40 resultados para VIDEO QUALITY


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In recent years, the increasing sophistication of embedded multimedia systems and wireless communication technologies has promoted a widespread utilization of video streaming applications. It has been reported in 2013 that youngsters, aged between 13 and 24, spend around 16.7 hours a week watching online video through social media, business websites, and video streaming sites. Video applications have already been blended into people daily life. Traditionally, video streaming research has focused on performance improvement, namely throughput increase and response time reduction. However, most mobile devices are battery-powered, a technology that grows at a much slower pace than either multimedia or hardware developments. Since battery developments cannot satisfy expanding power demand of mobile devices, research interests on video applications technology has attracted more attention to achieve energy-efficient designs. How to efficiently use the limited battery energy budget becomes a major research challenge. In addition, next generation video standards impel to diversification and personalization. Therefore, it is desirable to have mechanisms to implement energy optimizations with greater flexibility and scalability. In this context, the main goal of this dissertation is to find an energy management and optimization mechanism to reduce the energy consumption of video decoders based on the idea of functional-oriented reconfiguration. System battery life is prolonged as the result of a trade-off between energy consumption and video quality. Functional-oriented reconfiguration takes advantage of the similarities among standards to build video decoders reconnecting existing functional units. If a feedback channel from the decoder to the encoder is available, the former can signal the latter changes in either the encoding parameters or the encoding algorithms for energy-saving adaption. The proposed energy optimization and management mechanism is carried out at the decoder end. This mechanism consists of an energy-aware manager, implemented as an additional block of the reconfiguration engine, an energy estimator, integrated into the decoder, and, if available, a feedback channel connected to the encoder end. The energy-aware manager checks the battery level, selects the new decoder description and signals to build a new decoder to the reconfiguration engine. It is worth noting that the analysis of the energy consumption is fundamental for the success of the energy management and optimization mechanism. In this thesis, an energy estimation method driven by platform event monitoring is proposed. In addition, an event filter is suggested to automate the selection of the most appropriate events that affect the energy consumption. At last, a detailed study on the influence of the training data on the model accuracy is presented. The modeling methodology of the energy estimator has been evaluated on different underlying platforms, single-core and multi-core, with different characteristics of workload. All the results show a good accuracy and low on-line computation overhead. The required modifications on the reconfiguration engine to implement the energy-aware manager have been assessed under different scenarios. The results indicate a possibility to lengthen the battery lifetime of the system in two different use-cases.

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In this paper, we consider a scenario where 3D scenes are modeled through a View+Depth representation. This representation is to be used at the rendering side to generate synthetic views for free viewpoint video. The encoding of both type of data (view and depth) is carried out using two H.264/AVC encoders. In this scenario we address the reduction of the encoding complexity of depth data. Firstly, an analysis of the Mode Decision and Motion Estimation processes has been conducted for both view and depth sequences, in order to capture the correlation between them. Taking advantage of this correlation, we propose a fast mode decision and motion estimation algorithm for the depth encoding. Results show that the proposed algorithm reduces the computational burden with a negligible loss in terms of quality of the rendered synthetic views. Quality measurements have been conducted using the Video Quality Metric.

