IEEE 3333.1.3-2022
$42.79
IEEE Standard for the Deep Learning-Based Assessment of Visual Experience Based on Human Factors
Published By | Publication Date | Number of Pages |
IEEE | 2022 |
New IEEE Standard – Active. Measuring quality of experience (QoE) aims to explore the factors that contribute to a user’s perceptual experience including human, system, and context factors. Since QoE stems from human interaction with various devices, the estimation should be started by investigating the mechanism of human visual perception. Therefore, measuring QoE is still a challenging task. In this standard, QoE assessment is categorized into two subcategories which are perceptual quality and virtual reality (VR) cybersickness. In addition, deep learning models considering human factors for various QoE assessments are covered, along with a reliable subjective test methodology and a database construction procedure.
PDF Catalog
PDF Pages | PDF Title |
---|---|
1 | Front Cover |
2 | Title page |
4 | Important Notices and Disclaimers Concerning IEEE Standards Documents |
8 | Participants |
9 | Introduction |
10 | Contents |
11 | 1. Overview 1.1 Scope 1.2 Word usage |
12 | 2. Normative references 3. Definitions, acronyms, and abbreviations 3.1 Definitions |
14 | 3.2 Acronyms and abbreviations |
16 | 4. Synopsis of the standard 4.1 General 4.2 Quality of experience assessment for 2D, 3D, and VR/AR contents 4.3 A database of immersive contents 5. Quality assessment of visual contents 5.1 General |
17 | 5.2 Quality assessment of panoramic 360 contents 5.2.1 Quality assessment of panoramic 360 video based on 3D-CNN |
18 | 5.2.2 Quality assessment of panoramic 360 videos using saliency information |
19 | 5.3 Quality assessment of 3D contents 5.3.1 General 5.3.2 Model-based approaches 5.3.2.1 Geometric Laplacian |
20 | 5.3.2.2 Curvature-based feature |
21 | 5.3.2.3 Roughness-based feature 5.3.2.4 Combining geometry, color, and attention-based feature |
22 | 5.3.3 Image-based approaches 5.4 Saliency prediction 5.4.1 Saliency prediction on panoramic 360 contents |
23 | 5.4.2 Saliency prediction on 3D contents 5.4.2.1 Geometry-based saliency models |
24 | 5.4.2.2 Viewpoint based saliency models |
25 | 5.4.3 Saliency prediction on immersive contents 5.4.3.1 Binocular information 5.4.3.2 Content information |
26 | 5.4.3.3 Disparity information |
27 | 5.4.3.4 Saliency prediction network |
29 | 6. Cybersickness assessment of visual contents 6.1 General 6.2 Human factor mechanism of cybersickness 6.2.1 An integrated model of human motion perception |
30 | 6.2.2 A theory on visually induced motion sickness |
32 | 6.3 Cybersickness prediction on VR contents 6.3.1 General 6.3.2 Cybersickness predictor: analysis of visual-vestibular conflict 6.3.2.1 Perceptual motion features |
33 | 6.3.2.2 Statistical content features 6.3.2.3 Temporal pooling |
35 | 6.3.3 Cybersickness predictor: integrated analysis of sickness and presence 6.3.3.1 Cybersickness predictor-analysis of natural video statistics |
36 | 6.3.3.2 Presence predictor-analysis of natural video statistics |
37 | 6.3.4 Cybersickness predictor: Analysis of neurological mechanism 6.3.4.1 Neurological representation |
38 | 6.3.4.2 Spatio-temporal representation 6.3.4.3 EEG data acquisition |
39 | 6.3.4.4 Cognitive representation learning 6.3.4.5 Cybersickness learning |
40 | 7. Database of immersive contents 7.1 General 7.2 Description of the proposed immersive contents database 7.2.1 Source contents: Stimuli |
41 | 7.2.2 Projection of panoramic 360 contents |
42 | 7.3 Subjective assessment 7.3.1 Subjective scoring method 7.3.1.1 Design |
43 | 7.3.1.2 Subjects 7.3.1.3 Procedure |
44 | 7.3.2 Eye-tracking method 7.3.2.1 Eye-tracking procedure 7.4 Results and discussion |
47 | Annex A (informative) Bibliography |
51 | Back Cover |