Abstract

360-degree Virtual Reality (VR) videos have already taken up viewers’ attention by storm. Despite the immense attractiveness and hype, VR conveys a loathsome side effect called “cybersickness” that often creates significant discomfort to the viewers. It is of great importance to evaluate the factors that induce cybersickness symptoms and its deterioration on the end user’s Quality-of-Experience (QoE) when visualizing 360-degree videos in VR. This manuscript’s intent is to subjectively investigate factors of high priority that affect a user’s QoE in terms of perceptual quality, presence, and cybersickness. The content type (fast, medium, and slow), the effect of camera motion (fixed, horizontal, and vertical), and the number of moving targets (none, single, and multiple) in a video can be the factors that may affect the QoE. The significant effect of such factors on end-user QoE under various stalling events (none, single, and multiple) is evaluated in a subjective experiment. The results from subjective experiments show a notable impact of these factors on end-user QoE. Finally, to label the viewing safety concern in VR, we propose a neural network-based QoE prediction method that can predict the degree of cybersickness influenced by 360-degree videos under various stalling events in VR. The performance accuracy of the proposed method is then compared against well-known Machine Learning (ML) algorithms and existing QoE prediction models. The proposed method achieved a 90% prediction accuracy rate and performed well against existing models and other ML methods.

Highlights

  • With the cost decrease of Head Mounted Displays (HMD) and the growing attention of VirtualReality (VR) videos, fascination in 360-degree videos has been escalating on popular streaming and content providing platforms such as YouTube and Facebook

  • The impact of these factors on three key QoE aspects will be discussed in detail

  • Experimental results showed that all three QoE aspects were significantly affected by these affecting factors under various stalling events

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Summary

Introduction

Reality (VR) videos, fascination in 360-degree videos has been escalating on popular streaming and content providing platforms such as YouTube and Facebook. Such videos watched through HMD allows users to view the vast region of 360-degree videos and to immerse oneself in a VR environment fully. Streaming these videos is challenging for service and content providers because. QoE is the degree of delight or annoyance of the user of an application or service. Various factors influence QoE and it is vital to comprehend and evaluate the QoE-affecting factors of 360-degree videos. Since it is puzzling that not all affecting factors can be identified in a single research study, an essential set of affecting factors should be addressed and evaluated in terms of their influence on end-user QoE

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