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Desde los inicios de la codificación de vídeo digital hasta hoy, tanto la señal de video sin comprimir de entrada al codificador como la señal de salida descomprimida del decodificador, independientemente de su resolución, uso de submuestreo en los planos de diferencia de color, etc. han tenido siempre la característica común de utilizar 8 bits para representar cada una de las muestras. De la misma manera, los estándares de codificación de vídeo imponen trabajar internamente con estos 8 bits de precisión interna al realizar operaciones con las muestras cuando aún no se han transformado al dominio de la frecuencia. Sin embargo, el estándar H.264, en gran auge hoy en día, permite en algunos de sus perfiles orientados al mundo profesional codificar vídeo con más de 8 bits por muestra. Cuando se utilizan estos perfiles, las operaciones efectuadas sobre las muestras todavía sin transformar se realizan con la misma precisión que el número de bits del vídeo de entrada al codificador. Este aumento de precisión interna tiene el potencial de permitir unas predicciones más precisas, reduciendo el residuo a codificar y aumentando la eficiencia de codificación para una tasa binaria dada. El objetivo de este Proyecto Fin de Carrera es estudiar, utilizando las medidas de calidad visual objetiva PSNR (Peak Signal to Noise Ratio, relación señal ruido de pico) y SSIM (Structural Similarity, similaridad estructural), el efecto sobre la eficiencia de codificación y el rendimiento al trabajar con una cadena de codificación/descodificación H.264 de 10 bits en comparación con una cadena tradicional de 8 bits. Para ello se utiliza el codificador de código abierto x264, capaz de codificar video de 8 y 10 bits por muestra utilizando los perfiles High, High 10, High 4:2:2 y High 4:4:4 Predictive del estándar H.264. Debido a la ausencia de herramientas adecuadas para calcular las medidas PSNR y SSIM de vídeo con más de 8 bits por muestra y un tipo de submuestreo de planos de diferencia de color distinto al 4:2:0, como parte de este proyecto se desarrolla también una aplicación de análisis en lenguaje de programación C capaz de calcular dichas medidas a partir de dos archivos de vídeo sin comprimir en formato YUV o Y4M. ABSTRACT Since the beginning of digital video compression, the uncompressed video source used as input stream to the encoder and the uncompressed decoded output stream have both used 8 bits for representing each sample, independent of resolution, chroma subsampling scheme used, etc. In the same way, video coding standards force encoders to work internally with 8 bits of internal precision when working with samples before being transformed to the frequency domain. However, the H.264 standard allows coding video with more than 8 bits per sample in some of its professionally oriented profiles. When using these profiles, all work on samples still in the spatial domain is done with the same precision the input video has. This increase in internal precision has the potential of allowing more precise predictions, reducing the residual to be encoded, and thus increasing coding efficiency for a given bitrate. The goal of this Project is to study, using PSNR (Peak Signal to Noise Ratio) and SSIM (Structural Similarity) objective video quality metrics, the effects on coding efficiency and performance caused by using an H.264 10 bit coding/decoding chain compared to a traditional 8 bit chain. In order to achieve this goal the open source x264 encoder is used, which allows encoding video with 8 and 10 bits per sample using the H.264 High, High 10, High 4:2:2 and High 4:4:4 Predictive profiles. Given that no proper tools exist for computing PSNR and SSIM values of video with more than 8 bits per sample and chroma subsampling schemes other than 4:2:0, an analysis application written in the C programming language is developed as part of this Project. This application is able to compute both metrics from two uncompressed video files in the YUV or Y4M format.

