Extending 3-DoF Metrics to Model User Behaviour Similarity in 6-DoF Immersive Applications (2112.09402v2)
Abstract: Immersive reality technologies, such as Virtual and Augmented Reality, have ushered a new era of user-centric systems, in which every aspect of the coding--delivery--rendering chain is tailored to the interaction of the users. Understanding the actual interactivity and behaviour of the users is still an open challenge and a key step to enabling such a user-centric system. Our main goal is to extend the applicability of existing behavioural methodologies for studying user navigation in the case of 6 Degree-of-Freedom (DoF). Specifically, we first compare the navigation in 6-DoF with its 3-DoF counterpart highlighting the main differences and novelties. Then, we define new metrics aimed at better modelling behavioural similarities between users in a 6-DoF system. We validate and test our solutions on real navigation paths of users interacting with dynamic volumetric media in 6-DoF Virtual Reality conditions. Our results show that metrics that consider both user position and viewing direction better perform in detecting user similarity while navigating in a 6-DoF system. Having easy-to-use but robust metrics that underpin multiple tools and answer the question ``how do we detect if two users look at the same content?" open the gate to new solutions for a user-centric system.
- PointXR: A toolbox for visualization and subjective evaluation of point clouds in virtual reality. In 2020 Twelfth International Conference on Quality of Multimedia Experience. IEEE, 1–6.
- Jesús Bermejo-Berros and Miguel Angel Gil Martínez. 2021. The relationships between the exploration of virtual space, its presence and entertainment in virtual reality, 360º and 2D. Virtual Reality (2021), 1–17.
- 6DoF navigation in virtual worlds: comparison of joystick-based and head-controlled paradigms. In Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology.
- The past, present, and future of virtual and augmented reality research: a network and cluster analysis of the literature. Frontiers in psychology 9 (2018), 2086.
- 360-degree video head movement dataset. In Proceedings of the 8th ACM on Multimedia Systems Conference.
- Heather Creagh. 2003. Cave Automatic Virtual Environment. In Proceedings: Electrical Insulation and Electrical Manufacturing and Coil Winding Technology Conference. 499–504. https://doi.org/10.1109/EICEMC.2003.1247937
- A dataset of head and eye movements for 360 videos. In Proceedings of the 9th ACM Multimedia Systems Conference. 432–437.
- Tom Fawcett. 2006. An introduction to ROC analysis. Pattern recognition letters 27, 8 (2006), 861–874.
- Virtual reality in the assessment, understanding, and treatment of mental health disorders. Psychological medicine 47, 14 (2017), 2393–2400.
- Advances in immersive virtual reality interventions for mental disorders–a new reality? Current opinion in psychology (2021).
- Deep variational learning for multiple trajectory prediction of 360° head movements. In Proceedings of the 13th ACM Multimedia Systems Conference. 12–26.
- ViVo: Visibility-aware mobile volumetric video streaming. In Proceedings of the 26th Annual International Conference on Mobile Computing and Networking. 1–13.
- Different types of users, different types of immersion: A user study of interaction design and immersion in consumer virtual reality. IEEE Consumer Electronics Magazine 7, 4 (2018), 36–43.
- Where Are You Looking? A Large-Scale Dataset of Head and Gaze Behavior for 360-Degree Videos and a Pilot Study. In Proceedings of the 30th ACM International Conference on Multimedia. 1025–1034.
- Stimulus Sampling with 360-Videos: Examining Head Movements, Arousal, Presence, Simulator Sickness, and Preference on a Large Sample of Participants and Videos. IEEE Transactions on Affective Computing (2020), 1–1. https://doi.org/10.1109/TAFFC.2020.3004617
- 8i voxelized surface light field (8iVSLF) dataset. In ISO/IEC JTC1/SC29/WG11 MPEG, input document m42914.
- The Use of Immersive Environments for the Early Detection and Treatment of Neuropsychiatric Disorders. Frontiers in Digital Health 2 (2021), 40. https://doi.org/10.3389/fdgth.2020.576076
- Early detection of children with autism spectrum disorder based on visual exploration of images. Signal Processing: Image Communication 94 (2021), 116184.
- A Content-Based Viewport Prediction Model. In Electronic Imaging, Vol. 2021.
- A taxonomy and dataset for 360° videos. In Proceedings of the 10th ACM Multimedia Systems Conference. 273–278.
