TY - GEN
T1 - A QoE and Visual Attention Evaluation on the Influence of Audio in 360° Videos
AU - Hirway, Amit
AU - Qiao, Yuansong
AU - Murray, Niall
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/8
Y1 - 2020/8
N2 - 360° video, also known as immersive video, is the recording of video content which simultaneously captures scene information in every direction, using an omnidirectional camera. Due to their immersive nature, the popularity of 360° videos has grown significantly. Understanding user Visual Attention when watching 360° videos is very important. This knowledge can help develop effective techniques for processing, encoding, distributing, and rendering 360° content. Whilst major efforts have concentrated on the visual element of immersive experiences, recently there has been growing interest in different forms of audio and in particular high-quality spatial audio. Spatial audio allows listeners to experience sound in all directions. Ambisonics or 3D audio is one such technique which offers a complete 360° soundscape. Although several models of visual and audio-visual attention have been proposed, very few have investigated the role of spatial audio in guiding attention in 360° videos. This demo shows our dataset and our methodological approach to understanding the user's audio-visual attention and QoE when experiencing 360° videos enhanced with spatial sound (first and third order ambisonic). Our research focus is to understand how audio affects Visual Attention in 360° videos and to evaluate its impact on the user's Quality of Experience (QoE).
AB - 360° video, also known as immersive video, is the recording of video content which simultaneously captures scene information in every direction, using an omnidirectional camera. Due to their immersive nature, the popularity of 360° videos has grown significantly. Understanding user Visual Attention when watching 360° videos is very important. This knowledge can help develop effective techniques for processing, encoding, distributing, and rendering 360° content. Whilst major efforts have concentrated on the visual element of immersive experiences, recently there has been growing interest in different forms of audio and in particular high-quality spatial audio. Spatial audio allows listeners to experience sound in all directions. Ambisonics or 3D audio is one such technique which offers a complete 360° soundscape. Although several models of visual and audio-visual attention have been proposed, very few have investigated the role of spatial audio in guiding attention in 360° videos. This demo shows our dataset and our methodological approach to understanding the user's audio-visual attention and QoE when experiencing 360° videos enhanced with spatial sound (first and third order ambisonic). Our research focus is to understand how audio affects Visual Attention in 360° videos and to evaluate its impact on the user's Quality of Experience (QoE).
KW - 360° Video
KW - Ambisonics
KW - Audio-Visual Attention
KW - QoE
KW - Spatial Audio
UR - http://www.scopus.com/inward/record.url?scp=85096592132&partnerID=8YFLogxK
U2 - 10.1109/WoWMoM49955.2020.00045
DO - 10.1109/WoWMoM49955.2020.00045
M3 - Conference contribution
AN - SCOPUS:85096592132
SN - 9781728173740
SN - 9781728173740
T3 - Proceedings - 21st IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks, WoWMoM 2020
SP - 191
EP - 193
BT - Proceedings - 21st IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks, WoWMoM 2020
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 21st IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks, WoWMoM 2020
Y2 - 31 August 2020 through 3 September 2020
ER -