOI)000613248200055 ()2-s2.0-85082001094 (Scopus ID)9781728121949 (ISBN)
Conference
13th International Conference on Signal Processing and Communication Systems, ICSPCS 2019; Gould Coast; Australia; 16 December 2019 through 18 December 2019
Funder
Knowledge Foundation, 20170056
Available from: 2020-04-09 Created: 2020-04-09 Last updated: 2024-11-20Bibliographically approved
2. ACR360: A Dataset on Subjective 360° Video Quality Assessment Using ACR Methods
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: 2024-11-20Bibliographically approved
3. SSV360: A Dataset on Subjetive Quality Assessment of 360° Videos for Standing and Seated Viewing on an HMD
Open this publication in new window or tab >>SSV360: A Dataset on Subjetive Quality Assessment of 360° Videos for Standing and Seated Viewing on an HMD
2022 (English)In: Proceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022, IEEE Computer Society, 2022, p. 189-194Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we introduce the SSV360 dataset containing psy-chophysical and psychophysiological data gathered in a pilot study on the effect of standing and seated viewing of 360° videos on subjective quality assessment. The stimuli were shown to the participants on a head-mounted display for both viewing conditions. The ground truth contained in the SSV360 dataset may support, e.g., benchmarking of immersive media processing algorithms and developing of objective perceptual quality metrics. © 2022 IEEE.

Place, publisher, year, edition, pages
IEEE Computer Society, 2022
Keywords
Human-centered computing-Computing methodologies-Virtual reality-Dataset, Benchmarking, Helmet mounted displays, Computing methodologies, Ground truth, Head-mounted-displays, Human-centered computing, Human-centered computing-computing methodology-virtual reality-dataset, Immersive media, Pilot studies, Quality assessment, Subjective quality assessments, Viewing conditions, Virtual reality
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-22955 (URN)10.1109/VRW55335.2022.00047 (DOI)000808111800038 ()2-s2.0-85129677249 (Scopus ID)9781665484022 (ISBN)
Conference
2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022, Virtual, Online, 12 March 2022 through 16 March 2022
Available from: 2022-05-20 Created: 2022-05-20 Last updated: 2024-11-20Bibliographically approved
4. Impact of Participants' Experiences with Immersive Multimedia on 360 degrees Video Quality Assessment
Open this publication in new window or tab >>Impact of Participants' Experiences with Immersive Multimedia on 360 degrees Video Quality Assessment
2019 (English)In: 13th International Conference on Signal Processing and Communication Systems, ICSPCS 2019 - Proceedings, Institute of Electrical and Electronics Engineers (IEEE), 2019Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we study the impact that the level of experience of participants with immersive multimedia has on 360° video quality assessment. An extensive subjective experiment using the modified absolute category rating with hidden reference (M-ACR-HR) method was conducted. The opinion scores obtained from the participants in this experiment along with other sensor data support this study. The statistical analysis is performed in terms of screening participants' distribution of opinion scores for consistency, average rating time, box plots related to mean opinion scores (MOSs) and differential MOS (DMOS). Detailed results for MOS and DMOS are also provided for reference and test sequences covering a wide range of qualities. Major findings include: (1) Screening detects many outliers for participants with no experience, (2) Average rating times show that experts learn the quality assessment task fast, (3) Participants with no experience provide lower opinion scores in average, (4) DMOS may alleviate the bias in quality rating caused by different levels of experience. © 2019 IEEE.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2019
Keywords
360° video, average rating time, DMOS, experience level, M-ACR-HR method, MOS, screening, subjective experiments, Molybdenum, Signal processing
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-19371 (URN)10.1109/ICSPCS47537.2019.9008739 (DOI)000613248200076 ()2-s2.0-85082022194 (Scopus ID)9781728121949 (ISBN)
Conference
13th International Conference on Signal Processing and Communication Systems, ICSPCS 2019, Gold Coast; Australia; 16 December 2019 through 18 December 2019
Funder
Knowledge Foundation, 20170056
Available from: 2020-04-09 Created: 2020-04-09 Last updated: 2024-11-20Bibliographically approved
5. Evaluation of Simulator Sickness for 360 degrees Videos on an HMD Subject to Participants' Experience with Virtual Reality
Open this publication in new window or tab >>Evaluation of Simulator Sickness for 360 degrees Videos on an HMD Subject to Participants' Experience with Virtual Reality
Show others...
2020 (English)In: IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES WORKSHOPS (VRW 2020), Institute of Electrical and Electronics Engineers Inc. , 2020, p. 477-484, article id 9090490Conference paper, Published paper (Refereed)
Abstract [en]

