VR is growing fast and represents a tremendous revolution in the user experience. But VR also entails a daunting challenge for streaming transmission over the Internet. The bitrates required for 360-degree videos are indeed much higher than for conventional videos. To tackle the challenge of streaming VR, a pre-selection of portions of the scene to be sent in priority can be made. This is enabled by the Spatial Relationship Description (SRD) amendment to the MPEG-DASH standard. This selection must however be based on criteria of user's Quality of Experience (QoE). Owing to the very goal of VR to immerse the user into a virtual world, the user's experience changes radically from video: it involves more psychological and physiological parameters (motion sickness, fatigue, discomfort, enjoyment, etc.) and is impacted by numerous factors (head motions, impact of transmission decisions on latency, video quality, etc.). Some recent works have studied from di erent angles the QoE in SRD-based applications. Most of these however do not provide any model and are focused on users' interaction with a mouse or a tactile screen, but not with a VR headset. Also, no research has been carried out to study the impact of 360 video editing. The goal of this project is to progress towards a QoE analysis of VR streaming by designing a tool to carry out user experiments and test the impact of editing strategies and other objective metrics on the user experience. Our results show that semantically meaningful editing can decrease the amount of motion required from the user, and this can lead to bandwidth savings and potential improvements in the Quality of Experience to be further investigated.
VR is growing fast and represents a tremendous revolution in the user experience. But VR also entails a daunting challenge for streaming transmission over the Internet. The bitrates required for 360-degree videos are indeed much higher than for conventional videos. To tackle the challenge of streaming VR, a pre-selection of portions of the scene to be sent in priority can be made. This is enabled by the Spatial Relationship Description (SRD) amendment to the MPEG-DASH standard. This selection must however be based on criteria of user's Quality of Experience (QoE). Owing to the very goal of VR to immerse the user into a virtual world, the user's experience changes radically from video: it involves more psychological and physiological parameters (motion sickness, fatigue, discomfort, enjoyment, etc.) and is impacted by numerous factors (head motions, impact of transmission decisions on latency, video quality, etc.). Some recent works have studied from di erent angles the QoE in SRD-based applications. Most of these however do not provide any model and are focused on users' interaction with a mouse or a tactile screen, but not with a VR headset. Also, no research has been carried out to study the impact of 360 video editing. The goal of this project is to progress towards a QoE analysis of VR streaming by designing a tool to carry out user experiments and test the impact of editing strategies and other objective metrics on the user experience. Our results show that semantically meaningful editing can decrease the amount of motion required from the user, and this can lead to bandwidth savings and potential improvements in the Quality of Experience to be further investigated.
Realtà virtuale: Impatto dei contenuti video e delle strategie di trasmissione sulle risorse di rete
SAMELA, GIUSEPPE
2016/2017
Abstract
VR is growing fast and represents a tremendous revolution in the user experience. But VR also entails a daunting challenge for streaming transmission over the Internet. The bitrates required for 360-degree videos are indeed much higher than for conventional videos. To tackle the challenge of streaming VR, a pre-selection of portions of the scene to be sent in priority can be made. This is enabled by the Spatial Relationship Description (SRD) amendment to the MPEG-DASH standard. This selection must however be based on criteria of user's Quality of Experience (QoE). Owing to the very goal of VR to immerse the user into a virtual world, the user's experience changes radically from video: it involves more psychological and physiological parameters (motion sickness, fatigue, discomfort, enjoyment, etc.) and is impacted by numerous factors (head motions, impact of transmission decisions on latency, video quality, etc.). Some recent works have studied from di erent angles the QoE in SRD-based applications. Most of these however do not provide any model and are focused on users' interaction with a mouse or a tactile screen, but not with a VR headset. Also, no research has been carried out to study the impact of 360 video editing. The goal of this project is to progress towards a QoE analysis of VR streaming by designing a tool to carry out user experiments and test the impact of editing strategies and other objective metrics on the user experience. Our results show that semantically meaningful editing can decrease the amount of motion required from the user, and this can lead to bandwidth savings and potential improvements in the Quality of Experience to be further investigated.I documenti in UNITESI sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.
https://hdl.handle.net/20.500.14253/94296