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Hoy en día el uso de dispositivos portátiles multimedia es ya una realidad totalmente habitual. Además, estos dispositivos tienen una capacidad de cálculo y unos recursos gráficos y de memoria altos, tanto es así que por ejemplo en un móvil se pueden reproducir vídeos de muy alta calidad o tener capacidad para manejar entornos 3D. El precio del uso de estos recursos es un mayor consumo de batería que en ocasiones es demasiado alto y acortan en gran medida la vida de la carga útil de la batería. El Grupo de Diseño Electrónico y Microelectrónico de la Universidad Politécnica de Madrid ha abierto una línea de trabajo que busca la optimización del consumo de energía en este tipo de dispositivos, concretamente en el ámbito de la reproducción de vídeo. El enfoque para afrontar la solución del problema se basa en obtener un mayor rendimiento de la batería a costa de disminuir la experiencia multimedia del usuario. De esta manera, cuando la carga de la batería esté por debajo de un determinado umbral mientras el dispositivo esté reproduciendo un vídeo de alta calidad será el dispositivo quien se autoconfigure dinámicamente para consumir menos potencia en esta tarea, reduciendo la tasa de imágenes por segundo o la resolución del vídeo que se descodifica. Además de lo citado anteriormente se propone dividir la descodificación y la representación del vídeo en dos procesadores, uno de propósito general y otro para procesado digital de señal, con esto se consigue que tener la misma capacidad de cálculo que con un solo procesador pero a una frecuencia menor. Para materializar la propuesta se usará la tarjeta BeagleBoard basada en un procesador multinúcleo OMAP3530 de Texas Instrument que contiene dos núcleos: un ARM1 Cortex-A8 y un DSP2 de la familia C6000. Este procesador multinúcleo además permite modificar la frecuencia de reloj y la tensión de alimentación dinámicamente para conseguir reducir de este modo el consumo del terminal. Por otro lado, como reproductor de vídeos se utilizará una versión de MPlayer que integra un descodificador de vídeo escalable que permite elegir dinámicamente la resolución o las imágenes por segundo que se decodifican para posteriormente mostrarlas. Este reproductor se ejecutará en el núcleo ARM pero debido a la alta carga computacional de la descodificación de vídeos, y que el ARM no está optimizado para este tipo de procesado de datos, el reproductor debe encargar la tarea de la descodificación al DSP. El objetivo de este Proyecto Fin de Carrera consiste en que mientras el descodificador de vídeo está ejecutándose en el núcleo DSP y el Mplayer en el núcleo ARM del OMAP3530 se pueda elegir dinámicamente qué parte del vídeo se descodifica, es decir, seleccionar en tiempo real la calidad o capa del vídeo que se quiere mostrar. Haciendo esto, se podrá quitar carga computacional al núcleo ARM y asignársela al DSP el cuál puede procesarla a menor frecuencia para ahorrar batería. 1 ARM: Es una arquitectura de procesadores de propósito general basada en RISC (Reduced Instruction Set Computer). Es desarrollada por la empresa inglesa ARM holdings. 2 DSP: Procesador Digital de Señal (Digital Signal Processor). Es un sistema basado en procesador, el cual está orientado al cálculo matemático a altas velocidad. Generalmente poseen varias unidades aritmético-lógicas (ALUs) para conseguir realizar varias operaciones simultáneamente. SUMMARY. Nowadays, the use of multimedia devices is a well known reality. In addition, these devices have high graphics and calculus performance and a lot of memory as well. In instance, we can play high quality videos and 3D environments in a mobile phone. That kind of use may increase the device's power consumption and make shorter the battery duration. Electronic and Microelectronic Design Group of Technical University of Madrid has a research line which is looking for optimization of power consumption while these devices are playing videos. The solution of this trouble is based on taking more advantage of battery by decreasing multimedia user experience. On this way, when battery charge is under a threshold while device is playing a high quality video the device is going to configure itself dynamically in order to decrease its power consumption by decreasing frame per second rate, video resolution or increasing the noise in the decoded frame. It is proposed splitting decoding and representation tasks in two processors in order to have the same calculus capability with lower frecuency. The first one is specialized in digital signal processing and the other one is a general purpose processor. In order to materialize this proposal we will use a board called BeagleBoard which is based on a multicore processor called OMAP3530 from Texas Instrument. This processor includes two cores: ARM Cortex-A8 and a TMS320C64+ DSP core. Changing clock frequency and supply voltage is allowed by OMAP3530, we can decrease the power consumption on this way. On the other hand, MPlayer will be used as video player. It includes a scalable video decoder which let us changing dynamically the resolution or frames per second rate of the video in order to show it later. This player will be executed by ARM core but this is not optimized for this task, for that reason, DSP core will be used to decoding video. The target of this final career project is being able to choose which part of the video is decoded each moment while decoder is executed by DSP and Mplayer by ARM. It will be able to change in real time the video quality, resolution and frames per second that user want to show. On this way, reducing the computational charge within the processor will be possible.

