Quality Assessment of VR Film - A Study on Spatial Features in VR Concert Experiences: Quality Assessment of VR Film - A Study on Spatial Features in VR Concert Experiences
Translated title
Quality Assessment of VR Film - A Study on Spatial Features in VR Concert Experiences: Kvalitetsbedømmelse af VR-Film - Et studie omkring spatiealle elementer i VR koncertoplevelser
Author
Smed, Dina Madsen
Term
4. term
Education
Publication year
2017
Submitted on
2017-06-02
Pages
73
Abstract
Dette studie undersøger, hvordan stereoskopisk video (3D-billede) og ambisonisk lyd (3D-lyd fra alle retninger) påvirker seeres oplevelseskvalitet (Quality of Experience, QoE), tilstedeværelse (følelsen af at være til stede i scenen) og køresyge/ubehag i 360-video og VR-film. Stereoskopisk video giver dybdefornemmelse ved at vise hvert øje et lidt forskelligt billede, mens monoskopt video viser det samme billede til begge øjne. Ambisonisk lyd kan gengive lydretning omkring lytteren, mens stereolyd primært fordeler lyd mellem venstre og højre. Vi gennemførte to forsøg: et indledende med 27 deltagere og et større kvantitativt med 120 deltagere. Resultaterne viste ingen statistisk signifikante forskelle i oplevet kvalitet eller tilstedeværelse. Deltagerne oplevede dog signifikant bedre retningsfornemmelse i lyden, når de så monoskopt billede med ambisonisk lyd, sammenlignet med stereoskopisk billede med stereolyd. De to stereoskopiske produktioner havde lidt højere accept i forhold til køresyge, men denne forskel var ikke statistisk signifikant. Studiet præsenterer også forslag til metoder til at evaluere QoE i 360-video og VR-film.
This study examines how stereoscopic video (3D image) and ambisonic sound (3D audio from all directions) affect viewers’ Quality of Experience (QoE), sense of presence (the feeling of “being there”), and motion sickness in 360 video and VR films. Stereoscopic video creates depth by delivering slightly different images to each eye, while monoscopic video shows the same image to both eyes. Ambisonic audio can reproduce sound direction all around the listener, whereas stereo mainly splits sound between left and right. We ran two tests: an initial pilot with 27 participants and a larger quantitative test with 120 participants. We found no statistically significant differences in perceived quality or presence across conditions. However, participants reported a significantly clearer sense of sound direction when viewing monoscopic imagery with ambisonic audio compared with stereoscopic imagery with stereo audio. The two stereoscopic productions received slightly higher acceptance scores regarding motion sickness, but this difference was not statistically significant. The study also proposes methods for evaluating QoE in 360 video and VR film experiences.
[This abstract was generated with the help of AI]
Keywords
VR ; Quality Of Experience ; QoE ; Ambisonics ; Stereoscopy ; stereoscopic video 360 ; Quality assessment ; Subjective evaluation ; MOS ; ACR ; Presence ; Immersion ; Realism ; Spatiality
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