About Christian Timmerer

Christian Timmerer is a researcher, entrepreneur, and teacher on immersive multimedia communication, streaming, adaptation, and Quality of Experience. He is an Assistant Professor at Alpen-Adria-Universität Klagenfurt, Austria. Follow him on Twitter at http://twitter.com/timse7 and subscribe to his blog at http://blog.timmerer.com.

MPEG Column: 129th MPEG Meeting in Brussels, Belgium

The original blog post can be found at the Bitmovin Techblog and has been modified/updated here to focus on and highlight research aspects.

The 129th MPEG meeting concluded on January 17, 2020 in Brussels, Belgium with the following topics:

  • Coded representation of immersive media – WG11 promotes Network-Based Media Processing (NBMP) to the final stage
  • Coded representation of immersive media – Publication of the Technical Report on Architectures for Immersive Media
  • Genomic information representation – WG11 receives answers to the joint call for proposals on genomic annotations in conjunction with ISO TC 276/WG 5
  • Open font format – WG11 promotes Amendment of Open Font Format to the final stage
  • High efficiency coding and media delivery in heterogeneous environments – WG11 progresses Baseline Profile for MPEG-H 3D Audio
  • Multimedia content description interface – Conformance and Reference Software for Compact Descriptors for Video Analysis promoted to the final stage

Additional Important Activities at the 129th WG 11 (MPEG) meeting

The 129th WG 11 (MPEG) meeting was attended by more than 500 experts from 25 countries working on important activities including (i) a scene description for MPEG media, (ii) the integration of Video-based Point Cloud Compression (V-PCC) and Immersive Video (MIV), (iii) Video Coding for Machines (VCM), and (iv) a draft call for proposals for MPEG-I Audio among others.

The corresponding press release of the 129th MPEG meeting can be found here: https://mpeg.chiariglione.org/meetings/129. This report focused on network-based media processing (NBMP), architectures of immersive media, compact descriptors for video analysis (CDVA), and an update about adaptive streaming formats (i.e., DASH and CMAF).

MPEG picture at Friday plenary; © Rob Koenen (Tiledmedia).

Coded representation of immersive media – WG11 promotes Network-Based Media Processing (NBMP) to the final stage

At its 129th meeting, MPEG promoted ISO/IEC 23090-8, Network-Based Media Processing (NBMP), to Final Draft International Standard (FDIS). The FDIS stage is the final vote before a document is officially adopted as an International Standard (IS). During the FDIS vote, publications and national bodies are only allowed to place a Yes/No vote and are no longer able to make any technical changes. However, project editors are able to fix typos and make other necessary editorial improvements.

What is NBMP? The NBMP standard defines a framework that allows content and service providers to describe, deploy, and control media processing for their content in the cloud by using libraries of pre-built 3rd party functions. The framework includes an abstraction layer to be deployed on top of existing commercial cloud platforms and is designed to be able to be integrated with 5G core and edge computing. The NBMP workflow manager is another essential part of the framework enabling the composition of multiple media processing tasks to process incoming media and metadata from a media source and to produce processed media streams and metadata that are ready for distribution to media sinks.

Why NBMP? With the increasing complexity and sophistication of media services and the incurred media processing, offloading complex media processing operations to the cloud/network is becoming critically important in order to keep receiver hardware simple and power consumption low.

Research aspects: NBMP reminds me a bit about what has been done in the past in MPEG-21, specifically Digital Item Adaptation (DIA) and Digital Item Processing (DIP). The main difference is that MPEG now targets APIs rather than pure metadata formats, which is a step forward in the right direction as APIs can be implemented and used right away. NBMP will be particularly interesting in the context of new networking approaches including, but not limited to, software-defined networking (SDN), information-centric networking (ICN), mobile edge computing (MEC), fog computing, and related aspects in the context of 5G.

Coded representation of immersive media – Publication of the Technical Report on Architectures for Immersive Media

At its 129th meeting, WG11 (MPEG) published an updated version of its technical report on architectures for immersive media. This technical report, which is the first part of the ISO/IEC 23090 (MPEG-I) suite of standards, introduces the different phases of MPEG-I standardization and gives an overview of the parts of the MPEG-I suite. It also documents use cases and defines architectural views on the compression and coded representation of elements of immersive experiences. Furthermore, it describes the coded representation of immersive media and the delivery of a full, individualized immersive media experience. MPEG-I enables scalable and efficient individual delivery as well as mass distribution while adjusting to the rendering capabilities of consumption devices. Finally, this technical report breaks down the elements that contribute to a fully immersive media experience and assigns quality requirements as well as quality and design objectives for those elements.

Research aspects: This technical report provides a kind of reference architecture for immersive media, which may help identify research areas and research questions to be addressed in this context.

Multimedia content description interface – Conformance and Reference Software for Compact Descriptors for Video Analysis promoted to the final stage

Managing and organizing the quickly increasing volume of video content is a challenge for many industry sectors, such as media and entertainment or surveillance. One example task is scalable instance search, i.e., finding content containing a specific object instance or location in a very large video database. This requires video descriptors that can be efficiently extracted, stored, and matched. Standardization enables extracting interoperable descriptors on different devices and using software from different providers so that only the compact descriptors instead of the much larger source videos can be exchanged for matching or querying. ISO/IEC 15938-15:2019 – the MPEG Compact Descriptors for Video Analysis (CDVA) standard – defines such descriptors. CDVA includes highly efficient descriptor components using features resulting from a Deep Neural Network (DNN) and uses predictive coding over video segments. The standard is being adopted by the industry. At its 129th meeting, WG11 (MPEG) has finalized the conformance guidelines and reference software. The software provides the functionality to extract, match, and index CDVA descriptors. For easy deployment, the reference software is also provided as Docker containers.

