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Keywords = stereoscopic video

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20 pages, 8781 KiB  
Article
A Virtual View Acquisition Technique for Complex Scenes of Monocular Images Based on Layered Depth Images
by Qi Wang and Yan Piao
Appl. Sci. 2024, 14(22), 10557; https://doi.org/10.3390/app142210557 - 15 Nov 2024
Viewed by 940
Abstract
With the rapid development of stereoscopic display technology, how to generate high-quality virtual view images has become the key in the applications of 3D video, 3D TV and virtual reality. The traditional virtual view rendering technology maps the reference view into the virtual [...] Read more.
With the rapid development of stereoscopic display technology, how to generate high-quality virtual view images has become the key in the applications of 3D video, 3D TV and virtual reality. The traditional virtual view rendering technology maps the reference view into the virtual view by means of 3D transformation, but when the background area is occluded by the foreground object, the content of the occluded area cannot be inferred. To solve this problem, we propose a virtual view acquisition technique for complex scenes of monocular images based on a layered depth image (LDI). Firstly, the depth discontinuities of the edge of the occluded area are reasonably grouped by using the multilayer representation of the LDI, and the depth edge of the occluded area is inpainted by the edge inpainting network. Then, the generative adversarial network (GAN) is used to fill the information of color and depth in the occluded area, and the inpainting virtual view is generated. Finally, GAN is used to optimize the color and depth of the virtual view, and the high-quality virtual view is generated. The effectiveness of the proposed method is proved by experiments, and it is also applicable to complex scenes. Full article
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25 pages, 12888 KiB  
Article
Differential Brain Activation for Four Emotions in VR-2D and VR-3D Modes
by Chuanrui Zhang, Lei Su, Shuaicheng Li and Yunfa Fu
Brain Sci. 2024, 14(4), 326; https://doi.org/10.3390/brainsci14040326 - 28 Mar 2024
Cited by 6 | Viewed by 2366
Abstract
Similar to traditional imaging, virtual reality (VR) imagery encompasses nonstereoscopic (VR-2D) and stereoscopic (VR-3D) modes. Currently, Russell’s emotional model has been extensively studied in traditional 2D and VR-3D modes, but there is limited comparative research between VR-2D and VR-3D modes. In this study, [...] Read more.
Similar to traditional imaging, virtual reality (VR) imagery encompasses nonstereoscopic (VR-2D) and stereoscopic (VR-3D) modes. Currently, Russell’s emotional model has been extensively studied in traditional 2D and VR-3D modes, but there is limited comparative research between VR-2D and VR-3D modes. In this study, we investigate whether Russell’s emotional model exhibits stronger brain activation states in VR-3D mode compared to VR-2D mode. By designing an experiment covering four emotional categories (high arousal–high pleasure (HAHV), high arousal–low pleasure (HALV), low arousal–low pleasure (LALV), and low arousal–high pleasure (LAHV)), EEG signals were collected from 30 healthy undergraduate and graduate students while watching videos in both VR modes. Initially, power spectral density (PSD) computations revealed distinct brain activation patterns in different emotional states across the two modes, with VR-3D videos inducing significantly higher brainwave energy, primarily in the frontal, temporal, and occipital regions. Subsequently, Differential entropy (DE) feature sets, selected via a dual ten-fold cross-validation Support Vector Machine (SVM) classifier, demonstrate satisfactory classification accuracy, particularly superior in the VR-3D mode. The paper subsequently presents a deep learning-based EEG emotion recognition framework, adeptly utilizing the frequency, spatial, and temporal information of EEG data to improve recognition accuracy. The contribution of each individual feature to the prediction probabilities is discussed through machine-learning interpretability based on Shapley values. The study reveals notable differences in brain activation states for identical emotions between the two modes, with VR-3D mode showing more pronounced activation. Full article
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28 pages, 1488 KiB  
Article
Measuring 3D Video Quality of Experience (QoE) Using A Hybrid Metric Based on Spatial Resolution and Depth Cues
by Sahin Coskun, Gokce Nur Yilmaz, Federica Battisti, Musaed Alhussein and Saiful Islam
J. Imaging 2023, 9(12), 281; https://doi.org/10.3390/jimaging9120281 - 18 Dec 2023
Cited by 1 | Viewed by 2837
Abstract
A three-dimensional (3D) video is a special video representation with an artificial stereoscopic vision effect that increases the depth perception of the viewers. The quality of a 3D video is generally measured based on the similarity to stereoscopic vision obtained with the human [...] Read more.
