Abstract
This paper reports on the results of subjective testing of user Quality of Experience (QoE) for omnidirectional video (ODV) streaming quality. The test was conducted among 20 test subjects who watched three ODVs using a Head Mounted Display (HMD) system. The length of the videos was between two and three minutes. The first video was used for training purposes and contained no quality degradations. The quality of the other two ODVs was degraded by manipulating the resolution or by introducing different frame drop patterns. While watching the pre-prepared videos the subjects indicated if they noticed the changes in the quality and then rated it. After watching each video, the subjects completed a separate questionnaire, which evaluated their level of enjoyment and discomfort with the video. The results showed that the degradation of both objective parameters (video resolution and frame rate) impacted the subjects’ perception of quality; however, the impact was somewhat alleviated in ODV which contained dynamic scenes and fast camera movements.
Highlights
In recent years reliable multimedia content delivery over heterogeneous networks has become a paramount objective that network operators and service providers must achieve if they want to survive on the competing markets
This paper reports on the results of subjective testing of user Quality of Experience (QoE) for omnidirectional video (ODV) streaming quality
The results showed that the degradation of both objective parameters impacted the subjects’ perception of quality; the impact was somewhat alleviated in ODV which contained dynamic scenes and fast camera movements
Summary
In recent years reliable multimedia content delivery over heterogeneous networks has become a paramount objective that network operators and service providers must achieve if they want to survive on the competing markets. Ensuring the level of service quality that can cope with the increasing user demands is crucial since a sheer number of service providers enables end-users to change their provider of choice with ease This is true for both mobile and fixed networks. The fifth-generation mobile network (5G) is currently being developed and piloted as an answer to user demands who want reliable high-definition and ultra-high-definition video streaming services and online gaming with hundreds of other players in real-time, both of which require a significant amount of network resources. The support for this statement can be found in [1] where Ericsson reports how users expect the 5G network to (a) provide them with more mobility through a more stable, faster and high-bandwidth network, (b) increase the network efficiency, prolonging the battery life of the mobile devices, (c) improve their virtual reality (VR) experience due to higher resolution which will be supported, (d) make VR more accessible through cheaper data plans, and (e) decrease the feelings of nausea and sickness in VR by providing high-bandwidth and less-lag network
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