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Today P2P faces two important challenges: design of mechanisms to encourage users’ collaboration in multimedia live streaming services; design of reliable algorithms with QoS provision, to encourage multimedia providers employ the P2P topology in commercial streaming services. We believe that these two challenges are tightly-related and there is much to be done with respect. This paper proposes a novel monetary incentive for P2P multimedia streaming. The incentive model classifies the users in groups according to the perceived video quality. We apply the model to a streaming system’s billing model in order to evaluate its feasibility and visualize its quantitative effect on the users’ motivation and the provider’s profit. We conclude that monetary incentive can boost up users’ cooperation, loyalty and enhance the overall system integrity and performance. Moreover the model defines the constraints for the provider’s cost and profit when the system is leveraged on the cloud. Considering those constraints, a multimedia content provider can adapt the billing model of his streaming service and achieve desirable discount-profit trade-off. This will moreover contribute to better promotion of the service, across the users on the Internet.

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Considering a scalable video quality monitoring architecture to detect transmission errors at households, we propose a technique to detect packet losses in IPTV and Side-by-Side 3DTV and evaluate their impact on the perceived quality.

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Actualmente la optimization de la calidad de experiencia (Quality of Experience- QoE) de HTTP Adaptive Streaming (HAS) de video recibe una atención creciente. Este incremento de interés proviene fundamentalmente de las carencias de las soluciones actuales HAS, que, al no ser QoE-driven, no incluyen la percepción de la calidad de los usuarios finales como una parte integral de la lógica de adaptación. Por lo tanto, la obtención de información de referencia fiable en QoE en HAS presenta retos importantes, ya que las metodologías de evaluación subjetiva de la calidad de vídeo propuestas en las normas actuales no son adecuadas para tratar con la variación temporal de la calidad que es consustancial de HAS. Esta tesis investiga la influencia de la adaptación dinámica en la calidad de la transmisión de vídeo considerando métodos de evaluación subjetiva. Tras un estudio exhaustivo del estado del arte en la evaluación subjetiva de QoE en HAS, se han resaltado los retos asociados y las líneas de investigación abiertas. Como resultado, se han seleccionado dos líneas principales de investigación: el análisis del impacto en la QoE de los parámetros de las técnicas de adaptación y la investigación de las metodologías de prueba subjetiva adecuada para evaluación de QoE en HAS. Se han llevado a cabo un conjunto de experimentos de laboratorio para investigar las cuestiones planteadas mediante la utilización de diferentes metodologáas para pruebas subjetivas. El análisis estadístico muestra que no son robustas todas las suposiciones y reivindicaciones de las referencias analizadas, en particular en lo que respecta al impacto en la QoE de la frecuencia de las variaciones de calidad, de las adaptaciones suaves o abruptas y de las oscilaciones de calidad. Por otra parte, nuestros resultados confirman la influencia de otros parámetros, como la longitud de los segmentos de vídeo y la amplitud de las oscilaciones de calidad. Los resultados también muestran que tomar en consideración las características objetivas de los contenidos puede ser beneficioso para la mejora de la QoE en HAS. Además, todos los resultados han sido validados mediante extensos análisis experimentales que han incluido estudio tanto en otros laboratorios como en crowdsourcing Por último, sobre los aspectos metodológicos de las pruebas subjetivas de QoE, se ha realizado la comparación entre los resultados experimentales obtenidos a partir de un método estandarizado basado en estímulos cortos (ACR) y un método semi continuo (desarrollado para la evaluación de secuencias prolongadas de vídeo). A pesar de algunas diferencias, el resultado de los análisis estadísticos no muestra ningún efecto significativo de la metodología de prueba. Asimismo, aunque se percibe la influencia de la presencia de audio en la evaluación de degradaciones del vídeo, no se han encontrado efectos estadísticamente significativos de dicha presencia. A partir de la ausencia de influencia del método de prueba y de la presencia de audio, se ha realizado un análisis adicional sobre el impacto de realizar comparaciones estadísticas múltiples en niveles estadísticos de importancia que aumentan la probabilidad de los errores de tipo-I (falsos positivos). Nuestros resultados muestran que, para obtener un efectos sólido en el análisis estadístico de los resultados subjetivos, es necesario aumentar el número de sujetos de las pruebas claramente por encima de los tamaños de muestras propuestos por las normas y recomendaciones actuales. ABSTRACT Optimizing the Quality of Experience (QoE) of HTTP adaptive video streaming (HAS) is receiving increasing attention nowadays. The growth of interest is mainly caused by the fact that current HAS solutions are not QoE-driven, i.e. end-user quality perception is not integral part of the adaptation logic. However, obtaining the necessary reliable ground truths on HAS QoE faces substantial challenges, since the subjective video quality assessment methodologies as proposed by current standards are not well-suited for dealing with the time-varying quality properties that are characteristic for HAS. This thesis investigates the influence of dynamic quality adaptation on the QoE of streaming video by means of subjective evaluation approaches. Based on a comprehensive survey of related work on subjective HAS QoE assessment, the related challenges and open research questions are highlighted and discussed. As a result, two main research directions are selected for further investigation: analysis of the QoE impact of different technical adaptation parameters, and investigation of testing methodologies suitable for HAS QoE evaluation. In order to investigate related research issues and questions, a set of laboratory experiments have been conducted using different subjective testing methodologies. Our statistical analysis demonstrates that not all assumptions and claims reported in the literature are robust, particularly as regards the QoE impact of switching frequency, smooth vs. abrupt switching, and quality oscillation. On the other hand, our results confirm the influence of some other parameters such as chunk length and switching amplitude on perceived quality. We also show that taking the objective characteristics of the content into account can be beneficial to improve the adaptation viewing experience. In addition, all aforementioned findings are validated by means of an extensive cross-experimental analysis that involves external laboratory and crowdsourcing studies. Finally, to address the methodological aspects of subjective QoE testing, a comparison between the experimental results obtained from a (short stimuli-based) ACR standardized method and a semi-continuous method (developed for assessment of long video sequences) has been performed. In spite of observation of some differences, the result of statistical analysis does not show any significant effect of testing methodology. Similarly, although the influence of audio presence on evaluation of video-related degradations is perceived, no statistically significant effect of audio presence could be found. Motivating by this finding (no effect of testing method and audio presence), a subsequent analysis has been performed investigating the impact of performing multiple statistical comparisons on statistical levels of significance which increase the likelihood of Type-I errors (false positives). Our results show that in order to obtain a strong effect from the statistical analysis of the subjective results, it is necessary to increase the number of test subjects well beyond the sample sizes proposed by current quality assessment standards and recommendations.