A three-dimensional (3D) video is a special video representation with an artificial stereoscopic vision effect that increases the depth perception of the viewers. The quality of a 3D video is generally measured based on the similarity to stereoscopic vision obtained with the human vision system (HVS). The reason for the usage of these high-cost and time-consuming subjective tests is due to the lack of an objective video Quality of Experience (QoE) evaluation method that models the HVS. In this paper, we propose a hybrid 3D-video QoE evaluation method based on spatial resolution associated with depth cues (i.e., motion information, blurriness, retinal-image size, and convergence). The proposed method successfully models the HVS by considering the 3D video parameters that directly affect depth perception, which is the most important element of stereoscopic vision. Experimental results show that the measurement of the 3D-video QoE by the proposed hybrid method outperforms the widely used existing methods. It is also found that the proposed method has a high correlation with the HVS. Consequently, the results suggest that the proposed hybrid method can be conveniently utilized for the 3D-video QoE evaluation, especially in real-time applications. Full article
(This article belongs to the Special Issue Modelling of Human Visual System in Image Processing)
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22 pages, 17347 KiB  
Article
How Do Background and Remote User Representations Affect Social Telepresence in Remote Collaboration?: A Study with Portal Display, a Head Pose-Responsive Video Teleconferencing System
by Seongjun Kang, Gwangbin Kim, Kyung-Taek Lee and SeungJun Kim
Electronics 2023, 12(20), 4339; https://doi.org/10.3390/electronics12204339 - 19 Oct 2023
Cited by 2 | Viewed by 1846
Abstract
This study presents Portal Display, a screen-based telepresence system that mediates the interaction between two distinct spaces, each using a single display system. The system synchronizes the users’ viewpoint with their head position and orientation to provide stereoscopic vision through this single monitor. [...] Read more.
This study presents Portal Display, a screen-based telepresence system that mediates the interaction between two distinct spaces, each using a single display system. The system synchronizes the users’ viewpoint with their head position and orientation to provide stereoscopic vision through this single monitor. This research evaluates the impact of graphically rendered and video-streamed backgrounds and remote user representations on social telepresence, usability, and concentration during conversations and collaborative tasks. Our results indicate that the type of background has a negligible impact on these metrics. However, point cloud streaming of remote users significantly improves social telepresence, usability, and concentration compared with graphical avatars. This study implies that Portal Display can operate more efficiently by substituting the background with graphical rendering and focusing on higher-resolution 3D point cloud streaming for narrower regions for remote user representations. This configuration may be especially advantageous for applications where the remote user’s background is not essential to the task, potentially enhancing social telepresence. Full article
(This article belongs to the Special Issue Perception and Interaction in Mixed, Augmented, and Virtual Reality)
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19 pages, 4915 KiB  
Article
HFR-Video-Based Stereo Correspondence Using High Synchronous Short-Term Velocities
by Qing Li, Shaopeng Hu, Kohei Shimasaki and Idaku Ishii
Sensors 2023, 23(9), 4285; https://doi.org/10.3390/s23094285 - 26 Apr 2023
Cited by 2 | Viewed by 2190
Abstract
This study focuses on solving the correspondence problem of multiple moving objects with similar appearances in stereoscopic videos. Specifically, we address the multi-camera correspondence problem by taking into account the pixel-level and feature-level stereo correspondences, and object-level cross-camera multiple object correspondence. Most correspondence [...] Read more.
