Abstract

Recently an impressive development in immersive technologies, such as Augmented Reality (AR), Virtual Reality (VR) and 360<inline-formula><tex-math notation="LaTeX">${^\circ }$</tex-math></inline-formula> video, has been witnessed. However, methods for quality assessment have not been keeping up. This paper studies quality assessment of 360<inline-formula><tex-math notation="LaTeX">${^\circ }$</tex-math></inline-formula> video from the cross-lab tests (involving ten laboratories and more than 300 participants) carried out by the Immersive Media Group (IMG) of the Video Quality Experts Group (VQEG). These tests were addressed to assess and validate subjective evaluation methodologies for 360<inline-formula><tex-math notation="LaTeX">${^\circ }$</tex-math></inline-formula> video. Audiovisual quality, simulator sickness symptoms, and exploration behavior were evaluated with short (from 10 seconds to 30 seconds) 360<inline-formula><tex-math notation="LaTeX">${^\circ }$</tex-math></inline-formula> sequences. The following factors&#x2019; influences were also analyzed: assessment methodology, sequence duration, Head-Mounted Display (HMD) device, uniform and non-uniform coding degradations, and simulator sickness assessment methods. The obtained results have demonstrated the validity of Absolute Category Rating (ACR) and Degradation Category Rating (DCR) for subjective tests with 360<inline-formula><tex-math notation="LaTeX">${^\circ }$</tex-math></inline-formula> videos, the possibility of using 10-second videos (with or without audio) when addressing quality evaluation of coding artifacts, as well as any commercial HMD (satisfying minimum requirements). Also, more efficient methods than the long Simulator Sickness Questionnaire (SSQ) have been proposed to evaluate related symptoms with 360<inline-formula><tex-math notation="LaTeX">${^\circ }$</tex-math></inline-formula> videos. These results have been instrumental for the development of the ITU-T Recommendation P.919. Finally, the annotated dataset from the tests is made publicly available for the research community.

Highlights

  • Recent years have witnessed many impressive technological and scientific advances in fields such as Augmented Reality (AR), Virtual Reality (VR), and immersive communication systems, such as 360° video, multiview video, immersive audio-haptic systems, etc

  • These two figures provide illustrative examples of the results obtained in all laboratories for all Processed Video Sequences (PVSs) and test conditions, which can be found in the supplemental material

  • This paper presents a cross-lab study on subjective quality assessment of 360° video that was carried out within the Immersive Media Group (IMG) of the Video Quality Experts Group (VQEG) involving ten laboratories and more than 300 participants

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Summary

INTRODUCTION

Recent years have witnessed many impressive technological and scientific advances in fields such as Augmented Reality (AR), Virtual Reality (VR), and immersive communication systems, such as 360° video, multiview video, immersive audio-haptic systems, etc. The technology revolution led to a significant growth of the telepresence/AR/VR market, which is predicted to become a multi-billion business [1], [2] The users of these new technologies can explore and experience the contents in a more interactive and personalized way than previous technologies [3], intensifying their sensation of “being there”. To foster the research and development of immersive media, it is essential to access databases with appropriate contents and users’ data from subjective experiments This allows the reproducibility of the research, the comparison of results from different tests, and the development of models to estimate the QoE of the users of immersive technologies. To generate and publish a dataset of subjectively assessed 360° content for future research, which is available in the databases section of the VQEG website The fulfilment of these objectives has supported the development of the recent ITU-T Recommendation P.919 [9].

QoE and immersive media technologies
Test Conditions
Methodology ACR ACR DCR DCR ACR
Evaluation methodologies
Environment and Equipment
Session structure
Observers
Audiovisual quality
E Surrey ACR
Simulator Sickness
CONCLUSION
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