Abstract

To provide information for 360-degree visual space exploration, we design experiments to measure and analyze object-centric visual preference. After defining the static and dynamic properties of the objects of interest, we collect real-shot 360-degree videos and synthesize computer-generated 360-degree videos so that the objects have different combinations of static and dynamic properties. From head movement trajectories of subjects wearing head-mounted displays and watching 360-degree videos, we compare visual preference between objects with different static and dynamic properties. The experimental results indicate that subjects have visual preference for certain static and dynamic properties of objects over others; with this knowledge we can construct visually salient viewports by detecting and comparing static and dynamic properties of objects in a 360-degree video.

Highlights

  • Realistic media services such as virtual reality, augmented reality, and 360-degree videos are drawing attention as state-of-the-art services in the 5G era

  • Since 360-degree videos can be viewed from all directions, viewing methods are changing to Head-Mounted Displays (HMDs) or mobile handsets

  • The system was designed with a high-performance multi-core processor and a GPU for smooth playback of 360-degree videos

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Summary

INTRODUCTION

Realistic media services such as virtual reality, augmented reality, and 360-degree videos are drawing attention as state-of-the-art services in the 5G era. It is limited to use for constructing a viewport among multiple visually salient regions far from each other in 360-degree videos It does not reflect the tendency of a group or an individual user to prefer a specific color, object type, or event existing in 360-degree videos. 360-degree videos were collected from the Internet or created by computer graphics tools to measure the visual saliency between different properties or different property values within the same property of objects When subjects watch these 360-degree videos, their head trajectories for viewport change are measured and used to determine the visual preference.

RELATED WORKS
VISUAL FIXATION COLLECTION SYSTEM
QUALITATIVE ANALYSIS ON VISUAL PREFERENCE FOR REAL-SHOT 360-DEGREE VIDEOS
CONCLUSION
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