This study focuses on solving the correspondence problem of multiple moving objects with similar appearances in stereoscopic videos. Specifically, we address the multi-camera correspondence problem by taking into account the pixel-level and feature-level stereo correspondences, and object-level cross-camera multiple object correspondence. Most correspondence algorithms rely on texture and color information of the stereo images, making it challenging to distinguish between similar-looking objects, such as ballet dancers and corporate employees wearing similar dresses, or farm animals such as chickens, ducks, and cows. However, by leveraging the low latency and high synchronization of high-speed cameras, we can perceive the phase and frequency differences between the movements of similar-looking objects. In this study, we propose using short-term velocities (STVs) of objects as motion features to determine the correspondence of multiple objects by calculating the similarity of STVs. To validate our approach, we conducted stereo correspondence experiments using markers attached to a metronome and natural hand movements to simulate simple and complex motion scenes. The experimental results demonstrate that our method achieved good performance in stereo correspondence. Full article
(This article belongs to the Section Industrial Sensors)
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25 pages, 3079 KiB  
Article
Binocular Rivalry Impact on Macroblock-Loss Error Concealment for Stereoscopic 3D Video Transmission
by Md Mehedi Hasan, Md. Azam Hossain, Naif Alotaibi, John F. Arnold and AKM Azad
Sensors 2023, 23(7), 3604; https://doi.org/10.3390/s23073604 - 30 Mar 2023
Cited by 1 | Viewed by 2357
Abstract
Three-dimensional video services delivered through wireless communication channels have to deal with numerous challenges due to the limitations of both the transmission channel’s bandwidth and receiving devices. Adverse channel conditions, delays, or jitters can result in bit errors and packet losses, which can [...] Read more.
Three-dimensional video services delivered through wireless communication channels have to deal with numerous challenges due to the limitations of both the transmission channel’s bandwidth and receiving devices. Adverse channel conditions, delays, or jitters can result in bit errors and packet losses, which can alter the appearance of stereoscopic 3D (S3D) video. Due to the perception of dissimilar patterns by the two human eyes, they can not be fused into a stable composite pattern in the brain and hence try to dominate by suppressing each other. Thus, a psychovisual sensation that is called binocular rivalry occurs. As a result, undetectable changes causing irritating flickering effects are seen, leading to visual discomforts such as eye strain, headache, nausea, and weariness. This study addresses the observer’s quality of experience (QoE) by analyzing the binocular rivalry impact on the macroblock (MB) losses in a frame and its error propagation due to predictive frame encoding in stereoscopic video transmission systems. To simulate the processing of experimental videos, the Joint Test Model (JM) reference software has been used as it is recommended by the International Telecommunication Union (ITU). Existing error concealing techniques were then applied to the contiguous lost MBs for a variety of transmission impairments. In order to validate the authenticity of the simulated packet loss environment, several objective evaluations were carried out. Standard numbers of subjects were then engaged in the subjective testing of common 3D video sequences. The results were then statistically examined using a standard Student’s t-test, allowing the impact of binocular rivalry to be compared to that of a non-rivalry error condition. The major goal is to assure error-free video communication by minimizing the negative impacts of binocular rivalry and boosting the ability to efficiently integrate 3D video material to improve viewers’ overall QoE. Full article
(This article belongs to the Special Issue Vision Science and Technology in Human Computer Interaction Systems)
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26 pages, 13875 KiB  
Article
A Deep-Learning Based Pipeline for Estimating the Abundance and Size of Aquatic Organisms in an Unconstrained Underwater Environment from Continuously Captured Stereo Video
by Gordon Böer, Joachim Paul Gröger, Sabah Badri-Höher, Boris Cisewski, Helge Renkewitz, Felix Mittermayer, Tobias Strickmann and Hauke Schramm
Sensors 2023, 23(6), 3311; https://doi.org/10.3390/s23063311 - 21 Mar 2023
Cited by 11 | Viewed by 3761
Abstract
The utilization of stationary underwater cameras is a modern and well-adapted approach to provide a continuous and cost-effective long-term solution to monitor underwater habitats of particular interest. A common goal of such monitoring systems is to gain better insight into the dynamics and [...] Read more.
