17 results on '"omnidirectional videos"'
Search Results
2. Perceptual Quality Assessment of Omnidirectional Audio-Visual Signals
- Author
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Zhu, Xilei, Duan, Huiyu, Cao, Yuqin, Zhu, Yuxin, Zhu, Yucheng, Liu, Jing, Chen, Li, Min, Xiongkuo, Zhai, Guangtao, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Fang, Lu, editor, Pei, Jian, editor, Zhai, Guangtao, editor, and Wang, Ruiping, editor
- Published
- 2024
- Full Text
- View/download PDF
3. Unified Audio-Visual Saliency Model for Omnidirectional Videos With Spatial Audio.
- Author
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Zhu, Dandan, Zhang, Kaiwei, Zhang, Nana, Zhou, Qiangqiang, Min, Xiongkuo, Zhai, Guangtao, and Yang, Xiaokang
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- 2024
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4. Omnidirectional Video Super-Resolution Using Deep Learning.
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Agrahari Baniya, Arbind, Lee, Tsz-Kwan, Eklund, Peter W., and Aryal, Sunil
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- 2024
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5. Audio-Visual Saliency for Omnidirectional Videos
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Zhu, Yuxin, Zhu, Xilei, Duan, Huiyu, Li, Jie, Zhang, Kaiwei, Zhu, Yucheng, Chen, Li, Min, Xiongkuo, Zhai, Guangtao, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Lu, Huchuan, editor, Ouyang, Wanli, editor, Huang, Hui, editor, Lu, Jiwen, editor, Liu, Risheng, editor, Dong, Jing, editor, and Xu, Min, editor
- Published
- 2023
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- View/download PDF
6. Audio-visual aligned saliency model for omnidirectional video with implicit neural representation learning.
- Author
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Zhu, Dandan, Shao, Xuan, Zhang, Kaiwei, Min, Xiongkuo, Zhai, Guangtao, and Yang, Xiaokang
- Subjects
AUDIOVISUAL materials ,AUDIO frequency ,STREAMING audio ,ACOUSTIC localization - Abstract
Since the audio information is fully explored and leveraged in omnidirectional videos (ODVs), the performance of existing audio-visual saliency models has been improving dramatically and significantly. However, these models are still in their infancy stages, and there are two significant issues in modeling human attention between visual and auditory modalities: (1) Temporal non-alignment problem between auditory and visual modalities is rarely considered; (2) Most audio-visual saliency models are audio content attributes-agnostic. Thus, they need to learn audio features with fine details. This paper proposes a novel audio-visual aligned saliency (AVAS) model that can simultaneously tackle two issues as mentioned above in an effective end-to-end training manner. In order to solve the temporal non-alignment problem between the two modalities, a Hanning window method is employed on the audio stream to truncate the audio signal per unit time (frame-time interval) to match the visual information stream of the corresponding duration, which can capture the potential correlation of two modalities across time steps and facilitate audio-visual features fusion. Regarding the audio content attribute-agnostic issue, an effective periodic audio encoding method is proposed based on implicit neural representation (INR) to map audio sampling points to their corresponding audio frequency values, which can better discriminate and interpret audio content attributes. Comprehensive experiments and detailed ablation analyses are performed on the benchmark dataset to demonstrate the efficacy of the proposed model. The experimental results indicate that the proposed model consistently outperforms other competitors by a large margin. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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- View/download PDF
