ABSTRACT
There is an increasing trend to include streamed video data in 3D environments. Such environments allow potentially several concurrently visible videos on a single display device, and consequently, network and processing bottlenecks. As a first step towards an avoidance of such problems, we have performed subjective assessments using a 3D application prototype to determine how positioning of video in the 3D environment influences the user perception of reduced-quality videos. Using video clips from several genres, we have compared the influence of various ways to reduce video quality and users' perception of degraded quality. We evaluated the influence of distance and angle of the placement.
- FFmpeg. http://www.ffmpeg.org/ (2009).Google Scholar
- OGRE. http://www.ogre3d.org/ (2009).Google Scholar
- Eichhorn, A., and Ni, P. Pick your Layers wisely -- A Quality Assessment of H.264 Scalable Video Coding for Mobile Devices. In IEEE International Conference on Communications (2009). Google ScholarDigital Library
- International Telecommunications Union. ITU-T P.910. Subjective video quality assessment methods for multimedia applications, 1999.Google Scholar
- International Telecommunications Union -- Radiocommunication sector. ITU-R BT.500-11. Methodology for the subjective assessment of the quality of television picture, 2002.Google Scholar
- Knoche, H. O., and Sasse, M. A. The sweet spot: how people trade off size and definition on mobile devices. In MM '08: Proceeding of the 16th ACM international conference on Multimedia (New York, NY, USA, 2008), ACM, pp. 21--30. Google ScholarDigital Library
- McCarthy, J. D., Sasse, M. A., and Miras, D. Sharp or Smooth?: Comparing the Effects of Quantization vs. Frame Rate for Streamed Video. In Proc. of the SIGCHI Conf. on Human Factors in Computing Systems (2004), pp. 535--542. Google ScholarDigital Library
- Ni, P., Eichhorn, A., Griwodz, C., and Halvorsen, P. Fine-Grained Scalable Streaming from Coarse-Grained Videos. In Proc. of NOSSDAV (2009). Google ScholarDigital Library
- The Blender Foundation. Big Buck Bunny. http://www.bigbuckbunny.org (2008).Google Scholar
- Yankee Group. Advertising and Games: 2007 In--Game Advertising Forecast. http://www.yankeegroup.com/ResearchDocument.do?id=16395.Google Scholar
Index Terms
- Video streaming into virtual worlds: the effects of virtual screen distance and angle on perceived quality
Recommendations
An Entity-Component Model for Extensible Virtual Worlds
The open source realXtend project has developed a freely available open source virtual world platform that lets anyone create 3D applications. RealXtend is fully implemented in the new Tundra SDK and in an add-on for the OpenSimulator server. The ...
Feeling Virtual Worlds: An Exploration into Coupling Virtual and Kinaesthetic Experiences
TEI '18: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied InteractionIn this paper we describe an exploratory study that incorporates the design, implementation and study of a system that utilises virtual reality, tangible interaction and force feedback. The approach we take is to design a VR system that incorporates a ...
Effects of Haptic Feedback on User Perception and Performance in Interactive Projected Augmented Reality
IXR '22: Proceedings of the 1st Workshop on Interactive eXtended RealityBy means of vibrotactile and force feedback, i.e., haptics, users are given the sensation of touching and manipulating virtual objects in interactive Extended Reality (XR) environments. However, research towards the influence of this feedback on the ...
Comments