The utilization of stationary underwater cameras is a modern and well-adapted approach to provide a continuous and cost-effective long-term solution to monitor underwater habitats of particular interest. A common goal of such monitoring systems is to gain better insight into the dynamics and condition of populations of various marine organisms, such as migratory or commercially relevant fish taxa. This paper describes a complete processing pipeline to automatically determine the abundance, type and estimate the size of biological taxa from stereoscopic video data captured by the stereo camera of a stationary Underwater Fish Observatory (UFO). A calibration of the recording system was carried out in situ and, afterward, validated using the synchronously recorded sonar data. The video data were recorded continuously for nearly one year in the Kiel Fjord, an inlet of the Baltic Sea in northern Germany. It shows underwater organisms in their natural behavior, as passive low-light cameras were used instead of active lighting to dampen attraction effects and allow for the least invasive recording possible. The recorded raw data are pre-filtered by an adaptive background estimation to extract sequences with activity, which are then processed by a deep detection network, i.e., Yolov5. This provides the location and type of organisms detected in each video frame of both cameras, which are used to calculate stereo correspondences following a basic matching scheme. In a subsequent step, the size and distance of the depicted organisms are approximated using the corner coordinates of the matched bounding boxes. The Yolov5 model employed in this study was trained on a novel dataset comprising 73,144 images and 92,899 bounding box annotations for 10 categories of marine animals. The model achieved a mean detection accuracy of 92.4%, a mean average precision (mAP) of 94.8% and an F1 score of 93%. Full article
(This article belongs to the Section Physical Sensors)
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18 pages, 16190 KiB  
Article
Real-Time Interaction for 3D Pixel Human in Virtual Environment
by Haoke Deng, Qimeng Zhang, Hongyu Jin and Chang-Hun Kim
Appl. Sci. 2023, 13(2), 966; https://doi.org/10.3390/app13020966 - 11 Jan 2023
Cited by 4 | Viewed by 3258
Abstract
Conducting realistic interactions while communicating efficiently in online conferences is highly desired but challenging. In this work, we propose a novel pixel-style virtual avatar for interacting with virtual objects in virtual conferences that can be generated in real-time. It consists of a 2D [...] Read more.
Conducting realistic interactions while communicating efficiently in online conferences is highly desired but challenging. In this work, we propose a novel pixel-style virtual avatar for interacting with virtual objects in virtual conferences that can be generated in real-time. It consists of a 2D segmented head video stream for real-time facial expressions and a 3D point cloud body for realistic interactions, both of which are generated from RGB video input of a monocular webcam. We obtain a human-only video stream with a human matting method and generate the 3D avatar’s arms with a 3D pose estimation method, which improves the stereoscopic realism and sense of interaction of conference participants while interacting with virtual objects. Our approach fills the gap between 2D video conferences and 3D virtual avatars and combines the advantages of both. We evaluated our pixel-style avatar by conducting a user study; the result proved that the efficiency of our method is superior to other various existing avatar types. Full article
(This article belongs to the Collection Virtual and Augmented Reality Systems)
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12 pages, 15273 KiB  
Article
Accurate Monitoring of Algal Blooms in Key Nearshore Zones of Lakes and Reservoirs Using Binocular Video Surveillance System
by Jia Liu, Chunlin Xia, Hui Xie, Xiaodong Wang and Yinguo Qiu
Water 2022, 14(22), 3728; https://doi.org/10.3390/w14223728 - 17 Nov 2022
Cited by 5 | Viewed by 2206
Abstract
In recent years, algal blooms break out frequently and often accumulate in nearshore zones of eutrophic lakes and reservoirs, which seriously threaten regional water supply security. It is of great significance to grasp the status of algal blooms in key nearshore zones timely [...] Read more.