- Viewport prediction for 360 videos: a clustering approach. In Proceedings of the 30th ACM Workshop on Network and Operating Systems Support for Digital Audio and Video. 34–39.
- Rate-utility optimized streaming of volumetric media for augmented reality. IEEE Journal on Emerging and Selected Topics in Circuits and Systems 9, 1 (2019), 149–162.
- Behavioural biometrics in vr: Identifying people from body motion and relations in virtual reality. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–12.
- Amplified head rotation in virtual reality and the effects on 3d search, training transfer, and spatial orientation. IEEE transactions on visualization and computer graphics 23, 8 (2016), 1880–1895.
- A unified evaluation framework for head motion prediction methods in 360 videos. In Proceedings of the 11th ACM Multimedia Systems Conference. 279–284.
- Track: A new method from a re-examination of deep architectures for head motion prediction in 360-degree videos. IEEE Transactions on Pattern Analysis & Machine Intelligence 01 (2021), 1–1.
- Spherical clustering of users navigating 360 content. In IEEE International Conference on Acoustics, Speech and Signal Processing.
- Streaming and User Behaviour in Omnidirectional Videos. Immersive Video Technologies (2022), 49.
- Do Users Behave Similarly in VR? Investigation of the User Influence on the System Design. ACM Transactions on Multimedia Computing, Communications, and Applications (2020).
- Silvia Rossi and Laura Toni. 2020. Understanding user navigation in immersive experience: an information-theoretic analysis. In Proceedings of the 12th ACM International Workshop on Immersive Mixed and Virtual Environment Systems.
- Behavioural Analysis in a 6-DoF VR System: Influence of Content, Quality and User Disposition. In Proceedings of the 1st Workshop on Interactive eXtended Reality. 3–10.
- Influence of Narrative Elements on User Behaviour in Photorealistic Social VR. In Proceedings of the International Workshop on Immersive Mixed and Virtual Environment Systems. ACM, 1–7.
- A New Challenge: Behavioural Analysis Of 6-DOF User When Consuming Immersive Media. In 2021 IEEE International Conference on Image Processing. IEEE, 3423–3427.
- Emerging MPEG standards for point cloud compression. IEEE Journal on Emerging and Selected Topics in Circuits and Systems 9, 1 (2018), 133–148.
- Saliency in VR: How Do People Explore Virtual Environments?. In IEEE Transactions on Visualization and Computer Graphics.
- Understanding the basis of graph signal processing via an intuitive example-driven approach [lecture notes]. IEEE Signal Processing Magazine 36, 6 (2019), 133–145.
- Generating Realistic Synthetic Head Rotation Data for Extended Reality using Deep Learning. In Proceedings of the 1st Workshop on Interactive eXtended Reality. 19–28.
- Comparing the Quality of Highly Realistic Digital Humans in 3DoF and 6DoF: A Volumetric Video Case Study. In IEEE Conference on Virtual Reality and 3D User Interfaces.
- User Centered Adaptive Streaming of Dynamic Point Clouds with Low Complexity Tiling. In Proceedings of the 28th ACM International Conference on Multimedia. 3669–3677.
- Subjective QoE Evaluation of User-Centered Adaptive Streaming of Dynamic Point Clouds. In IEEE International Conference on Quality of Multimedia Experience.
- Comparing CAVE, wall, and desktop displays for navigation and wayfinding in complex 3D models. In IEEE Proceedings Computer Graphics International.
- You Can’t Hide Behind Your Headset: User Profiling in Augmented and Virtual Reality. arXiv preprint arXiv:2209.10849 (2022).
- Towards 6-DoF HTTP adaptive streaming through point cloud compression. In Proceedings of the 27th ACM International Conference on Multimedia.
- XREcho: A Unity plug-in to record and visualize user behavior during XR sessions. In Proceedings of the 13th ACM Multimedia Systems Conference. 341–346.
- Irene Viola and Pablo Cesar. 2022. Volumetric video streaming. Immersive Video Technologies (2022), 425.
- State-of-the-art in 360 video/image processing: Perception, assessment and compression. IEEE Journal of Selected Topics in Signal Processing 14, 1 (2020), 5–26.
- User Behaviour Analysis of Volumetric Video in Augmented Reality. In 13th International Conference on Quality of Multimedia Experience. IEEE, 129–132.