subjective quality assessment
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2021 ◽  
Vol 2021 (1) ◽  
pp. 1-4
Author(s):  
Seyed Ali Amirshahi

Quality assessment of images plays an important role in different applications in image processing and computer vision. While subjective quality assessment of images is the most accurate approach due to issues objective quality metrics have been the go to approach. Until recently most such metrics have taken advantage of different handcrafted features. Similar (but with a slower speed) to other applications in image processing and computer vision, different machine learning techniques, more specifically Convolutional Neural Networks (CNNs) have been introduced in different tasks related to image quality assessment. In this short paper which is a supplement to a focal talk given with the same title at the London Imaging Meeting (LIM) 2021 we aim to provide a short timeline on how CNNs have been used in the field of image quality assessment so far, how the field could take advantage of CNNs to evaluate the image quality, and what we expect will happen in the near future.


J ◽  
2021 ◽  
Vol 4 (3) ◽  
pp. 404-419
Author(s):  
Abdul Wahab ◽  
Nafi Ahmad ◽  
Maria G. Martini ◽  
John Schormans

Using subjective testing, we study the effect of the network parameters, delay and packet loss ratio, on the QoE of cloud gaming. We studied three different games, selected based on genre, popularity, content complexity and pace, and tested them in a controlled network environment, using a novel emulator to create realistic lognormal delay distributions instead of relying on a static mean delay, as used previously; we also used Parsec as a good representative of the state of the art. We captured user ratings on an ordinal Absolute Category Rating scale for three quality dimensions: Video QoE, Game-Playability QoE, and Overall QoE. We show that Mean Opinion Scores (MOS) for the game with the highest levels of content complexity and pace are most severely affected by network impairments. We also show that the QoE of interactive cloud applications rely more on the game playability than the video quality of the game. Unlike earlier studies, the differences in MOS are validated using the distributions of the underlying dimensions. A Wilcoxon Signed-Rank test showed that the distributions of Video QoE and Game Playability QoE are not significantly different.


Computers ◽  
2021 ◽  
Vol 10 (6) ◽  
pp. 80
Author(s):  
Yan Hu ◽  
Majed Elwardy ◽  
Hans-Jürgen Zepernick

Due to the advances in head-mounted displays (HMDs), hardware and software technologies, and mobile connectivity, virtual reality (VR) applications such as viewing 360∘ videos on HMDs have seen an increased interest in a wide range of consumer and vertical markets. Quality assessment of digital media systems and services related to immersive visual stimuli has been one of the challenging problems of multimedia signal processing. Specifically, subjective quality assessment of 360∘ videos presented on HMDs is needed to obtain a ground truth on the visual quality as perceived by humans. Standardized test methodologies to assess the subjective quality of 360∘ videos on HMDs are currently not as developed as for conventional videos and are subject to further study. In addition, subjective tests related to quality assessment of 360∘ videos are commonly conducted with participants seated on a chair but neglect other options of consumption such as standing viewing. In this paper, we compare the effect that standing and seated viewing of 360∘ videos on an HMD has on subjective quality assessment. A pilot study was conducted to obtain psychophysical and psychophysiological data that covers explicit and implicit responses of the participants to the shown 360∘ video stimuli with different quality levels. The statistical analysis of the data gathered in the pilot study is reported in terms of average rating times, mean opinion scores, standard deviation of opinion scores, head movements, pupil diameter, galvanic skin response (GSR), and simulator sickness scores. The results indicate that the average rating times consumed for 360∘ video quality assessment are similar for standing and seated viewing. Further, the participants showed higher resolving power among different 360∘ video quality levels and were more confident about the given opinion scores for seated viewing. On the other hand, a larger scene exploration of 360∘ videos was observed for standing viewing which appears to distract from the quality assessment task. A slightly higher pupil dilation was recorded for standing viewing which suggests a slightly more immersed experience compared to seated viewing. GSR data indicate a lower degree of emotional arousal in seated viewing which seems to allow the participants to better conduct the quality assessment task. Similarly, simulator sickness symptoms are kept significantly lower when seated. The pilot study also contributes to a holistic view of subjective quality assessment and provides indicative ground truth that can guide the design of large-scale subjective tests.


2020 ◽  
Vol 28 (24) ◽  
pp. 37069 ◽  
Author(s):  
Ayyoub Ahar ◽  
Maksymilian Chlipala ◽  
Tobias Birnbaum ◽  
Weronika Zaperty ◽  
Athanasia Symeonidou ◽  
...  

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