In recent years, algal blooms break out frequently and often accumulate in nearshore zones of eutrophic lakes and reservoirs, which seriously threaten regional water supply security. It is of great significance to grasp the status of algal blooms in key nearshore zones timely for the emergency prevention and control of algal blooms. A video surveillance system provides a new method for achieving this goal. The results of algal-bloom monitoring in current research, however, are usually interfered by onshore vegetation for their similar textural features. Accordingly, there are great limitations in current works in terms of decision support for emergency prevention and control of algal blooms. To solve this problem, a binocular video surveillance system based an accurate monitoring method of algal blooms is proposed in this paper. Binocular images of monitoring areas are obtained periodically by exploiting the binocular video surveillance system, which is performed by a stereoscopic 3D reconstruction method to obtain the 3D point cloud data of monitoring areas. Afterward, water regions and non-water regions are intelligently discriminated according to the elevation characteristics of point clouds, and only the image data of the water regions are finally adopted for algal-bloom extraction. Thus, the influence of onshore vegetation on the extraction of algal blooms can be eliminated. The system was implemented and applied, and the experimental results show that the proposed method can eliminate effectively the interference of onshore vegetation on the extraction of algal blooms and improve significantly the accuracy of existing methods for algal-bloom monitoring based on video surveillance system. Full article
(This article belongs to the Special Issue Point-Source and Diffuse Water Pollution)
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17 pages, 6384 KiB  
Article
Five-Direction Occlusion Filling with Five Layer Parallel Two-Stage Pipeline for Stereo Matching with Sub-Pixel Disparity Map Estimation
by Yunhao Ma, Xiwei Fang, Xinyu Guan, Ke Li, Lei Chen and Fengwei An
Sensors 2022, 22(22), 8605; https://doi.org/10.3390/s22228605 - 8 Nov 2022
Cited by 6 | Viewed by 2184
Abstract
Binocular stereoscopic matching is an essential method in computer vision, imitating human binocular technology to obtain distance information. Among plentiful stereo matching algorithms, Semi-Global Matching (SGM) is recognized as one of the most popular vision algorithms due to its relatively low power consumption [...] Read more.
Binocular stereoscopic matching is an essential method in computer vision, imitating human binocular technology to obtain distance information. Among plentiful stereo matching algorithms, Semi-Global Matching (SGM) is recognized as one of the most popular vision algorithms due to its relatively low power consumption and high accuracy, resulting in many excellent SGM-based hardware accelerators. However, vision algorithms, including SGM, are still somewhat inaccurate in actual long-range applications. Therefore, this paper proposes a disparity improvement strategy based on subpixel interpolation and disparity optimization post-processing using an area optimization strategy, hardware-friendly divider, split look-up table, and the clock alignment multi-directional disparity occlusion filling, and depth acquisition based on floating-point operations. The hardware architecture based on optimization algorithms is on the Stratix-IV platform. It consumes about 5.6 K LUTs, 12.8 K registers, and 2.5 M bits of on-chip memory. Meanwhile, the non-occlusion error rate of only 4.61% is about 1% better than the state-of-the-art works in the KITTI2015 dataset. The maximum working frequency can reach up to 98.28 MHz for the 640 × 480 resolution video and 128 disparity range with the power dissipation of 1.459 W and 320 frames per second processing speed. Full article
(This article belongs to the Special Issue Computer Vision and Sensor Technology)
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15 pages, 7243 KiB  
Article
A Comparative Study on the Temporal Effects of 2D and VR Emotional Arousal
by Feng Tian, Xuefei Wang, Wanqiu Cheng, Mingxuan Lee and Yuanyuan Jin
Sensors 2022, 22(21), 8491; https://doi.org/10.3390/s22218491 - 4 Nov 2022
Cited by 10 | Viewed by 3084
Abstract
Previous research comparing traditional two-dimensional (2D) and virtual reality with stereoscopic vision (VR-3D) stimulations revealed that VR-3D resulted in higher levels of immersion. However, the effects of these two visual modes on emotional stimulus processing have not been thoroughly investigated, and the underlying [...] Read more.
