Analysis of 360° Video Viewing Behaviour
In this thesis we study users' viewing motions when watching 360° videos in order to provide information that can be used to optimize future view-dependent streaming protocols. More specifically, we develop an application that plays a sequence of 360° videos on an Oculus Rift Head Mounted Displ...
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Linköpings universitet, Institutionen för datavetenskap
2018
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ndltd-UPSALLA1-oai-DiVA.org-liu-1444052018-03-16T05:15:55ZAnalysis of 360° Video Viewing BehaviourengAlmquist, MathiasAlmquist, ViktorLinköpings universitet, Institutionen för datavetenskapLinköpings universitet, Institutionen för datavetenskap2018360 videovideo streamingvirtual realityviewing behaviourTelecommunicationsTelekommunikationComputer SystemsDatorsystemCommunication SystemsKommunikationssystemIn this thesis we study users' viewing motions when watching 360° videos in order to provide information that can be used to optimize future view-dependent streaming protocols. More specifically, we develop an application that plays a sequence of 360° videos on an Oculus Rift Head Mounted Display and records the orientation and rotation velocity of the headset during playback. The application is used during an extensive user study in order to collect more than 21 hours of viewing data which is then analysed to expose viewing patterns, useful for optimizing 360° streaming protocols. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-144405application/pdfinfo:eu-repo/semantics/openAccess |
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English |
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360 video video streaming virtual reality viewing behaviour Telecommunications Telekommunikation Computer Systems Datorsystem Communication Systems Kommunikationssystem |
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360 video video streaming virtual reality viewing behaviour Telecommunications Telekommunikation Computer Systems Datorsystem Communication Systems Kommunikationssystem Almquist, Mathias Almquist, Viktor Analysis of 360° Video Viewing Behaviour |
description |
In this thesis we study users' viewing motions when watching 360° videos in order to provide information that can be used to optimize future view-dependent streaming protocols. More specifically, we develop an application that plays a sequence of 360° videos on an Oculus Rift Head Mounted Display and records the orientation and rotation velocity of the headset during playback. The application is used during an extensive user study in order to collect more than 21 hours of viewing data which is then analysed to expose viewing patterns, useful for optimizing 360° streaming protocols. |
author |
Almquist, Mathias Almquist, Viktor |
author_facet |
Almquist, Mathias Almquist, Viktor |
author_sort |
Almquist, Mathias |
title |
Analysis of 360° Video Viewing Behaviour |
title_short |
Analysis of 360° Video Viewing Behaviour |
title_full |
Analysis of 360° Video Viewing Behaviour |
title_fullStr |
Analysis of 360° Video Viewing Behaviour |
title_full_unstemmed |
Analysis of 360° Video Viewing Behaviour |
title_sort |
analysis of 360° video viewing behaviour |
publisher |
Linköpings universitet, Institutionen för datavetenskap |
publishDate |
2018 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-144405 |
work_keys_str_mv |
AT almquistmathias analysisof360videoviewingbehaviour AT almquistviktor analysisof360videoviewingbehaviour |
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