A Framework for Assessing Spatial Presence of Omnidirectional Video on Virtual Reality Device

With the rapid growth of novel consumer devices, i.e., the head-mounted display (HMD), there has been a strong demand of quality of experience measurement on the HMD. For the novel immersive experience, i.e., the presence, provided by the omnidirectional video and HMD, there is still a lack of research about quantifying user’s sense of presence for the omnidirectional video in the virtual reality environment. In this paper, a spatial presence assessment framework is explored to assess the user spatial presence of omnidirectional video shown on the HMD. Based on the proposed framework, we pioneered a well-designed subjective experiment to obtain the subjective ratings toward the user spatial presence of omnidirectional videos. Different influential factors of the user experience in the virtual reality system were investigated based on the experimental results. Knowledge as the outcome of this paper provides recommendations and solutions for modeling the sense of spatial presence and improving the performance of the virtual reality system.

[1]  Jonathan Freeman,et al.  A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory , 2001, Presence: Teleoperators & Virtual Environments.

[2]  Younbo Jung,et al.  Avatar face recognition and self-presence , 2017, Comput. Hum. Behav..

[3]  L. Cronbach Coefficient alpha and the internal structure of tests , 1951 .

[4]  Chen Li,et al.  A subjective visual quality assessment method of panoramic videos , 2017, 2017 IEEE International Conference on Multimedia and Expo (ICME).

[5]  Christian Timmerer,et al.  Towards subjective quality of experience assessment for omnidirectional video streaming , 2017, 2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX).

[6]  Shu Yang,et al.  Subjective and objective quality assessment of panoramic videos in virtual reality environments , 2017, 2017 IEEE International Conference on Multimedia & Expo Workshops (ICMEW).

[7]  Jeremy N. Bailenson,et al.  How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence , 2016 .

[8]  Martijn J. Schuemie,et al.  Research on Presence in Virtual Reality: A Survey , 2001, Cyberpsychology Behav. Soc. Netw..

[9]  Henry Been-Lirn Duh,et al.  Effects of field of view on presence, enjoyment, memory, and simulator sickness in a virtual environment , 2002, Proceedings IEEE Virtual Reality 2002.

[10]  Matthew Lombard,et al.  At the Heart of It All: The Concept of Presence , 2006 .

[11]  Gangolf Hirtz,et al.  Effective display resolution of 360 degree video footage in virtual reality , 2017, 2017 IEEE International Conference on Consumer Electronics (ICCE).

[12]  Vladyslav Zakharchenko,et al.  Quality metric for spherical panoramic video , 2016, Optical Engineering + Applications.

[13]  Matthew Lombard,et al.  Defining Presence , 2015, Immersed in Media, Telepresence Theory, Measurement & Technology.

[14]  Parth Rajesh Desai,et al.  A Review Paper on Oculus Rift-A Virtual Reality Headset , 2014, ArXiv.

[15]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[16]  Frans Mäyrä,et al.  Fundamental Components of the Gameplay Experience: Analysing Immersion , 2005, DiGRA Conference.

[17]  Bernd Girod,et al.  A Framework to Evaluate Omnidirectional Video Coding Schemes , 2015, 2015 IEEE International Symposium on Mixed and Augmented Reality.

[18]  Manuela Chessa,et al.  The Perceptual Quality of the Oculus Rift for Immersive Virtual Reality , 2019, Hum. Comput. Interact..

[19]  Paul A. Cairns,et al.  Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..

[20]  Michael Robin,et al.  Digital Television Fundamentals: Design and Installation of Video and Audio Systems , 1997 .

[21]  Christian Timmerer,et al.  An evaluation of Heart Rate and ElectroDermal Activity as an objective QoE evaluation method for immersive virtual reality environments , 2016, 2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX).

[22]  Mel Slater,et al.  A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments , 1997, Presence: Teleoperators & Virtual Environments.