Previous research comparing traditional two-dimensional (2D) and virtual reality with stereoscopic vision (VR-3D) stimulations revealed that VR-3D resulted in higher levels of immersion. However, the effects of these two visual modes on emotional stimulus processing have not been thoroughly investigated, and the underlying neural processing mechanisms remain unclear. Thus, this paper introduced a cognitive psychological experiment that was conducted to investigate how these two visual modes influence emotional processing. To reduce fatigue, participants (n = 16) were randomly assigned to watch a series of 2D and VR-3D short emotional videos for two days. During their participation, electroencephalograms (EEG) were recorded simultaneously. The results showed that even in the absence of sound, visual stimuli in the VR environment significantly increased emotional arousal, especially in the frontal region, parietal region, temporal region, and occipital region. On this basis, visual evoked potential (VEP) analysis was performed. VR stimulation compared to 2D led to a larger P1 component amplitude, while VEP analysis based on the time course of the late event-related potential component revealed that, after 1200 ms, the differences across visual modes became stable and significant. Furthermore, the results also confirmed that VEP in the early stages is more sensitive to emotions and presumably there are corresponding emotion regulation mechanisms in the late stages. Full article
(This article belongs to the Section Biosensors)
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13 pages, 422 KiB  
Article
No-Reference Quality Assessment of Stereoscopic Video Based on Temporal Adaptive Model for Improved Visual Communication
by Fenghao Gu and Zhichao Zhang
Sensors 2022, 22(21), 8084; https://doi.org/10.3390/s22218084 - 22 Oct 2022
Cited by 2 | Viewed by 1738
Abstract
An objective stereo video quality assessment (SVQA) strives to be consistent with human visual perception while ensuring a low time and labor cost of evaluation. The temporal–spatial characteristics of video make the data processing volume of quality evaluation surge, making an SVQA more [...] Read more.
An objective stereo video quality assessment (SVQA) strives to be consistent with human visual perception while ensuring a low time and labor cost of evaluation. The temporal–spatial characteristics of video make the data processing volume of quality evaluation surge, making an SVQA more challenging. Aiming at the effect of distortion on the stereoscopic temporal domain, a stereo video quality assessment method based on the temporal–spatial relation is proposed in this paper. Specifically, a temporal adaptive model (TAM) for a video is established to describe the space–time domain of the video from both local and global levels. This model can be easily embedded into any 2D CNN backbone network. Compared with the improved model based on 3D CNN, this model has obvious advantages in operating efficiency. Experimental results on NAMA3DS1-COSPAD1 database, WaterlooIVC 3D Video Phase I database, QI-SVQA database and SIAT depth quality database show that the model has excellent performance. Full article
(This article belongs to the Special Issue Deep Reinforcement Learning and IoT in Intelligent System)
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18 pages, 1541 KiB  
Article
No-Reference Quality Assessment of Transmitted Stereoscopic Videos Based on Human Visual System
by Md Mehedi Hasan, Md. Ariful Islam, Sejuti Rahman, Michael R. Frater and John F. Arnold
Appl. Sci. 2022, 12(19), 10090; https://doi.org/10.3390/app121910090 - 7 Oct 2022
Cited by 2 | Viewed by 2022
Abstract
Provisioning the stereoscopic 3D (S3D) video transmission services of admissible quality in a wireless environment is an immense challenge for video service providers. Unlike for 2D videos, a widely accepted No-reference objective model for assessing transmitted 3D videos that explores the Human Visual [...] Read more.
