ITSep 29, 2021
DNN-assisted Particle-based Bayesian Joint Synchronization and LocalizationMeysam Goodarzi, Vladica Sark, Nebojsa Maletic et al.
In this work, we propose a Deep neural network-assisted Particle Filter-based (DePF) approach to address the Mobile User (MU) joint synchronization and localization (sync\&loc) problem in ultra dense networks. In particular, DePF deploys an asymmetric time-stamp exchange mechanism between the MUs and the Access Points (APs), which, traditionally, provides us with information about the MUs' clock offset and skew. However, information about the distance between an AP and an MU is also intrinsic to the propagation delay experienced by exchanged time-stamps. In addition, to estimate the angle of arrival of the received synchronization packet, DePF draws on the multiple signal classification algorithm that is fed by Channel Impulse Response (CIR) experienced by the sync packets. The CIR is also leveraged on to determine the link condition, i.e. Line-of-Sight (LoS) or Non-LoS. Finally, to perform joint sync\&loc, DePF capitalizes on particle Gaussian mixtures that allow for a hybrid particle-based and parametric Bayesian Recursive Filtering (BRF) fusion of the aforementioned pieces of information and thus jointly estimate the position and clock parameters of the MUs. The simulation results verifies the superiority of the proposed algorithm over the state-of-the-art schemes, especially that of Extended Kalman filter- and linearized BRF-based joint sync\&loc. In particular, only drawing on the synchronization time-stamp exchange and CIRs, for 90$\%$of the cases, the absolute position and clock offset estimation error remain below 1 meter and 2 nanoseconds, respectively.
MMMar 3, 2021
Methodology to Assess Quality, Presence, Empathy, Attitude, and Attention in 360-degree Videos for Immersive CommunicationsMarta Orduna, Pablo Pérez, Jesús Gutiérrez et al.
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 contents in an HMD,and (C)visualizing the contents in an HMD where participants can see their hands and take notes. The experiment simulates an immersive communication where participants attend conversations of different genres and from different acquisition perspectives in the context of international experiences. Video quality is evaluated with Single-Stimulus Discrete Quality Evaluation (SSDQE) methodology. Spatial and social presence are evaluated with questionnaires adapted from the literature. Initial empathy is assessed with Interpersonal Reactivity Index(IRI) and a questionnaire is designed to evaluate attitude. Attention is evaluated with 3 questions that had pass/fail answers. 54 participants were evenly distributed among A, B, and C conditions taking into account their international experience backgrounds, obtaining a diverse sample of participants. The results from the subjective test validate the proposed methodology in VR communications, showing that video quality experiments can be adapted to conditions imposed by experiments focused on the evaluation of socioemotional features in terms of contents of long-duration, actor and observer acquisition perspectives, and genre. In addition, the positive results related to the sense of presence imply that technology can be relevant in the analyzed use case. The acquisition perspective greatly influences social presence and all the contents have a positive impact on all participants on their attitude towards international experiences. The annotated dataset, Student Experiences Around the World dataset (SEAW-dataset), obtained from the experiment is made publicly available.
MMJun 10, 2020
QUALINET White Paper on Definitions of Immersive Media Experience (IMEx)Andrew Perkis, Christian Timmerer, Sabina Baraković et al.
With the coming of age of virtual/augmented reality and interactive media, numerous definitions, frameworks, and models of immersion have emerged across different fields ranging from computer graphics to literary works. Immersion is oftentimes used interchangeably with presence as both concepts are closely related. However, there are noticeable interdisciplinary differences regarding definitions, scope, and constituents that are required to be addressed so that a coherent understanding of the concepts can be achieved. Such consensus is vital for paving the directionality of the future of immersive media experiences (IMEx) and all related matters. The aim of this white paper is to provide a survey of definitions of immersion and presence which leads to a definition of immersive media experience (IMEx). The Quality of Experience (QoE) for immersive media is described by establishing a relationship between the concepts of QoE and IMEx followed by application areas of immersive media experience. Influencing factors on immersive media experience are elaborated as well as the assessment of immersive media experience. Finally, standardization activities related to IMEx are highlighted and the white paper is concluded with an outlook related to future developments.
CVOct 10, 2018
Prediction of the Influence of Navigation Scan-path on Perceived Quality of Free-Viewpoint VideosSuiyi Ling, Jesús Gutiérrez, Gu Ke et al.
Free-Viewpoint Video (FVV) systems allow the viewers to freely change the viewpoints of the scene. In such systems, view synthesis and compression are the two main sources of artifacts influencing the perceived quality. To assess this influence, quality evaluation studies are often carried out using conventional displays and generating predefined navigation trajectories mimicking the possible movement of the viewers when exploring the content. Nevertheless, as different trajectories may lead to different conclusions in terms of visual quality when benchmarking the performance of the systems, methods to identify critical trajectories are needed. This paper aims at exploring the impact of exploration trajectories (defined as Hypothetical Rendering Trajectories: HRT) on perceived quality of FVV subjectively and objectively, providing two main contributions. Firstly, a subjective assessment test including different HRTs was carried out and analyzed. The results demonstrate and quantify the influence of HRT in the perceived quality. Secondly, we propose a new objective video quality assessment measure to objectively predict the impact of HRT. This measure, based on Sketch-Token representation, models how the categories of the contours change spatially and temporally from a higher semantic level. Performance in comparison with existing quality metrics for FVV, highlight promising results for automatic detection of most critical HRTs for the benchmark of immersive systems.