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ATM, SDH or satellite have been used in the last century as the contribution network of Broadcasters. However the attractive price of IP networks is changing the infrastructure of these networks in the last decade. Nowadays, IP networks are widely used, but their characteristics do not offer the level of performance required to carry high quality video under certain circumstances. Data transmission is always subject to errors on line. In the case of streaming, correction is attempted at destination, while on transfer of files, retransmissions of information are conducted and a reliable copy of the file is obtained. In the latter case, reception time is penalized because of the low priority this type of traffic on the networks usually has. While in streaming, image quality is adapted to line speed, and line errors result in a decrease of quality at destination, in the file copy the difference between coding speed vs line speed and errors in transmission are reflected in an increase of transmission time. The way news or audiovisual programs are transferred from a remote office to the production centre depends on the time window and the type of line available; in many cases, it must be done in real time (streaming), with the resulting image degradation. The main purpose of this work is the workflow optimization and the image quality maximization, for that reason a transmission model for multimedia files adapted to JPEG2000, is described based on the combination of advantages of file transmission and those of streaming transmission, putting aside the disadvantages that these models have. The method is based on two patents and consists of the safe transfer of the headers and data considered to be vital for reproduction. Aside, the rest of the data is sent by streaming, being able to carry out recuperation operations and error concealment. Using this model, image quality is maximized according to the time window. In this paper, we will first give a briefest overview of the broadcasters requirements and the solutions with IP networks. We will then focus on a different solution for video file transfer. We will take the example of a broadcast center with mobile units (unidirectional video link) and regional headends (bidirectional link), and we will also present a video file transfer file method that satisfies the broadcaster requirements.