7. REDEFINICIÓN DEL ESPACIO EN LOS FILMES INMERSIVOS: VÍDEOS DE 360º NARRATIVOS DE FICCIÓN.
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BARBERA HERNÁNDEZ, VÍCTOR MANUEL
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- *
CONTENT analysis , *STORYTELLING , *VIDEOS , *FICTION , *NARRATIVES - Abstract
Immersive films are a new storytelling format that uses the image space as an essential audiovisual element to properly understand the narrative. We have conducted a content analysis on a sample composed of 360º narrative fiction videos, to which we applied a model composed of variables related to the organization of the space around the viewer. The results point to a centripetal organizational scheme, similar to immersive theater, where priority is given to the understanding of the main narrative over a true utilization of the space provided by this new format for storytelling. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
8. Guidelines for Designing Interactive Omnidirectional Video Applications
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Saarinen, Santeri, Mäkelä, Ville, Kallioniemi, Pekka, Hakulinen, Jaakko, Turunen, Markku, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Bernhaupt, Regina, editor, Dalvi, Girish, editor, Joshi, Anirudha, editor, K. Balkrishan, Devanuj, editor, O’Neill, Jacki, editor, and Winckler, Marco, editor
- Published
- 2017
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9. Construction of Feature Landmark Database Using Omnidirectional Videos and GPS Positions
- Author
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Ikeda, Sei, Sato, Tomokazu, Yamaguchi, Koichiro, Yokoya, Naokazu, Ikeda, Sei, Sato, Tomokazu, Yamaguchi, Koichiro, and Yokoya, Naokazu
- Abstract
This paper describes a method for constructing feature landmark database using omnidirectional videos and GPS positions acquired in outdoor environments. The feature landmark database is used to estimate camera positions and postures for various applications such as augmented reality systems and self-localization of robots and automobiles. We have already proposed a camera position and posture estimation method using landmark database that stores 3D positions of sparse feature points with their view-dependent image templates. For large environments, the cost for construction of landmark database is high because conventional 3-D reconstruction methods requires measuring some absolute positions of feature points manually to suppress accumulative estimation errors in structure-from-motion process. To achieve automatic construction of landmark database for large outdoor environments, we newly propose a method that constructs database without manual specification of features using omnidirectional videos and GPS positions., 3DIM 2007 : 6th International Conference on 3-D Digital Imaging and Modeling , Aug 21-23, 2007 , Montreal, Quebec, Canada
- Published
- 2023
10. An Omnistereoscopic Video Pipeline for Capture and Display of Real-World VR.
- Author
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Schroers, Christopher, Bazin, Jean-Charles, and Sorkine-Hornung, Alexander
- Subjects
VIRTUAL reality ,PANORAMA (Cinematography) ,COMPUTATIONAL photography ,COMPUTER-generated imagery ,CINEMATOGRAPHY equipment - Abstract
In this article, we describe a complete pipeline for the capture and display of real-world Virtual Reality video content, based on the concept of omnistereoscopic panoramas. We address important practical and theoretical issues that have remained undiscussed in previous works. On the capture side, we show how high-quality omnistereo video can be generated from a sparse set of cameras (16 in our prototype array) instead of the hundreds of input views previously required. Despite the sparse number of input views, our approach allows for high quality, real-time virtual head motion, thereby providing an important additional cue for immersive depth perception compared to static stereoscopic video. We also provide an in-depth analysis of the required camera array geometry in order to meet specific stereoscopic output constraints, which is fundamental for achieving a plausible and fully controlled VR viewing experience. Finally, we describe additional insights on how to integrate omnistereo video panoramas with rendered CG content. We provide qualitative comparisons to alternative solutions, including depth-based view synthesis and the Facebook Surround 360 system. In summary, this article provides a first complete guide and analysis for reimplementing a system for capturing and displaying real-world VR, which we demonstrate on several real-world examples captured with our prototype. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
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11. Video Streaming Systems in Immersive mode
- Author
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Ribezzo, Giuseppe
- Subjects
Viewport ,MIxed Reality ,Settore ING-INF/04 - Automatica ,Virtual Reality ,Omnidirectional Videos ,Adaptive Control Algorithms ,VR/AR ,Virtual Reality, VR/AR, MIxed Reality, Adaptive Control Algorithms, Viewport, Omnidirectional Videos - Published
- 2021
12. Predstavitev turističnih znamenitosti z uporabo aplikacije navidezne resničnosti
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LULIK, MATIC and Pogačnik, Matevž
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navidezna resničnost ,interaction with the virtual environment ,vsesmerni video posnetki ,interakcija z navideznim okoljem ,virtual reality ,UEQ ,omnidirectional videos - Abstract
Diplomsko delo zajema opis izdelave aplikacije, namenjene promociji turističnih znamenitosti z uporabo tehnologij navidezne resničnosti. Za realizacijo aplikacije je bilo potrebno zajeti vsesmerne video posnetke, tako da je v nalogi obravnavana tudi tehnologija 360-stopinjskih video posnetkov. Za interakcijo z navideznim svetom obstaja več različnih načinov, pri čemer sta v diplomski nalogi vključena dva. Izveden je bil eksperiment na podlagi katerega so bili pridobljeni rezultati za analizo implementiranih in razvoj morebitnih ustreznejših načinov interakcije. Ob razvoju aplikacije so se pojavile nove ideje o dejanski uporabi aplikacije na področju turizma. V teoretičnem delu diplomske naloge je opravljen pregled zgodovine tehnologije navidezne resničnosti, pregled naprav za prikaz navidezne resničnosti in splošno delovanje tehnologije navidezne resničnosti. Poleg tega je opisana tudi tehnologija vsesmernih video posnetkov in naprav za zajem le-teh. V praktičnem delu je opisan postopek izdelave aplikacije in implementacija načinov interaktivnosti. V zadnjem delu je predstavljen eksperiment in interpretacija rezultatov. The thesis describes the development of an application designed to promote tourist attractions through the use of virtual reality technologies. In order to implement the application, it is absolutely necessary to capture omnidirectional videos, which is why the technology that is used to produce 360-degree videos is also described in the thesis. There are several different ways to interact with the virtual environment. The thesis includes the implementation of two. An experiment was carried out, the results of which were supposed to give feedback on which way of interacting would be the most appropriate. During the development process, an idea of using the application in the field of tourism was formed. In the theoretical part of the thesis, there is an overview of the history of the virtual reality technology, an overview of the devices that are used to display the virtual environment, as well as the overall operation of the virtual reality technology. Besides that, there is also a description of the omnidirectional video technology and the devices that are used to produce these videos. The practical part describes the development process of the application and the implementation of interactivity methods. The last part presents the experiment and includes the interpretation of the results.
