Abstract

The research domain on the Quality of Experience (QoE) of 2D video streaming has been well established. However, a new video format is emerging and gaining popularity and availability: VR 360-degree video. The processing and transmission of 360-degree videos brings along new challenges such as large bandwidth requirements and the occurrence of different distortions. The viewing experience is also substantially different from 2D video, it offers more interactive freedom on the viewing angle but can also be more demanding and cause cybersickness. The first goal of this article is to complement earlier research by Tran, et al. (2017) [39] testing the effects of quality degradation, freezing, and content on the QoE of 360-videos. The second goal is to test the contribution of visual attention as an influence factor in the QoE assessment. Data was gathered through subjective tests where participants watched degraded versions of 360-videos through a Head-Mounted Display with integrated eye-tracking sensors. After each video they answered questions regarding their quality perception, experience, perceptual load, and cybersickness. Our results showed that the participants rated the overall QoE rather low, and the ratings decreased with added degradations and freezing events. Cyber sickness was found not to be an issue. The effects of the manipulations on visual attention were minimal. Attention was mainly directed by content, but also by surprising elements. The addition of eye-tracking metrics did not further explain individual differences in subjective ratings. Nevertheless, it was found that looking at moving objects increased the negative effect of freezing events and made participants less sensitive to quality distortions. More research is needed to conclude whether visual attention is an influence factor on the QoE in 360-video.

Highlights

  • Multimedia streaming has been gaining popularity amongst consumers everywhere

  • A new format, “VR 360-degree video” - omnidirectional content that can be viewed through a Head-Mounted Display (HMD) - is growing in popularity

  • Results are often expressed through a Mean Opinion Score (MOS) on a 5-point scale, where higher values correspond to higher quality, calculated as the average of the ratings given by the subjects

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Summary

Introduction

Multimedia streaming has been gaining popularity amongst consumers everywhere. The number of streaming services (e.g., Netflix, Amazon prime, and HBO) has been growing, and the available content even more so. A new format, “VR 360-degree video” - omnidirectional content that can be viewed through a Head-Mounted Display (HMD) - is growing in popularity. This format offers a much more immersive viewing experience compared to 2D video. Popular streaming platforms such as YouTube, Vimeo, and Fox Sports are increasing their offer of 360-degree content. HMDs are becoming more affordable and available for the public, allowing for a larger audience to access these omnidirectional videos. For acceptance and application of this media format in people’s everyday life, an understanding of how to provide a pleasant viewing experience while efficiently utilizing network resources is needed

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