Show simple item record

dc.contributor.authorHirway, Amit
dc.contributor.authorQiao, Yuansong
dc.contributor.authorMurray, Niall
dc.date.accessioned2020-12-14T13:23:00Z
dc.date.available2020-12-14T13:23:00Z
dc.date.copyright2020
dc.date.issued2020-08-31
dc.identifier.citationHirway,A., Qiao, Y., Murray, N. "A QoE and Visual Attention Evaluation on the Influence of Audio in 360° Videos," 2020 IEEE 21st International Symposium on "A World of Wireless, Mobile and Multimedia Networks" (WoWMoM), Cork, Ireland, 2020, pp. 191-193, doi: 10.1109/WoWMoM49955.2020.00045.en_US
dc.identifier.urihttp://research.thea.ie/handle/20.500.12065/3517
dc.description.abstractRecently, there has been growing interest from academia and industry on the application of immersive technologies across a range of domains. Once such technology, 360° video, can be captured using an omnidirectional multi-camera arrangement. These 360° videos can then be rendered via Virtual Reality (VR) Head Mounted Displays (HMD). Viewers then have the freedom to look around the scene in any direction they wish. Whereas a body of work exists that focused on modeling visual attention (VA) in VR, little research has considered the impact of the audio modality on VA in VR. It is well accepted that audio has an important role in VR experiences. High quality spatial audio offers listeners the opportunity to experience sound in all directions. One such technique, Ambisonics or 3D audio, offers a complete 360° soundscape. This paper reports the results of an empirical study that looked at understanding how (if at all) spatial audio influences visual attention in 360° videos. It also assessed the impact of spatial audio on the user's Quality of Experience (QoE) by capturing implicit, explicit, and objective metrics. The results suggest surprisingly similar explicit QoE ratings for both the spatial and non-spatial audio environments. The implicit metrics indicate that users integrated with the spatial environment more quickly than the non-spatial environment. Users who experienced the spatial audio environment had a higher maximum mean head pose pitch value and were found to be more focused towards the sound-emitting regions in the spatial audio environment experiences.en_US
dc.formatPDFen_US
dc.language.isoengen_US
dc.publisherIEEEen_US
dc.relation.ispartof2020 IEEE 21st International Symposium on "A World of Wireless, Mobile and Multimedia Networks" (WoWMoM)en_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subject360° videoen_US
dc.subjectSpatial audioen_US
dc.subjectAmbisonicsen_US
dc.subjectQoEen_US
dc.subjectAudio-visual attentionen_US
dc.titleA QoE evaluation on the influence of spatial audio on visual attention in 360° videosen_US
dc.typeinfo:eu-repo/semantics/otheren_US
dc.contributor.affiliationAthlone Institute of Technologyen_US
dc.contributor.sponsorAthlone Institute of Technology President's Seed Fund and supported by Science Foundation Ireland and the ADAPT Centre under Grant Number 12/RC/2106.en_US
dc.description.peerreviewyesen_US
dc.identifier.doidoi: 10.1109/WoWMoM49955.2020.000en_US
dc.identifier.orcidhttps://orcid.org/0000-0002-6204-2631en_US
dc.identifier.orcidhttps://orcid.org/0000-0002-1543-1589en_US
dc.identifier.orcidhttps://orcid.org/0000-0002-5919-0596en_US
dc.rights.accessrightsinfo:eu-repo/semantics/openAccessen_US
dc.subject.departmentFaculty of Engineering & Informatics AITen_US
dc.type.versioninfo:eu-repo/semantics/acceptedVersionen_US
dc.relation.projectid12/RC/21en_US


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record

Attribution-NonCommercial-NoDerivatives 4.0 International
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivatives 4.0 International