- Published
- 2020
13. What Are Others Looking at? Exploring 360° Videos on HMDs with Visual Cues about Other Viewers
- Author
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Jaakko Hakulinen, Jussi Karhu, Tuuli Keskinen, John Mäkelä, Pekka Kallioniemi, Ville Mäkelä, Kimmo Ronkainen, Alisa Burova, Markku Turunen, Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences, and Tampere University
- Subjects
Balance (metaphysics) ,Virtual Environments ,05 social sciences ,Virtual Reality ,Omnidirectional Videos ,020207 software engineering ,360° Videos ,02 engineering and technology ,Virtual reality ,Gaze ,Human–computer interaction ,Head-Mounted Displays ,0202 electrical engineering, electronic engineering, information engineering ,Guidance ,Attention ,0501 psychology and cognitive sciences ,Tietojenkäsittely ja informaatiotieteet - Computer and information sciences ,Social indicators ,Psychology ,Sensory cue ,050107 human factors - Abstract
Viewing 360° videos on a head-mounted display (HMD) can be an immersive experience. However, viewers must often be guided, as the freedom to rotate the view may make them miss things. We explore a unique, automatic approach to this problem with dynamic guidance methods called social indicators. They use the viewers’ gaze data to recognize popular areas in 360° videos, which are then visualized to subsequent viewers. We developed and evaluated two different social indicators in a 30-participant user study. Although the indicators show great potential in subtly guiding users and improving the experience, finding the balance between guidance and self-exploration is vital. Also, users had varying interest towards indicators that represented a larger audience but reported a clear desire to use the indicators with their friends. We also present guidelines for providing dynamic guidance for 360° videos.
- Published
- 2019
- Full Text
- View/download PDF
14. The Effect of Camera Height, Actor Behavior, and Viewer Position on the User Experience of 360° Videos
- Author
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Tuuli Keskinen, Jaakko Hakulinen, John Mäkelä, Ville Mäkelä, Kimmo Ronkainen, Markku Turunen, Jussi Karhu, Pekka Kallionierni, Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences, and Tampere University
- Subjects
business.industry ,Computer science ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,camera height ,viewer height ,Virtual reality ,360° videos ,Position (obstetrics) ,viewer position ,User experience design ,virtual environments ,head-mounted displays ,user experience ,Immersion (virtual reality) ,virtual reality ,Computer vision ,Artificial intelligence ,Tietojenkäsittely ja informaatiotieteet - Computer and information sciences ,business ,omnidirectional videos - Abstract
360° videos can be viewed in an immersive manner with a head-mounted display (HMD). However, it is unclear how the viewing experience is affected by basic properties of 360° videos, such as how high they are recorded from, and whether there are people close to the camera. We conducted a 24-participant user study where we explored whether the viewing experience is affected by A) camera height, B) the proximity and actions of people appearing in the videos, and C) viewer position (standing/sitting). The results, surprisingly, suggest that the viewer's own height has little to no effect on the preferred camera height and the experience. The most optimal camera height situates at around 150 centimeters, which hits the comfortable height range for both sitting and standing viewers. Moreover, in some cases, people being close to the camera, or the camera being very low, has a negative effect on the experience. Our work contributes to understanding and designing immersive 360° experiences.
