Pablo Pérez

MM
4papers
64citations
Novelty24%
AI Score20

4 Papers

MMFeb 4, 2022Code
Generalised Score Distribution: A Two-Parameter Discrete Distribution Accurately Describing Responses from Quality of Experience Subjective Experiments

Jakub Nawała, Lucjan Janowski, Bogdan Ćmiel et al.

Subjective responses from Multimedia Quality Assessment (MQA) experiments are conventionally analysed with methods not suitable for the data type these responses represent. Furthermore, obtaining subjective responses is resource intensive. A method allowing reuse of existing responses would be thus beneficial. Applying improper data analysis methods leads to difficult to interpret results. This encourages drawing erroneous conclusions. Building upon existing subjective responses is resource friendly and helps develop machine learning (ML) based visual quality predictors. We show that using a discrete model for analysis of responses from MQA subjective experiments is feasible. We indicate that our proposed Generalised Score Distribution (GSD) properly describes response distributions observed in typical MQA experiments. We highlight interpretability of GSD parameters and indicate that the GSD outperforms the approach based on sample empirical distribution when it comes to bootstrapping. We evidence that the GSD outcompetes the state-of-the-art model both in terms of goodness-of-fit and bootstrapping capabilities. To do all of that we analyse more than one million subjective responses from more than 30 subjective experiments. Furthermore, we make the code implementing the GSD model and related analyses available through our GitHub repository: https://github.com/Qub3k/subjective-exp-consistency-check

MMMar 3, 2021
Methodology to Assess Quality, Presence, Empathy, Attitude, and Attention in 360-degree Videos for Immersive Communications

Marta 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.

MMMay 9, 2019
Methodology for accurately assessing the quality perceived by users on 360VR contents

Lara Muñoz, César Díaz, Marta Orduna et al.

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 portion of the scene actually seen by users over time. With this motivation, we propose a robust, yet flexible methodology for accurately assessing the quality within the viewport along the visualization session. This procedure is based on a complete analysis of the geometric relations involved. Moreover, the designed methodology allows for both offline and online usage thanks to the use of different approximations. In this way, our methodology can be used regardless of the approach to properly evaluate the implemented strategy, obtaining a fairer comparison between them.

MMJan 18, 2019
Video Multimethod Assessment Fusion (VMAF) on 360VR contents

Marta Orduna, César Díaz, Lara Muñoz et al.

This paper describes the subjective experiments and subsequent analysis carried out to validate the application of one of the most robust and influential video quality metrics, Video Multimethod Assessment Fusion (VMAF), to 360VR contents. VMAF is a full reference metric initially designed to work with traditional 2D contents. Hence, at first, it cannot be assumed to be compatible with the particularities of the scenario where omnidirectional content is visualized using a Head-Mounted Display (HMD). Therefore, through a complete set of tests, we prove that this metric can be successfully used without any specific training or adjustments to obtain the quality of 360VR sequences actually perceived by users.