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The increasing use of video editing software has resulted in a necessity for faster and more efficient editing tools. Here, we propose a lightweight high-quality video indexing tool that is suitable for video editing software.

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Transmission errors are the main cause of degradation of the quality of real broadcasted video services. Therefore, knowing their impact on the quality of experience of the end users is a crucial issue. For instance, it would help to improve the performance of the distribution systems, and to develop monitoring tools to automatically estimate the quality perceived by the end users. In this paper we validate a subjective evaluation approach specifically designed to obtain meaningful results of the effects of degradations caused by transmission errors. This methodology has been already used in our previous works with monoscopic and stereoscopic videos. The validation is done by comparing the subjective ratings obtained for typical transmission errors with the proposed methodology and with the standard method Absolute Category Rating. The results show that the proposed approach could provide more representative evaluations of the quality of experience perceived by end users of conventional and 3D broadcasted video services.

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The increasing use of video editing software requires faster and more efficient editing tools. As a first step, these tools perform a temporal segmentation in shots that allows a later building of indexes describing the video content. Here, we propose a novel real-time high-quality shot detection strategy, suitable for the last generation of video editing software requiring both low computational cost and high quality results. While abrupt transitions are detected through a very fast pixel-based analysis, gradual transitions are obtained from an efficient edge-based analysis. Both analyses are reinforced with a motion analysis that helps to detect and discard false detections. This motion analysis is carried out exclusively over a reduced set of candidate transitions, thus maintaining the computational requirements demanded by new applications to fulfill user needs.

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Recently, three-dimensional (3D) video has decisively burst onto the entertainment industry scene, and has arrived in households even before the standardization process has been completed. 3D television (3DTV) adoption and deployment can be seen as a major leap in television history, similar to previous transitions from black and white (B&W) to color, from analog to digital television (TV), and from standard definition to high definition. In this paper, we analyze current 3D video technology trends in order to define a taxonomy of the availability and possible introduction of 3D-based services. We also propose an audiovisual network services architecture which provides a smooth transition from two-dimensional (2D) to 3DTV in an Internet Protocol (IP)-based scenario. Based on subjective assessment tests, we also analyze those factors which will influence the quality of experience in those 3D video services, focusing on effects of both coding and transmission errors. In addition, examples of the application of the architecture and results of assessment tests are provided.

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In contrast to traditional push-based protocols, adaptive streaming techniques like Dynamic Adaptive Streaming over HTTP (DASH) fix attention on the client, who dynamically requests different-quality portions of the content to cope with a limited and variable bandwidth but aiming at maximizing the quality perceived by the user. Since DASH adaptation logic at the client is not covered by the standard, we propose a solution based on Stochastic Dynamic Programming (SDP) techniques to find the optimal request policies that guarantee the users' Quality of Experience (QoE). Our algorithm is evaluated in a simulated streaming session and is compared with other adaptation approaches. The results show that our proposal outperforms them in terms of QoE, requesting higher qualities on average.

