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Further, the accompanying head-rotationĭata can be used to analyze both content- and quality-related behavioural
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Of presence and simulator sickness, for which different methods Or media quality judgments, the procedure comprises the assessment Video quality assessment is presented in this paper. Methods, DSIS, M-ACR and Absolute Category Rating (ACR) wasĬompared this time without varying the contextual conditions.īuilding on the reliability and general applicability of the procedureĪcross different tests, a methodological framework for 360° InĮxperiment 2, the performance of three different subjective test (M-ACR) was compared under different contextual conditions. Impairment Scale (DSIS) and Modified Absolute Category Rating Of two different subjective test methods, Double-Stimulus In the first two experiments 1a and 1b, the performance Subjective experiments at our lab under different contextualĬonditions. The methodological approaches and results taken for different This aim, we review the state-of-the-art with respect to the assessment In this paper, we present a set of test protocolsįor the evaluation of quality of 360° videos using HMDs.
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Standardized guidelines, methodologies and protocols exist forĬonducting and evaluating the quality of 360° videos in tests with
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VR/360° videos has increased substantially. In recent years, with the introduction of powerful HMDs suchĪs Oculus Rift, HTC Vive Pro, the QoE that can be achieved with From the results it is visible that motion interpolation canīe used in post production to improve the perceived quality. Additionally, we compared the performance of three motion interpolation algorithms. We found out that 90 fps is significantly improving the perceived quality. The participants watched 30 fps native as well as interpolated 90 fps 360° content, whether we also rendered twoĬontents published along with the paper. Doing so, we conducted a subjective test using 12 expert viewers. Influence of higher framerates of various 360° videos on the perceived quality. In addition, it should be avoided to playout 360° content at lower framerates, especially 25 and 50 fps. Weįound out that only 90 fps content is leading to a ideal and smooth playout without stuttering or black frame insertion.
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Therefore, we investigated several combinations of software 360° video players and framerates. Our first study deals with measuring the flickering in HMDs using a selfdeveloped measurement tool. In this paper, we conducted two different studies.
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