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dc.contributor.authorHirway, Amit
dc.contributor.authorQiao, Yuansong
dc.contributor.authorMurray, Niall
dc.date.accessioned2020-08-31T13:23:37Z
dc.date.available2020-08-31T13:23:37Z
dc.date.copyright2020
dc.date.issued2020-08-31
dc.identifier.citationHirway, A., Qiao, Y., Murray, N. (2020). Demo: A QoE and visual attention evaluation on the influence of audio in 360° videos. In 21st IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks (IEEE WoWMoM 2020). [Virtual Conference]. 978172817374020.en_US
dc.identifier.isbn97817281737402
dc.identifier.otherOther - Faculty of Engineering & Informatics AITen_US
dc.identifier.urihttp://research.thea.ie/handle/20.500.12065/3349
dc.description.abstract360° video, also known as immersive video, is the recording of video content which simultaneously captures scene information in every direction, using an omnidirectional camera. Due to their immersive nature, the popularity of 360° videos has grown significantly. Understanding user Visual Attention when watching 360° videos is very important. This knowledge can help develop effective techniques for processing, encoding, distributing, and rendering 360° content. Whilst major efforts have concentrated on the visual element of immersive experiences, recently there has been growing interest in different forms of audio and in particular high-quality spatial audio. Spatial audio allows listeners to experience sound in all directions. Ambisonics or 3D audio is one such technique which offers a complete 360° soundscape. Although several models of visual and audio-visual attention have been proposed, very few have investigated the role of spatial audio in guiding attention in 360° videos. This demo shows our dataset and our methodological approach to understanding the user’s audio-visual attention and QoE when experiencing 360° videos enhanced with spatial sound (first and third order ambisonic). Our research focus is to understand how audio affects Visual Attention in 360° videos and to evaluate its impact on the user’s Quality of Experience (QoE).en_US
dc.formatPDFen_US
dc.language.isoenen_US
dc.publisherIEEEen_US
dc.relation.ispartof21st IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks (IEEE WoWMoM 2020).en_US
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 Ireland*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/ie/*
dc.subject360° videoen_US
dc.subjectSpatial audioen_US
dc.subjectAmbisonicsen_US
dc.subjectQoEen_US
dc.subjectAudio-visual attentionen_US
dc.titleDemo: A QoE and visual attention evaluation on the influence of audio in 360° videos.en_US
dc.typeOtheren_US
dc.description.peerreviewyesen_US
dc.identifier.conference21st IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks (IEEE WoWMoM 2020).
dc.identifier.orcidhttps://orcid.org/0000-0002-6204-2631
dc.identifier.orcidhttps://orcid.org/0000-0002-1543-1589
dc.identifier.orcidhttps://orcid.org/0000-0002-5919-0596
dc.rights.accessOpen Accessen_US
dc.subject.departmentFaculty of Engineering & Informatics AITen_US


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Attribution-NonCommercial-NoDerivs 3.0 Ireland
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivs 3.0 Ireland