Prevailing research concentrates on superficial features or descriptions of images, revealing a significant gap in the systematic exploration of their connotative and aesthetic attributes. Furthermore, the use of cros...
Using the CiteSpace visual knowledge map analysis method, this paper conducts a comprehensive quantitative analysis of the literature on metaverse research from 2000 to 2023, which was collected from the Web of Scienc...
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There is an increased interest in understanding users' behavior when exploring omnidirectional (360 degrees) videos, especially in the presence of spatial audio. Several studies demonstrate the effect of no, mono,...
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ISBN:
(纸本)9798350311730
There is an increased interest in understanding users' behavior when exploring omnidirectional (360 degrees) videos, especially in the presence of spatial audio. Several studies demonstrate the effect of no, mono, or spatial audio on visual saliency. However, no studies investigate the influence of higher-order (i.e., 4th-order) Ambisonics on subjective exploration in virtual reality settings. In this work, a between-subjects test design is employed to collect users' explorationdata of 360 degrees videos in a free-form viewing scenario using the Varjo XR-3 Head Mounted Display, in the presence of no, mono, and 4th-order Ambisonics audio. Saliency information was captured as head-saliency in terms of the center of a viewport at 50 Hz. For each item, subjects were asked to describe the scene with a short free-verbalization task. Moreover, cybersickness was assessed using the simulator sickness questionnaire at the beginning and at the end of the test. The head-saliency results over time show that with the presence of higher-order Ambisonics audio, subjects concentrate more on the directions sound is coming from. No influence of audio scenario on cybersickness scores was observed. From the analysis of the verbal scene descriptions, it was found that users were attentive to the omnidirectional video, but only for the 'no audio' scenario provided minute and insignificant details of the scene objects. The audiovisual saliency dataset is made available following the open science approach already used for the audiovisual scene recordings we previously published. The data is sought to enable training of visual and audiovisual saliency prediction models for interactive experiences.
In response to the existing university book recommendation systems that mostly recommend readers based on library resources and lack exploration of recommended books, this paper proposes a system service architecture ...
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With the rapid development of remote sensing technology, multi-source remote sensing image fusion has become one of the hot issues in remote sensing field in recent years. Aiming at the poor edge registration of image...
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This paper describes an approach for deriving visual insights about the joint relationship between algorithm performance, algorithm parameters, and problem instance features. This involves the combined analysis and ex...
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The paper presents a pilot exploration of the construction, management and analysis of a multimodal corpus. Through a three-layer annotation that provides orthographic, prosodic, and gestural transcriptions, the Gest-...
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The rise of data re-purposing has resulted in an unprecedented opportunity to create new value from existing data assets. Unlike previous approaches that relied on well-understood data quality requirements, this open-...
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Despite the pivotal role that font skeletons could play in typeface research and font design, the availability of font skeleton data is sparse and limited. This research explores the possibility of using Large Languag...
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The rise of data re-purposing has resulted in an unprecedented opportunity to create new value from existing data assets. Unlike previous approaches that relied on well-understood data quality requirements, this open-...
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