Visual Presence: Viewing Geometry Visual Information of UHD S3D Entertainment

Heeseok Oh, Sanghoon Lee

Research output: Contribution to journalArticle

12 Citations (Scopus)

Abstract

To maximize the presence experienced by humans, visual content has evolved to achieve a higher visual presence in a series of high definition (HD), ultra HD (UHD), 8K UHD, and 8K stereoscopic 3D (S3D). Several studies have introduced visual presence delivered from content when viewing UHD S3D from a content analysis perspective. Nevertheless, no clear definition has been presented for visual presence, and only a subjective evaluation has been relied upon. The main reason for this is that there is a limitation to defining visual presence via the use of content information itself. In this paper, we define the visual presence for each viewing environment, and investigate a novel methodology to measure the experienced visual presence when viewing both 2D and 3D via the definition of a new metric termed volume of visual information by quantifying the influence of the viewing geometry between the display and viewer. To achieve this goal, the viewing geometry and display parameters for both flat and atypical displays are analyzed in terms of human perception by introducing a novel concept of pixel-wise geometry. In addition, perceptual weighting through analysis of content information is performed in accordance with monocular and binocular vision characteristics. In the experimental results, it is shown that the constructed model based on the viewing geometry, content, and perceptual characteristics has a high correlation of about 84% with subjective evaluations.

Original languageEnglish
Article number7468498
Pages (from-to)3358-3371
Number of pages14
JournalIEEE Transactions on Image Processing
Volume25
Issue number7
DOIs
Publication statusPublished - 2016 Jul

Fingerprint

Geometry
Display devices
Binocular vision
Pixels

All Science Journal Classification (ASJC) codes

  • Software
  • Computer Graphics and Computer-Aided Design

Cite this

@article{a4a66a7b021f4925b252126b77e89253,
title = "Visual Presence: Viewing Geometry Visual Information of UHD S3D Entertainment",
abstract = "To maximize the presence experienced by humans, visual content has evolved to achieve a higher visual presence in a series of high definition (HD), ultra HD (UHD), 8K UHD, and 8K stereoscopic 3D (S3D). Several studies have introduced visual presence delivered from content when viewing UHD S3D from a content analysis perspective. Nevertheless, no clear definition has been presented for visual presence, and only a subjective evaluation has been relied upon. The main reason for this is that there is a limitation to defining visual presence via the use of content information itself. In this paper, we define the visual presence for each viewing environment, and investigate a novel methodology to measure the experienced visual presence when viewing both 2D and 3D via the definition of a new metric termed volume of visual information by quantifying the influence of the viewing geometry between the display and viewer. To achieve this goal, the viewing geometry and display parameters for both flat and atypical displays are analyzed in terms of human perception by introducing a novel concept of pixel-wise geometry. In addition, perceptual weighting through analysis of content information is performed in accordance with monocular and binocular vision characteristics. In the experimental results, it is shown that the constructed model based on the viewing geometry, content, and perceptual characteristics has a high correlation of about 84{\%} with subjective evaluations.",
author = "Heeseok Oh and Sanghoon Lee",
year = "2016",
month = "7",
doi = "10.1109/TIP.2016.2567099",
language = "English",
volume = "25",
pages = "3358--3371",
journal = "IEEE Transactions on Image Processing",
issn = "1057-7149",
publisher = "Institute of Electrical and Electronics Engineers Inc.",
number = "7",

}

Visual Presence : Viewing Geometry Visual Information of UHD S3D Entertainment. / Oh, Heeseok; Lee, Sanghoon.

In: IEEE Transactions on Image Processing, Vol. 25, No. 7, 7468498, 07.2016, p. 3358-3371.

Research output: Contribution to journalArticle

TY - JOUR

T1 - Visual Presence

T2 - Viewing Geometry Visual Information of UHD S3D Entertainment

AU - Oh, Heeseok

AU - Lee, Sanghoon

PY - 2016/7

Y1 - 2016/7

N2 - To maximize the presence experienced by humans, visual content has evolved to achieve a higher visual presence in a series of high definition (HD), ultra HD (UHD), 8K UHD, and 8K stereoscopic 3D (S3D). Several studies have introduced visual presence delivered from content when viewing UHD S3D from a content analysis perspective. Nevertheless, no clear definition has been presented for visual presence, and only a subjective evaluation has been relied upon. The main reason for this is that there is a limitation to defining visual presence via the use of content information itself. In this paper, we define the visual presence for each viewing environment, and investigate a novel methodology to measure the experienced visual presence when viewing both 2D and 3D via the definition of a new metric termed volume of visual information by quantifying the influence of the viewing geometry between the display and viewer. To achieve this goal, the viewing geometry and display parameters for both flat and atypical displays are analyzed in terms of human perception by introducing a novel concept of pixel-wise geometry. In addition, perceptual weighting through analysis of content information is performed in accordance with monocular and binocular vision characteristics. In the experimental results, it is shown that the constructed model based on the viewing geometry, content, and perceptual characteristics has a high correlation of about 84% with subjective evaluations.

AB - To maximize the presence experienced by humans, visual content has evolved to achieve a higher visual presence in a series of high definition (HD), ultra HD (UHD), 8K UHD, and 8K stereoscopic 3D (S3D). Several studies have introduced visual presence delivered from content when viewing UHD S3D from a content analysis perspective. Nevertheless, no clear definition has been presented for visual presence, and only a subjective evaluation has been relied upon. The main reason for this is that there is a limitation to defining visual presence via the use of content information itself. In this paper, we define the visual presence for each viewing environment, and investigate a novel methodology to measure the experienced visual presence when viewing both 2D and 3D via the definition of a new metric termed volume of visual information by quantifying the influence of the viewing geometry between the display and viewer. To achieve this goal, the viewing geometry and display parameters for both flat and atypical displays are analyzed in terms of human perception by introducing a novel concept of pixel-wise geometry. In addition, perceptual weighting through analysis of content information is performed in accordance with monocular and binocular vision characteristics. In the experimental results, it is shown that the constructed model based on the viewing geometry, content, and perceptual characteristics has a high correlation of about 84% with subjective evaluations.

UR - http://www.scopus.com/inward/record.url?scp=84974627246&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=84974627246&partnerID=8YFLogxK

U2 - 10.1109/TIP.2016.2567099

DO - 10.1109/TIP.2016.2567099

M3 - Article

AN - SCOPUS:84974627246

VL - 25

SP - 3358

EP - 3371

JO - IEEE Transactions on Image Processing

JF - IEEE Transactions on Image Processing

SN - 1057-7149

IS - 7

M1 - 7468498

ER -