Related papers: Content Format and Quality of Experience in Virtua…
The recent rise of interest in Virtual Reality (VR) came with the availability of commodity commercial VR prod- ucts, such as the Head Mounted Displays (HMD) created by Oculus and other vendors. To accelerate the user adoption of VR…
Media streaming has been adopted for a variety of applications such as entertainment, visualization, and design. Unlike video/audio streaming where the content is usually consumed sequentially, 3D applications such as gaming require…
Stereoscopic video technologies have been introduced to the consumer market in the past few years. A key factor in designing a 3D system is to understand how different visual cues and distortions affect the perceptual quality of…
Virtual Reality (VR) and its applications have attracted significant and increasing attention. However, the requirements of much larger file sizes, different storage formats, and immersive viewing conditions pose significant challenges to…
The application of Virtual Reality Environments (VRE) has been gaining momentum as a relatively new tool to assist with mitigating various difficulties including abstractness of concepts, lack of user engagement, perception of disconnection…
This paper analyzes the joint assessment of quality, spatial and social presence, empathy, attitude, and attention in three conditions: (A)visualizing and rating the quality of contents in a Head-Mounted Display (HMD), (B)visualizing the…
Although several 2D quality metrics have been proposed for images and videos, in the case of 3D efforts are only at the initial stages. In this paper, we propose a new full-reference quality metric for 3D content. Our method is modeled…
A key factor in designing 3D systems is to understand how different visual cues and distortions affect the perceptual quality of 3D video. The ultimate way to assess video quality is through subjective tests. However, subjective evaluation…
The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same,…
Omnidirectional images (also referred to as static 360{\deg} panoramas) impose viewing conditions much different from those of regular 2D images. How do humans perceive image distortions in immersive virtual reality (VR) environments is an…
Although the use of technologies like multimedia and virtual reality (VR) in training offer the promise of improved learning, these richer and potentially more engaging materials do not consistently produce superior learning outcomes.…
Fuelled by the increase in popularity of virtual and augmented reality applications, point clouds have emerged as a popular 3D format for acquisition and rendering of digital humans, thanks to their versatility and real-time capabilities.…
Consumer 3D scanners and depth cameras are increasingly being used to generate content and avatars for Virtual Reality (VR) environments and avoid the inconveniences of hand modeling; however, it is sometimes difficult to evaluate…
Virtual reality has been gaining popularity in recent years caused by the proliferation of affordable consumer-grade devices such as Oculus Rift, HTC Vive, and Samsung VR. Amongst the various VR applications, 360{\deg} video streaming is…
We propose a new method for the visual quality assessment of 360-degree (omnidirectional) videos. The proposed method is based on computing multiple spatio-temporal objective quality features on viewports extracted from 360-degree videos. A…
Augmented Reality (AR) is evolving to become the next frontier in social media, merging physical and virtual reality into a living metaverse, a Social MediARverse. With this transition, we must understand how different contexts (public,…
To open up new possibilities to assess the multimodal perceptual quality of omnidirectional media formats, we proposed a novel open source 360 audiovisual (AV) quality dataset. The dataset consists of high-quality 360 video clips in…
Extended Reality (XR) enables immersive capture and re-experience of personal memories, yet how interface representations shape these experiences remains underexplored. We examine how users relive and share XR memories through three…
To properly evaluate the performance of 360VR-specific encoding and transmission schemes, and particularly of the solutions based on viewport adaptation, it is necessary to consider not only the bandwidth saved, but also the quality of the…
Virtual Reality (VR) enables users to collaborate while exploring scenarios not realizable in the physical world. We propose CollabVR, a distributed multi-user collaboration environment, to explore how digital content improves expression…