Virtual reality (VR) has seen tremendous advances in head-mounted displays (HMDs), optics, media quality, and other improvements that facilitate immersive experiences. With the occurrence of new technologies like Cloud VR and networked VR video services, applications such as 360° video streaming are becoming more popular within the broader consumer markets. As a result, VR content is accessible to customers with rather different levels of experiences with immersive media, i.e., never, sometimes, or often use of VR. The question, therefore, arises to which degree simulator sickness is induced to viewers depending on their experiences with VR on HMDs. In this paper, simulator sickness is evaluated for 360° videos that were shown on an HTC Vive Pro HMD to participants having different levels of experience with VR on HMDs. The modified absolute category rating with hidden reference (M-ACR-HR) method was used in a subjective experiment for video quality assessment within two subsequent sessions along with a simulator sickness questionnaire (SSQ). A statistical analysis of the SSQ scores is performed to reveal the relationship between simulator sickness and participants' experiences with VR regarding: (1) Individual symptoms, (2) Pairwise comparison of symptoms, and (3) Symptom clusters of nausea, oculomotor, disorientation, and total score. It is shown that the simulator sickness symptoms, in general, are slightly or rarely perceived across the different experience levels for the selected 360° videos. The results indicate that the reported simulator sickness increases in the second session for participants that never used VR on HMDs. Sufficiently long breaks between sessions should therefore be accounted for in the M-ACR-HR method to avoid that simulator sickness influences quality rating. © 2020 IEEE.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers Inc., 2020
Keywords
360 videos, 360° videos, Immersive media, M-ACR-HR method, simulator sickness questionnaire, subjective experiments, Diseases, Helmet mounted displays, Simulators, User interfaces, Absolute category ratings, Head mounted displays, Pair-wise comparison, Quality ratings, Simulator sickness, Video quality assessment, Virtual reality
National Category
Human Computer Interaction Telecommunications
Identifiers
urn:nbn:se:bth-19572 (URN)10.1109/VRW50115.2020.00100 (DOI)000578054300093 ()2-s2.0-85085391320 (Scopus ID)9781728165325 (ISBN)
Conference
27th IEEE Conference on Virtual Reality and 3D User Interfaces, VRW 2020, Atlanta, United States, 22 March 2020 through 26 March 2020
Funder
Knowledge Foundation, 20170056
Available from: 2020-06-05 Created: 2020-06-05 Last updated: 2024-11-20Bibliographically approved
6. Comparison of ACR Methods for 360° Video Quality Assessment Subject to Participants' Experience with Immersive Media
Open this publication in new window or tab >>Comparison of ACR Methods for 360° Video Quality Assessment Subject to Participants' Experience with Immersive Media
Show others...
2020 (English)In: 2020 14th International Conference on Signal Processing and Communication Systems, ICSPCS 2020 - Proceedings / [ed] Wysocki T.A.,Wysocki B.J., Institute of Electrical and Electronics Engineers Inc. , 2020, article id 9310071Conference paper, Published paper (Refereed)
Abstract [en]

Watching 360° videos on head-mounted displays (HMDs) has become more popular in recent years. As such, subjective quality assessment of 360° videos on HMDs is needed to obtain a ground truth on the quality as perceived by users. Due to the lack of standardized methods, the absolute category rating (ACR) with hidden reference (ACR-HR) method for conventional videos has also been used for subjective quality assessment of 360° videos on HMDs. A modified ACR (M-ACR) method tailored for assessing 360° videos on HMDs has recently been proposed. In this paper, we compare the ACR-HR and M-ACR with hidden reference (M-ACR-HR) method regarding subjective quality assessment of 360° videos on HMDs. The comparison is conducted subject to participants' experience with watching immersive media on HMDs. The findings include: 1) Average rating times to cast opinion scores is lower for the ACR-HR method irrespective of participants' experience, 2) Mean opinion scores are similar for both methods irrespective of participants' experience, 3) The M-ACR-HR method is more reliable, especially with experts and participants with no experience, 4) Discomfort is significantly lower for the ACR-HR method, especially, for participants with no experience. © 2020 IEEE.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers Inc., 2020
Keywords
Helmet mounted displays, Absolute category ratings, Ground truth, Head mounted displays, Immersive media, Mean opinion scores, Standardized methods, Subjective quality assessments, Video quality assessment, Signal processing
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-21062 (URN)10.1109/ICSPCS50536.2020.9310071 (DOI)2-s2.0-85100031773 (Scopus ID)9781728199726 (ISBN)
Conference
14th International Conference on Signal Processing and Communication Systems, ICSPCS 2020, Virtual, Adelaide, Australia, 14 December 2020 through 16 December 2020
Funder
Knowledge Foundation, 2018/863,20170056
Note

