Hirway et al., 2024 - Google Patents
A Quality of Experience and Visual Attention Evaluation for 360 videos with non-spatial and spatial audioHirway et al., 2024
- Document ID
- 6594042752684037129
- Author
- Hirway A
- Qiao Y
- Murray N
- Publication year
- Publication venue
- ACM Transactions on Multimedia Computing, Communications and Applications
External Links
Snippet
This article presents the results of an empirical study that aimed to investigate the influence of various types of audio (spatial and non-spatial) on the user quality of experience (QoE) of and visual attention in 360° videos. The study compared the head pose, eye gaze, pupil …
- 230000000007 visual effect 0 title abstract description 45
Classifications
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television, VOD [Video On Demand]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/47—End-user applications
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television, VOD [Video On Demand]
- H04N21/20—Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
- H04N21/23—Processing of content or additional data; Elementary server operations; Server middleware
- H04N21/234—Processing of video elementary streams, e.g. splicing of content streams, manipulating MPEG-4 scene graphs
- H04N21/2343—Processing of video elementary streams, e.g. splicing of content streams, manipulating MPEG-4 scene graphs involving reformatting operations of video signals for distribution or compliance with end-user requests or end-user device requirements
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06F—ELECTRICAL DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B5/00—Electrically-operated educational appliances
- G09B5/06—Electrically-operated educational appliances with both visual and audible presentation of the material to be studied
- G09B5/065—Combinations of audio and video presentations, e.g. videotapes, videodiscs, television systems
Similar Documents
Publication | Publication Date | Title |
---|---|---|
Guna et al. | Virtual reality sickness and challenges behind different technology and content settings | |
Chao et al. | Audio-visual perception of omnidirectional video for virtual reality applications | |
He et al. | Am I in the theater? Usability study of live performance based virtual reality | |
Vilaró et al. | How sound is the Pear Tree Story? Testing the effect of varying audio stimuli on visual attention distribution | |
Keskinen et al. | The effect of camera height, actor behavior, and viewer position on the user experience of 360 videos | |
Yan et al. | Enhancing audience engagement in performing arts through an adaptive virtual environment with a brain-computer interface | |
Zulkiewicz et al. | Using 360-degree video as a research stimulus in digital health studies: lessons learned | |
Hirway et al. | Spatial audio in 360° videos: Does it influence visual attention? | |
Mesfin et al. | QoE of cross-modally mapped Mulsemedia: an assessment using eye gaze and heart rate | |
Rummukainen et al. | Audio quality evaluation in virtual reality: Multiple stimulus ranking with behavior tracking | |
Galloso et al. | On the influence of individual characteristics and personality traits on the user experience with multi-sensorial media: an experimental insight | |
Hirway et al. | A Quality of Experience and Visual Attention Evaluation for 360 videos with non-spatial and spatial audio | |
Szita et al. | The effects of smartphone spectatorship on attention, arousal, engagement, and comprehension | |
Choy et al. | Quality of experience comparison of stereoscopic 3D videos in different projection devices: flat screen, panoramic screen and virtual reality headset | |
Hirway et al. | A qoe and visual attention evaluation on the influence of spatial audio in 360 videos | |
Cannavò et al. | Immersive movies: The effect of point of view on narrative engagement | |
Zhou et al. | QAVA-DPC: eye-tracking based quality assessment and visual attention dataset for dynamic point cloud in 6 DoF | |
Kim et al. | Comparative analysis of affective and physiological responses to emotional movies | |
Vinnikov et al. | Gaze-contingent auditory displays for improved spatial attention in virtual reality | |
Brescia-Zapata et al. | VR 360º subtitles: designing a test suite with eye-tracking technology | |
Goncu et al. | ‘Did You See That!?’Enhancing the Experience of Sports Media Broadcast for Blind People | |
Rico Garcia et al. | Emotion-Driven Interactive Storytelling: Let Me Tell You How to Feel | |
Zou et al. | A novel method for assessing the spatial presence of omnidirectional videos: comparing virtual and real world | |
Farmer et al. | Did you see what I saw?: Comparing attentional synchrony during 360° video viewing in head mounted display and tablets. | |
De Letter et al. | What did you expect? Modelling quality of experience for virtual reality using the repertory grid technique |