- Published
- 2019
15. Subjective and Viewport-based Objective Quality Assessment of 360-degree videos
- Author
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Pascal Frossard, Roberto Gerson de Albuquerque Azevedo, Neil Birkbeck, Ivan Janatra, and Balu Adsumilli
- Subjects
Viewport ,Human–computer interaction ,Computer science ,Quality assessment ,Omnidirectional videos ,dataset ,360-degree videos ,equiangular cubemap ,Objective quality ,Degree (temperature) - Abstract
Visual distortions in processed 360-degree visual content and consumed through head-mounted displays (HMDs) are perceived very differently when compared to traditional 2D content. To better understand how compression-related artifacts affect the overall perceived quality of 360-degree videos, this paper presents a subjective quality assessment study and analyzes the performance of objective metrics to correlate with the gathered subjective scores. In contrast to previous related work, the pro- posed study focuses on the equiangular cubemap projection and includes specific visual distortions (blur, blockiness, H.264 compression, and cubemap seams) on both monoscopic and stereoscopic sequences. The objective metrics performance analysis is based on metrics computed in both the projection domain and the viewports, which is closer to what the user sees. The results show that overall objective metrics computed on viewports are more correlated with the subjective scores in our dataset than the same metrics computed in the projection domain. Moreover, the proposed dataset and objective metrics analysis serve as a bench- mark for the development of new perception-optimized quality assessment algorithms for 360-degree videos, which is still a largely open research problem.
- Published
- 2020
- Full Text
- View/download PDF
16. Construction of Feature Landmark Database Using Omnidirectional Videos and GPS Positions
- Author
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Koichiro Yamaguchi, Sei Ikeda, Tomokazu Sato, and Naokazu Yokoya
- Subjects
augmented reality systems ,Computer science ,GPS positions ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Robot vision systems ,Augmented reality ,Iterative reconstruction ,computer.software_genre ,Videos ,Three dimensional displays ,robot self-localization ,Global Positioning System ,Spatial databases ,landmark database ,Computer vision ,Omnidirectional antenna ,video signal processing ,Landmark ,Database ,business.industry ,Process (computing) ,3D reconstruction methods ,video databases ,image reconstruction ,camera position estimation ,Cameras ,Costs ,feature landmark database ,Feature (computer vision) ,Robot ,Artificial intelligence ,Image databases ,omnidirectional videos ,business ,Automobiles ,computer - Abstract
This paper describes a method for constructing feature landmark database using omnidirectional videos and GPS positions acquired in outdoor environments. The feature landmark database is used to estimate camera positions and postures for various applications such as augmented reality systems and self-localization of robots and automobiles. We have already proposed a camera position and posture estimation method using landmark database that stores 3D positions of sparse feature points with their view-dependent image templates. For large environments, the cost for construction of landmark database is high because conventional 3-D reconstruction methods requires measuring some absolute positions of feature points manually to suppress accumulative estimation errors in structure-from-motion process. To achieve automatic construction of landmark database for large outdoor environments, we newly propose a method that constructs database without manual specification of features using omnidirectional videos and GPS positions., 3DIM 2007 : 6th International Conference on 3-D Digital Imaging and Modeling , Aug 21-23, 2007 , Montreal, Quebec, Canada
- Published
- 2007
- Full Text
- View/download PDF
17. Construction of Feature Landmark Database Using Omnidirectional Videos and GPS Positions
- Author
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Ikeda, Sei, 50362835, Sato, Tomokazu, Yamaguchi, Koichiro, 10252834, Yokoya, Naokazu, Ikeda, Sei, 50362835, Sato, Tomokazu, Yamaguchi, Koichiro, 10252834, and Yokoya, Naokazu
- Abstract
application/pdf, This paper describes a method for constructing feature landmark database using omnidirectional videos and GPS positions acquired in outdoor environments. The feature landmark database is used to estimate camera positions and postures for various applications such as augmented reality systems and self-localization of robots and automobiles. We have already proposed a camera position and posture estimation method using landmark database that stores 3D positions of sparse feature points with their view-dependent image templates. For large environments, the cost for construction of landmark database is high because conventional 3-D reconstruction methods requires measuring some absolute positions of feature points manually to suppress accumulative estimation errors in structure-from-motion process. To achieve automatic construction of landmark database for large outdoor environments, we newly propose a method that constructs database without manual specification of features using omnidirectional videos and GPS positions.
- Published
- 2007
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