open access

Available from: 2021-02-12 Created: 2021-02-12 Last updated: 2024-11-20Bibliographically approved
7. On the Effect of Standing and Seated Viewing of 360 degrees Videos on Subjective Quality Assessment: A Pilot Study
Open this publication in new window or tab >>On the Effect of Standing and Seated Viewing of 360 degrees Videos on Subjective Quality Assessment: A Pilot Study
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
Keywords
human-centered computing, computing methodologies, virtual reality, 360 degrees videos, standing viewing, seated viewing, perception, subjective tests, quality assessment
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-21983 (URN)10.3390/computers10060080 (DOI)000665437300001 ()
Funder
Knowledge Foundation, 20170056
Available from: 2021-07-08 Created: 2021-07-08 Last updated: 2024-11-20Bibliographically approved
8. On the Consistency of 360° Video Quality Assessment in Repeated Subjective Tests: A Pilot Study
Open this publication in new window or tab >>On the Consistency of 360° Video Quality Assessment in Repeated Subjective Tests: A Pilot Study
2024 (English)In: EAI Endorsed Transactions on Industrial Networks and Intelligent Systems, E-ISSN 2410-0218, Vol. 11, no 1, p. 1-22Article in journal (Refereed) Published
Abstract [en]

Immersive media such as virtual reality, augmented reality, and 360° video have seen tremendous technological developments in recent years. Furthermore, the advances in head-mounted displays (HMDs) offer the users increased immersive experiences compared to conventional displays. To develop novel immersive media systems and services that satisfy the expectations of the users, it is essential to conduct subjective tests revealing users’ perceived quality of immersive media. However, due to the new viewing dimensions provided by HMDs and the potential of interacting with the content, a wide range of subjective tests are required to understand the many aspects of user behavior in and quality perception of immersive media. The ground truth obtained by such subjective tests enable the development of optimized immersive media systems that fulfill the expectations of the users. This article focuses on the consistency of 360° video quality assessment to reveal whether users’ subjective quality assessment of such immersive visual stimuli changes fundamentally over time or is kept consistent for each user. A pilot study was conducted under pandemic conditions with participants given the task of rating the quality of 360° video stimuli on an HMD in standing and seated viewing. The choice of conducting a pilot study is motivated by the fact that immersive media impose high cognitive load on the participants and the need to keep the number of participants under pandemic conditions as low as possible. To gain insight into the consistency of the participants’ 360° video assessment over time, three sessions were held for each participant and each viewing condition with long and short breaks between sessions. In particular, the opinion scores and head movements were recorded for each participant and each session in standing and seated viewing. The statistical analysis of this data leads to the conjecture that the quality rating stays consistent throughout these sessions with each participant having their own quality assessment signature. The head movements, indicating the participants’ scene exploration during the quality assessment task, also remain consistent for each participant according their individual narrower or wider scene exploration signature. These findings are more pronounced for standing viewing than for seated viewing. This work supports the role of pilot studies being a useful approach of conducting pre-tests on immersive media quality under opportunity-limited conditions and for the planning of subsequent full subjective tests with a large panel of participants. The annotated RQA360 dataset containing the data recorded in the repeated subjective tests is made publicly available to the research community. © 2024. M. Elwardy et al., licensed to EAI. This is an open access article distributed under the terms of the CC BY-NC-SA 4.0, which permits copying, redistributing, remixing, transformation, and building upon the material in any medium so long as the original work is properly cited. doi:10.4108/eetinis.v11i1.4323. All Rights Reserved.

Place, publisher, year, edition, pages
European Alliance for Innovation, 2024
Keywords
360° video, annotated dataset, opportunity-limited conditions, pilot study, quality assessment, quality of experience, seated viewing, standing viewing, subjective tests, Behavioral research, Helmet mounted displays, Quality control, Quality of service, Subjective testing, Virtual reality, 360° video, Annotated datasets, Condition, Opportunity-limited condition, Pilot studies, Subjective test, Augmented reality
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-26064 (URN)10.4108/eetinis.v11i1.4323 (DOI)2-s2.0-85187234575 (Scopus ID)
Funder
Knowledge Foundation, 20170056Knowledge Foundation, 20220068
Available from: 2024-03-27 Created: 2024-03-27 Last updated: 2024-11-20Bibliographically approved

Open Access in DiVA

fulltext(14036 kB)21 downloads
File information
File name FULLTEXT02.pdfFile size 14036 kBChecksum SHA-512
4007d64b06dd53179c4c79c8bf9ba49ed332b09e775b5c8848840719d4c6d677d24dfdd620d1042c1336d73bad42b789ecc9c47133cbea563586c2a256b175ce
Type fulltextMimetype application/pdf

Authority records

Elwardy, Majed

Search in DiVA

By author/editor
Elwardy, Majed
By organisation
Department of Computer Science
Computer Sciences

Search outside of DiVA

GoogleGoogle Scholar
Total: 22 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

isbn
urn-nbn

Altmetric score

isbn
urn-nbn
Total: 224 hits
12343 of 4
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf