Papers
Topics
Authors
Recent
Gemini 2.5 Flash
Gemini 2.5 Flash
143 tokens/sec
GPT-4o
7 tokens/sec
Gemini 2.5 Pro Pro
46 tokens/sec
o3 Pro
4 tokens/sec
GPT-4.1 Pro
38 tokens/sec
DeepSeek R1 via Azure Pro
28 tokens/sec
2000 character limit reached

Extending 3-DoF Metrics to Model User Behaviour Similarity in 6-DoF Immersive Applications (2112.09402v2)

Published 17 Dec 2021 in cs.HC and cs.MM

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.

Definition Search Book Streamline Icon: https://streamlinehq.com
References (47)
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 360-degree video head movement dataset. In Proceedings of the 8th ACM on Multimedia Systems Conference.
  6. 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
  7. A dataset of head and eye movements for 360 videos. In Proceedings of the 9th ACM Multimedia Systems Conference. 432–437.
  8. Tom Fawcett. 2006. An introduction to ROC analysis. Pattern recognition letters 27, 8 (2006), 861–874.
  9. Virtual reality in the assessment, understanding, and treatment of mental health disorders. Psychological medicine 47, 14 (2017), 2393–2400.
  10. Advances in immersive virtual reality interventions for mental disorders–a new reality? Current opinion in psychology (2021).
  11. Deep variational learning for multiple trajectory prediction of 360° head movements. In Proceedings of the 13th ACM Multimedia Systems Conference. 12–26.
  12. ViVo: Visibility-aware mobile volumetric video streaming. In Proceedings of the 26th Annual International Conference on Mobile Computing and Networking. 1–13.
  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.
  14. 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.
  15. 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
  16. 8i voxelized surface light field (8iVSLF) dataset. In ISO/IEC JTC1/SC29/WG11 MPEG, input document m42914.
  17. 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
  18. Early detection of children with autism spectrum disorder based on visual exploration of images. Signal Processing: Image Communication 94 (2021), 116184.
  19. A Content-Based Viewport Prediction Model. In Electronic Imaging, Vol. 2021.
  20. A taxonomy and dataset for 360° videos. In Proceedings of the 10th ACM Multimedia Systems Conference. 273–278.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. A unified evaluation framework for head motion prediction methods in 360 videos. In Proceedings of the 11th ACM Multimedia Systems Conference. 279–284.
  26. 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.
  27. Spherical clustering of users navigating 360 content. In IEEE International Conference on Acoustics, Speech and Signal Processing.
  28. Streaming and User Behaviour in Omnidirectional Videos. Immersive Video Technologies (2022), 49.
  29. Do Users Behave Similarly in VR? Investigation of the User Influence on the System Design. ACM Transactions on Multimedia Computing, Communications, and Applications (2020).
  30. 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.
  31. 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.
  32. 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.
  33. A New Challenge: Behavioural Analysis Of 6-DOF User When Consuming Immersive Media. In 2021 IEEE International Conference on Image Processing. IEEE, 3423–3427.
  34. Emerging MPEG standards for point cloud compression. IEEE Journal on Emerging and Selected Topics in Circuits and Systems 9, 1 (2018), 133–148.
  35. Saliency in VR: How Do People Explore Virtual Environments?. In IEEE Transactions on Visualization and Computer Graphics.
  36. Understanding the basis of graph signal processing via an intuitive example-driven approach [lecture notes]. IEEE Signal Processing Magazine 36, 6 (2019), 133–145.
  37. Generating Realistic Synthetic Head Rotation Data for Extended Reality using Deep Learning. In Proceedings of the 1st Workshop on Interactive eXtended Reality. 19–28.
  38. 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.
  39. User Centered Adaptive Streaming of Dynamic Point Clouds with Low Complexity Tiling. In Proceedings of the 28th ACM International Conference on Multimedia. 3669–3677.
  40. Subjective QoE Evaluation of User-Centered Adaptive Streaming of Dynamic Point Clouds. In IEEE International Conference on Quality of Multimedia Experience.
  41. Comparing CAVE, wall, and desktop displays for navigation and wayfinding in complex 3D models. In IEEE Proceedings Computer Graphics International.
  42. You Can’t Hide Behind Your Headset: User Profiling in Augmented and Virtual Reality. arXiv preprint arXiv:2209.10849 (2022).
  43. Towards 6-DoF HTTP adaptive streaming through point cloud compression. In Proceedings of the 27th ACM International Conference on Multimedia.
  44. 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.
  45. Irene Viola and Pablo Cesar. 2022. Volumetric video streaming. Immersive Video Technologies (2022), 425.
  46. 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.
  47. User Behaviour Analysis of Volumetric Video in Augmented Reality. In 13th International Conference on Quality of Multimedia Experience. IEEE, 129–132.
Citations (3)

Summary

We haven't generated a summary for this paper yet.