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Esta tesis presenta un estudio exhaustivo sobre la evaluación de la calidad de experiencia (QoE, del inglés Quality of Experience) percibida por los usuarios de sistemas de vídeo 3D, analizando el impacto de los efectos introducidos por todos los elementos de la cadena de procesamiento de vídeo 3D. Por lo tanto, se presentan varias pruebas de evaluación subjetiva específicamente diseñadas para evaluar los sistemas considerados, teniendo en cuenta todos los factores perceptuales relacionados con la experiencia visual tridimensional, tales como la percepción de profundidad y la molestia visual. Concretamente, se describe un test subjetivo basado en la evaluación de degradaciones típicas que pueden aparecer en el proceso de creación de contenidos de vídeo 3D, por ejemplo debidas a calibraciones incorrectas de las cámaras o a algoritmos de procesamiento de la señal de vídeo (p. ej., conversión de 2D a 3D). Además, se presenta el proceso de generación de una base de datos de vídeos estereoscópicos de alta calidad, disponible gratuitamente para la comunidad investigadora y que ha sido utilizada ampliamente en diferentes trabajos relacionados con vídeo 3D. Asimismo, se presenta otro estudio subjetivo, realizado entre varios laboratorios, con el que se analiza el impacto de degradaciones causadas por la codificación de vídeo, así como diversos formatos de representación de vídeo 3D. Igualmente, se describen tres pruebas subjetivas centradas en el estudio de posibles efectos causados por la transmisión de vídeo 3D a través de redes de televisión sobre IP (IPTV, del inglés Internet Protocol Television) y de sistemas de streaming adaptativo de vídeo. Para estos casos, se ha propuesto una innovadora metodología de evaluación subjetiva de calidad vídeo, denominada Content-Immersive Evaluation of Transmission Impairments (CIETI), diseñada específicamente para evaluar eventos de transmisión simulando condiciones realistas de visualización de vídeo en ámbitos domésticos, con el fin de obtener conclusiones más representativas sobre la experiencia visual de los usuarios finales. Finalmente, se exponen dos experimentos subjetivos comparando varias tecnologías actuales de televisores 3D disponibles en el mercado de consumo y evaluando factores perceptuales de sistemas Super Multiview Video (SMV), previstos a ser la tecnología futura de televisores 3D de consumo, gracias a una prometedora visualización de contenido 3D sin necesidad de gafas específicas. El trabajo presentado en esta tesis ha permitido entender los factores perceptuales y técnicos relacionados con el procesamiento y visualización de contenidos de vídeo 3D, que pueden ser de utilidad en el desarrollo de nuevas tecnologías y técnicas de evaluación de la QoE, tanto metodologías subjetivas como métricas objetivas. ABSTRACT This thesis presents a comprehensive study of the evaluation of the Quality of Experience (QoE) perceived by the users of 3D video systems, analyzing the impact of effects introduced by all the elements of the 3D video processing chain. Therefore, various subjective assessment tests are presented, particularly designed to evaluate the systems under consideration, and taking into account all the perceptual factors related to the 3D visual experience, such as depth perception and visual discomfort. In particular, a subjective test is presented, based on evaluating typical degradations that may appear during the content creation, for instance due to incorrect camera calibration or video processing algorithms (e.g., 2D to 3D conversion). Moreover, the process of generation of a high-quality dataset of 3D stereoscopic videos is described, which is freely available for the research community, and has been already widely used in different works related with 3D video. In addition, another inter-laboratory subjective study is presented analyzing the impact of coding impairments and representation formats of stereoscopic video. Also, three subjective tests are presented studying the effects of transmission events that take place in Internet Protocol Television (IPTV) networks and adaptive streaming scenarios for 3D video. For these cases, a novel subjective evaluation methodology, called Content-Immersive Evaluation of Transmission Impairments (CIETI), was proposed, which was especially designed to evaluate transmission events simulating realistic home-viewing conditions, to obtain more representative conclusions about the visual experience of the end users. Finally, two subjective experiments are exposed comparing various current 3D displays available in the consumer market, and evaluating perceptual factors of Super Multiview Video (SMV) systems, expected to be the future technology for consumer 3D displays thanks to a promising visualization of 3D content without specific glasses. The work presented in this thesis has allowed to understand perceptual and technical factors related to the processing and visualization of 3D video content, which may be useful in the development of new technologies and approaches for QoE evaluation, both subjective methodologies and objective metrics.

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Immersion and interaction have been identified as key factors influencing the quality of experience in stereoscopic video systems. An experimental prototype designed to explore the influence of these factors in 3D video applications is described here1. The focus is on the real-time insertion algorithm of new 3D models into the original video streams. Using this algorithm, our prototype is aimed to explore a new interaction paradigm ? similar to the augmented reality approach ? with 3D video applications.