Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Gaze-Aware Streaming Solutions for the Next Generation of Mobile VR Experiences
KTH.
Ericsson Res, Stockholm, Sweden..
KTH.
KTH.
Show others and affiliations
2018 (English)In: IEEE Transactions on Visualization and Computer Graphics, ISSN 1077-2626, E-ISSN 1941-0506, Vol. 24, no 4, p. 1535-1544Article in journal (Refereed) Published
Abstract [en]

This paper presents a novel approach to content delivery for video streaming services. It exploits information from connected eye-trackers embedded in the next generation of VR Head Mounted Displays (HMDs). The proposed solution aims to deliver high visual quality, in real time, around the users' fixations points while lowering the quality everywhere else. The goal of the proposed approach is to substantially reduce the overall bandwidth requirements for supporting VR video experiences while delivering high levels of user perceived quality. The prerequisites to achieve these results are: (1) mechanisms that can cope with different degrees of latency in the system and (2) solutions that support fast adaptation of video quality in different parts of a frame, without requiring a large increase in bitrate. A novel codec configuration, capable of supporting near-instantaneous video quality adaptation in specific portions of a video frame, is presented. The proposed method exploits in-built properties of HEVC encoders and while it introduces a moderate amount of error, these errors are indetectable by users. Fast adaptation is the key to enable gaze-aware streaming and its reduction in bandwidth. A testbed implementing gaze-aware streaming, together with a prototype HMD with in-built eye tracker, is presented and was used for testing with real users. The studies quantified the bandwidth savings achievable by the proposed approach and characterize the relationships between Quality of Experience (QoE) and network latency. The results showed that up to 83% less bandwidth is required to deliver high QoE levels to the users, as compared to conventional solutions.

Place, publisher, year, edition, pages
IEEE Computer Society, 2018. Vol. 24, no 4, p. 1535-1544
Keyword [en]
Eye-tracking, VR, QoE, video streaming, content delivery
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:kth:diva-226777DOI: 10.1109/TVCG.2018.2794119ISI: 000427682500016PubMedID: 29543171Scopus ID: 2-s2.0-85041001032OAI: oai:DiVA.org:kth-226777DiVA, id: diva2:1203648
Conference
25th IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR), MAR 18-22, 2018, Reutlingen, Germany
Funder
VINNOVA
Note

QC 20180504

Available from: 2018-05-04 Created: 2018-05-04 Last updated: 2018-05-04Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full textPubMedScopus

Authority records BETA

Mittal, AshutoshTollmar, Konrad

Search in DiVA

By author/editor
Lungaro, PietroValero, Alfredo Jose FanghellaMittal, AshutoshTollmar, Konrad
By organisation
KTH
In the same journal
IEEE Transactions on Visualization and Computer Graphics
Computer Sciences

Search outside of DiVA

GoogleGoogle Scholar

doi
pubmed
urn-nbn

Altmetric score

doi
pubmed
urn-nbn
Total: 15 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf