DEliverable 2.3 - the School of Engineering and Design - Brunel ...
DEliverable 2.3 - the School of Engineering and Design - Brunel ...
DEliverable 2.3 - the School of Engineering and Design - Brunel ...
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ICT Project 3D VIVANT– Deliverable <strong>2.3</strong><br />
Contract no.:<br />
248420<br />
User Acceptance Validation Plan<br />
especially for live events, because, as is <strong>the</strong> case for stereoscopic 3D, here <strong>the</strong> cameras must also be<br />
exactly aligned <strong>and</strong> synchronised.<br />
Even though auto-stereoscopic displays do not <strong>of</strong>fer a large parallax area, <strong>the</strong> viewer appears to be<br />
able to look around objects. However, <strong>the</strong> number <strong>of</strong> viewing positions <strong>and</strong> <strong>the</strong> resulting stereo pairs<br />
is limited. In this case, <strong>the</strong> shear distortion effect is reduced but still detected in each stereo pair.<br />
Never<strong>the</strong>less, if <strong>the</strong> viewer moves around in front <strong>of</strong> <strong>the</strong> display, jumps in <strong>the</strong> picture can be detected<br />
when <strong>the</strong> viewing angle changes. This phenomenon is called flipping. A fur<strong>the</strong>r disadvantage <strong>of</strong> <strong>the</strong><br />
auto-stereoscopic process is <strong>the</strong> missing vertical parallax. As <strong>the</strong> views can only be separated<br />
horizontally, no vertical parallaxes can be displayed. The result is that a viewer can appear to look left<br />
<strong>and</strong> right around an object but not over or under it.<br />
More recently, a combination <strong>of</strong> conventional 2D video capture with depth map generation has been<br />
used for <strong>the</strong> capture <strong>and</strong> processing <strong>of</strong> multiview auto-stereoscopic 3D content. However, <strong>the</strong> display<br />
<strong>of</strong> multiview auto-stereoscopic 3D content relies upon <strong>the</strong> brain to fuse <strong>the</strong> two disparate images to<br />
create <strong>the</strong> 3D sensation. A particularly contentious aspect for entertainment applications is <strong>the</strong> human<br />
factors issue. For example, in stereoscopy, <strong>the</strong> viewer needs to focus at <strong>the</strong> screen plane while<br />
simultaneously converging <strong>the</strong> eyes to different locations in space producing unnatural viewing<br />
(Yamazaki et al., Lambooij et al. 1989). This can cause eye-strain <strong>and</strong> headaches in some people.<br />
Consequently, content producers limit <strong>the</strong> depth <strong>of</strong> scene to be viewed to minimise this problem. With<br />
recent advances in digital technology, some human factors which result in eye fatigue, such as limits<br />
in head movement in <strong>the</strong> case <strong>of</strong> circulate/linear polarized glasses systems, etc., have been eliminated.<br />
However, some intrinsic eye fatigue factor, like a mismatch in convergence <strong>and</strong> focus, will always<br />
exist in stereoscopic 3D technology (Onural et al., Benton, Honda 2006). Fur<strong>the</strong>rmore, due to <strong>the</strong> lack<br />
<strong>of</strong> perspective continuity in 2D view systems, objects in <strong>the</strong> scene <strong>of</strong>ten lack solidity (cardboarding)<br />
<strong>and</strong> give rise to an ‘unreal’ experience.<br />
For <strong>the</strong> 3D video quality assessment <strong>of</strong> stereoscopic videos, most researchers employ subjective<br />
testing (De Silva et al., Hewage et al., Leon et al.2010) focusing mainly on depth perceived by <strong>the</strong><br />
users on autostereoscopic displays <strong>and</strong> <strong>the</strong> sensitivity <strong>of</strong> <strong>the</strong> observers to <strong>the</strong> changes in depth in a 3D<br />
video scene (De Silva 2010). Most <strong>of</strong> <strong>the</strong> 3D video user perception studies relate to <strong>the</strong> design <strong>and</strong><br />
evaluation <strong>of</strong> 3D stereoscopic <strong>and</strong> multiview video systems based on different coding parameters. In<br />
<strong>the</strong> majority <strong>of</strong> <strong>the</strong>se studies, subjective testing using a qualitative methodology with no more than 15<br />
users has been employed (Kalva et al. 2006; Saygili et al. 2009; Knorr et al. 2008; Olsson <strong>and</strong><br />
Sjostrom 2010). In some <strong>of</strong> <strong>the</strong>se research studies, different types <strong>of</strong> video systems were compared by<br />
<strong>the</strong> users in terms <strong>of</strong> various system parameters <strong>and</strong> user perception <strong>of</strong> stereoscopic versus multiview<br />
video (Knorr et al.2008; Olsson <strong>and</strong> Sjostrom 2010). Most <strong>of</strong> <strong>the</strong> results suggest that, for stereoscopic<br />
<strong>and</strong> multiview video, <strong>the</strong> bit rate <strong>and</strong> <strong>the</strong> content <strong>of</strong> <strong>the</strong> original 3D image form <strong>the</strong> factors that most<br />
significantly affect <strong>the</strong> perceived 3D image quality (Kalva et al. 2006; Knorr et al. 2008; Olsson <strong>and</strong><br />
Sjostrom 2010; Reis et al. 2007). In terms <strong>of</strong> multiview 3D video, it is also noted that users prefer less<br />
apparent depth <strong>and</strong> motion parallax when being exposed to compressed 3D images on an autostereoscopic<br />
multiview display (Olsson <strong>and</strong> Sjostrom 2010). Fur<strong>the</strong>rmore, it was found that motion<br />
<strong>and</strong> complexity <strong>of</strong> <strong>the</strong> depth image have a strong influence on <strong>the</strong> acceptable depth quality in 3D<br />
videos (Leon et al. 2008).<br />
2.<strong>2.3</strong> Data Collection Methods<br />
The following data collection methodologies will be employed to ga<strong>the</strong>r information on <strong>the</strong> users’<br />
perceived quality <strong>of</strong> <strong>the</strong> project’s video content:<br />
• Questionnaires – Comprising <strong>of</strong> both closed <strong>and</strong> open ended questions.<br />
• Interviews – Semi-structured (prepared <strong>and</strong> spontaneous questions) interviews comprising <strong>of</strong> a<br />
selected user sample <strong>and</strong> one/two interviewees.<br />
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