Francesca De Simone

2papers

2 Papers

MMJan 7, 2019
Visual Distortions in 360-degree Videos

Roberto G. de A. Azevedo, Neil Birkbeck, Francesca De Simone et al.

Omnidirectional (or 360-degree) images and videos are emergent signals in many areas such as robotics and virtual/augmented reality. In particular, for virtual reality, they allow an immersive experience in which the user is provided with a 360-degree field of view and can navigate throughout a scene, e.g., through the use of Head Mounted Displays. Since it represents the full 360-degree field of view from one point of the scene, omnidirectional content is naturally represented as spherical visual signals. Current approaches for capturing, processing, delivering, and displaying 360-degree content, however, present many open technical challenges and introduce several types of distortions in these visual signals. Some of the distortions are specific to the nature of 360-degree images, and often different from those encountered in the classical image communication framework. This paper provides a first comprehensive review of the most common visual distortions that alter 360-degree signals undergoing state of the art processing in common applications. While their impact on viewers' visual perception and on the immersive experience at large is still unknown ---thus, it stays an open research topic--- this review serves the purpose of identifying the main causes of visual distortions in the end-to-end 360-degree content distribution pipeline. It is essential as a basis for benchmarking different processing techniques, allowing the effective design of new algorithms and applications. It is also necessary to the deployment of proper psychovisual studies to characterise the human perception of these new images in interactive and immersive applications.

MMNov 13, 2018
Spherical clustering of users navigating 360° content

Silvia Rossi, Francesca De Simone, Pascal Frossard et al.

In Virtual Reality (VR) applications, understanding how users explore the omnidirectional content is important to optimize content creation, to develop user-centric services, or even to detect disorders in medical applications. Clustering users based on their common navigation patterns is a first direction to understand users behaviour. However, classical clustering techniques fail in identifying these common paths, since they are usually focused on minimizing a simple distance metric. In this paper, we argue that minimizing the distance metric does not necessarily guarantee to identify users that experience similar navigation path in the VR domain. Therefore, we propose a graph-based method to identify clusters of users who are attending the same portion of the spherical content over time. The proposed solution takes into account the spherical geometry of the content and aims at clustering users based on the actual overlap of displayed content among users. Our method is tested on real VR user navigation patterns. Results show that our solution leads to clusters in which at least 85% of the content displayed by one user is shared among the other users belonging to the same cluster.