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Subjective Evaluation of an Edge-based Depth Image Compression SchemeLi, Yun, Sjöström, Mårten, Jennehag, Ulf, Olsson, Roger, Sylvain, Tourancheau January 2013 (has links)
Multi-view three-dimensional television requires many views, which may be synthesized from two-dimensional images with accompanying pixel-wise depth information. This depth image, which typically consists of smooth areas and sharp transitions at object borders, must be consistent with the acquired scene in order for synthesized views to be of good quality. We have previously proposed a depth image coding scheme that preserves significant edges and encodes smooth areas between these. An objective evaluation considering the structural similarity (SSIM) index for synthesized views demonstrated an advantage to the proposed scheme over the High Efficiency Video Coding (HEVC) intra mode in certain cases. However, there were some discrepancies between the outcomes from the objective evaluation and from our visual inspection, which motivated this study of subjective tests. The test was conducted according to ITU-R BT.500-13 recommendation with Stimulus-comparison methods. The results from the subjective test showed that the proposed scheme performs slightly better than HEVC with statistical significance at majority of the tested bit rates for the given contents.
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QoE Performance Evaluation by Introducing Video Freeze on Mobile MultimediaNarapareddy, Yagna Brahma Sai January 2019 (has links)
Real time video streaming through mobile Internet is increasing day by day and the video quality can be affected very badly by network performance issues. Video freezing and video jumping are one of the serious issues that affect the user experience badly. Hence service providers are interested to evaluate the performance of quality of experience. We follow the methods from the International Telecommunications Union–Telecommunication Sector(ITU-T)recommendations. In this thesis, we are studying the effect of freezing on user experience by subjective tests and obtaining the mean opinion scores using perceptual video quality assessment tool and analyze which part of the video is affected mostly by introducing freezein selected parts.
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Sound Quality Evaluation of HVAC&R EquipmentWeonchan Sung (9188837) 04 August 2020 (has links)
Characteristics of heating, ventilation, air conditioning and refrigeration (HVAC&R) equipment sounds and people's responses to them were studied in order to develop models to predict annoyance from recordings of the sound. These models are intended to address shortcomings of currently used methods for HVAC&R product sound assessment. Coupled with sound prediction models, the annoyance models will be used to monitor and guide improvements to HVAC&R equipment sound quality throughout the product design process: from virtual early design, through to the prototyping and product refinement stages. Responses to residential and refrigerated truck product noise was studied; both produce broadband random noise and families of harmonics related to rotating and reciprocating components within the system. Tests were conducted to determine how people describe HVAC&R equipment sounds; how their descriptions relate to sound characteristics and overall assessments; and to develop models that relate predicted strengths of sound characteristics to the overall assessment. Annoyance models were developed for each types of product. Loudness and spectral balance metrics are included in models for both types of product. Inclusion of a tonalness metric improved models for residential units, and roughness and impulsiveness metrics improved models for refrigerated truck units. The models developed were used to predict responses in the other tests and there was good agreement between predicted and measured responses. An illustration of the use of the annoyance models, in conjunction with sound visualization and signal modification techniques, to guide improvements to product sound quality is given.
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Vybrané problémy analýzy fotogrammetrických systémů / Selected Problems in Photogrammetric Systems AnalysisBoleček, Libor January 2015 (has links)
Disertační práce se zabývá vybranými partiemi digitální fotogrammetrie. V první části práce je definované téma a popsán současný stav poznání. V následujících kapitolách jsou postupně řešeny čtyři dílčí navzájem navazující cíle. První oblastí je návrh metody pro hledání souhlasných bodů v obraze. Byly navrženy dvě nové metody. První z nich používá konverzi snímků do nepravých barev a druhá využívá pravděpodobností model získaný ze známých párů souhlasných bodů. Druhým tématem je analýza přesnosti výsledné rekonstrukce prostorových bodů. Postupně je analyzován vliv různých faktorů na přesnost rekonstrukce. Stěžejní oblastí je zkoumání vlivu chybného zarovnání kamer a chyby v určení souhlasných bodů. Třetím tématem je tvorba hloubkových map. Byly navrženy dva postupy. První přístup spočívá v kombinaci pasivní a aktivní metody druhý přístup vychází z pasivní metody a využívá spojitosti hloubkové mapy. Poslední zvolenou oblastí zájmu je hodnocení kvality 3D videa. Byly provedeny a statisticky vyhodnoceny subjektvní testy 3D vjemu pro různé zobrazovací systémy v závislosti na úhlu pozorování
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Effects of Network Degradation On Energy Consumption of Mobile Cloud GamingThapa, Ashmita January 2022 (has links)
Cloud gaming over mobile networks enables players to play high-resource consuming games on low-end devices with various intrinsic restrictions such as limited battery lifetime and computational capacity. For mobile cloud gaming(MCG), the remaining battery level on the device is one of the critical factors that affect the sensitivity of user satisfaction. Thus, an android application is developed to measure the energy consumption of mobile devices that measure the power consumption of the device such that the obtained values correspond with the specific network conditions and users. The collected values are studied to identify if the energy consumption of the device is impacted by the network degradation that might occur during MCG in cellular networks. Results demonstrate that the energy consumption is at its highest when packet loss is 45% at 2ms RoundTrip Time (RTT) delay. Moreover, a qualitative study on the perceived Quality of Experience (QoE) of MCG over mobile networks is conducted and its impact on the energy consumption of the device is investigated where 31 users play a cloud-based First Person Shooter (FPS) for approximately 2 hours each. The results demonstrate the existence of the relationship between energy consumption and perceived QoE whereas negates the hypothesis of the existence of the relationship between QoE and CPU resources. In addition, to make comparisons of energy consumption of MCG with online mobile gaming (OMG), another test is carried out where each user plays another non-cloud-based FPS game and it is found that MCG is more efficient than OMG under the least energy-consuming network condition (2ms RTT delay) by 33.3% and the most energy consuming network condition (45% packet loss at 2ms RTT) by 32.7% in 4G cellular network.
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