Provisioning the stereoscopic 3D (S3D) video transmission services of admissible quality in a wireless environment is an immense challenge for video service providers. Unlike for 2D videos, a widely accepted No-reference objective model for assessing transmitted 3D videos that explores the Human Visual System (HVS) appropriately has not been developed yet. Distortions perceived in 2D and 3D videos are significantly different due to the sophisticated manner in which the HVS handles the dissimilarities between the two different views. In real-time video transmission, viewers only have the distorted or receiver end content of the original video acquired through the communication medium. In this paper, we propose a No-reference quality assessment method that can estimate the quality of a stereoscopic 3D video based on HVS. By evaluating perceptual aspects and correlations of visual binocular impacts in a stereoscopic movie, the approach creates a way for the objective quality measure to assess impairments similarly to a human observer who would experience the similar material. Firstly, the disparity is measured and quantified by the region-based similarity matching algorithm, and then, the magnitude of the edge difference is calculated to delimit the visually perceptible areas of an image. Finally, an objective metric is approximated by extracting these significant perceptual image features. Experimental analysis with standard S3D video datasets demonstrates the lower computational complexity for the video decoder and comparison with the state-of-the-art algorithms shows the efficiency of the proposed approach for 3D video transmission at different quantization (QP 26 and QP 32) and loss rate (1% and 3% packet loss) parameters along with the perceptual distortion features. Full article
(This article belongs to the Special Issue Computational Intelligence in Image and Video Analysis)
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17 pages, 1489 KiB  
Article
Exploring the Perception of Additional Information Content in 360° 3D VR Video for Teaching and Learning
by Sarah A. Allman, Joanna Cordy, James P. Hall, Victoria Kleanthous and Elizabeth R. Lander
Virtual Worlds 2022, 1(1), 1-17; https://doi.org/10.3390/virtualworlds1010001 - 13 May 2022
Cited by 5 | Viewed by 3499
Abstract
360° 3D virtual reality (VR) video is used in education to bring immersive environments into a teaching space for learners to experience in a safe and controlled way. Within 360° 3D VR video, informational elements such as additional text, labelling and directions can [...] Read more.
360° 3D virtual reality (VR) video is used in education to bring immersive environments into a teaching space for learners to experience in a safe and controlled way. Within 360° 3D VR video, informational elements such as additional text, labelling and directions can be easily incorporated to augment such content. Despite this, the usefulness of this information for learners has not yet been determined. This article presents a study which aims to explore the usefulness of labelling and text within 360° stereoscopic 3D VR video content and how this contributes to the user experience. Postgraduate students from a university in the UK (n = 30) were invited to take part in the study to evaluate VR video content augmented with labels and summary text or neither of these elements. Interconnected themes associated with the user experience were identified from semi-structured interviews. From this, it was established that the incorporation of informational elements resulted in the expansion of the field of view experienced by participants. This “augmented signposting” may facilitate a greater spatial awareness of the virtual environment. Four recommendations for educators developing 360° stereoscopic 3D VR video content are presented. Full article
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27 pages, 3042 KiB  
Article
Spectare: Re-Designing a Stereoscope for a Cultural Heritage XR Experience
by Daniel Taipina and Jorge C. S. Cardoso
Electronics 2022, 11(4), 620; https://doi.org/10.3390/electronics11040620 - 17 Feb 2022
Cited by 3 | Viewed by 3833
Abstract
Stereoscopic photography was one of the main forms of visual communication in the second half of the 19th century. The experience of viewing stereoscopic photographs using stereoscopes is described as evoking memories of the past, feelings of presence in the depicted scenes, but [...] Read more.
Stereoscopic photography was one of the main forms of visual communication in the second half of the 19th century. The experience of viewing stereoscopic photographs using stereoscopes is described as evoking memories of the past, feelings of presence in the depicted scenes, but also fun and magical experiences. The fact that using these devices generates these impactful experiences is relevant for Cultural Heritage (CH) where we want visitors to have memorable experiences. Since classic stereoscopes are similar to contemporary smartphone-based Virtual Reality (VR) viewers, we questioned how the original viewing experience could be re-imagined to take advantage of current technologies. We have designed a new smartphone-based VR device—Spectare—targeted towards experiencing CH content (2D or 360° photos or videos, soundscapes, or other immersive content), while still maintaining a user experience close to the original. In this paper, we describe the design process and operation of the Spectare device. We also report on an usability evaluation with 20 participants and on the field testing where we applied the device to the visualization of CH content resulting from a digital reconstruction of the monastery of Santa Cruz in Coimbra, Portugal. The evaluations uncovered issues with the smartphone support piece of the device, but generally its usage was classified with a high usability score. Participants also classified the device as innovative, creative, impressive, fun. Full article
(This article belongs to the Special Issue LifeXR: Concepts, Technology and Design for Everyday XR)
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