Research aspects: The availability of reference software helps to conduct reproducible research (i.e., reference software is typically publicly available for free) and the Docker container even further contributes to this aspect.

DASH and CMAF

The 4th edition of DASH has already been published and is available as ISO/IEC 23009-1:2019. Similar to previous iterations, MPEG’s goal was to make the newest edition of DASH publicly available for free, with the goal of industry-wide adoption and adaptation. During the most recent MPEG meeting, we worked towards implementing the first amendment which will include additional (i) CMAF support and (ii) event processing models with minor updates; these amendments are currently in draft and will be finalized at the 130th MPEG meeting in Alpbach, Austria. An overview of all DASH standards and updates are depicted in the figure below:

ISO/IEC 23009-8 or “session-based DASH operations” is the newest variation of MPEG-DASH. The goal of this part of DASH is to allow customization during certain times of a DASH session while maintaining the underlying media presentation description (MPD) for all other sessions. Thus, MPDs should be cacheable within content distribution networks (CDNs) while additional information should be customizable on a per session basis within a newly added session-based description (SBD). It is understood that the SBD should have an efficient representation to avoid file size issues and it should not duplicate information typically found in the MPD.

The 2nd edition of the CMAF standard (ISO/IEC 23000-19) will be available soon (currently under FDIS ballot) and MPEG is currently reviewing additional tools in the so-called ‘technologies under considerations’ document. Therefore, amendments were drafted for additional HEVC media profiles and exploration activities on the storage and archiving of CMAF contents.

The next meeting will bring MPEG back to Austria (for the 4th time) and will be hosted in Alpbach, Tyrol. For more information about the upcoming 130th MPEG meeting click here.

Click here for more information about MPEG meetings and their developments

Can the Multimedia Research Community via Quality of Experience contribute to a better Quality of Life?

Can the multimedia community contribute to a better Quality of Life? Delivering a higher resolution and distortion-free media stream so you can enjoy the latest movie on Netflix or YouTube may provide instantaneous satisfaction, but does it make your long term life better? Whilst the QoMEX conference series has traditionally considered the former, in more recent years and with a view to QoMEX 2020, research works that consider the later are also welcome. In this context, rather than looking at what we do, reflecting on how we do it could offer opportunities for sustained rather than instantaneous impact in fields such as health, inclusive of assistive technologies (AT) and digital heritage among many others.

In this article, we ask if the concepts from the Quality of Experience (QoE) [1] framework model can be applied, adapted and reimagined to inform and develop tools and systems that enhance our Quality of Life. The World Health Organisation (WHO) definition of health states that “[h]ealth is a state of complete physical, mental and social well-being and not merely the absence of disease or infirmity” [2]. This is a definition that is well-aligned with the familiar yet ill-defined term, Quality of Life (QoL). Whilst QoL requires further work towards a concrete definition, the definition of QoE has been developed through work by the QUALINET EU COST Network [3]. Using multimedia quality as a use case, a white paper [1] resulted from this effort that describes the human, context, service and system factors that influence the quality of experience for multimedia systems.

Fig. 1: (a) Quality of Experience and (b) Quality of Life. (reproduced from [2]).

The QoE formation process has been mapped to a conceptual model allowing systems and services to be evaluated and improved. Such a model has been developed and used in predicting QoE. Adapting and applying the methods to health-related QoL will allow predictive models for QoL to be developed.

In this context, the best paper award winner at QoMEX in 2017 [4] proposed such a mapping for QoL in stroke prevention, care and rehabilitation (Fig. 1) along with examining practical challenges for modeling and applications. The process of identifying and categorizing factors and features was illustrated using stroke patient treatment as an example use case and this work has continued through the European Union Horizon 2020 research project PRECISE4Q [5]. For medical practitioners, a QoL framework can assist in the development of decision support systems solutions, patient monitoring, and imaging systems.

At more of a “systems” level in e-health applications, the WHO defines assistive devices and technologies as “those whose primary purpose is to maintain or improve an individual’s functioning and independence to facilitate participation and to enhance overall well-being” [6]. A proposed application of immersive technologies as an assistive technology (AT) training solution applied QoE as a mechanism to evaluate the usability and utility of the system [7]. The assessment of immersive AT used a number of physiological data: EEG signal, GSR/EDA, body surface temperature, accelerometer, HR and BVP. These allow objective analysis while the individual is operating the wheelchair simulator. Performing such evaluations in an ecologically valid manner is a challenging task. However, the QoE framework provides a concrete mechanism to consider the human, context and system factors that influence the usability and utility of such a training simulator. In particular, the use of implicit and objective metrics can complement qualitative approaches to evaluations.

In the same vein, another work presented at QoMEX 2017 [8], employed the use of Augmented Reality (AR) and Virtual Reality (VR) as a clinical aid for diagnosis of speech and language difficulties, specifically aphasia (see Fig. 2). It is estimated, that speech or language difficulties affect more than 12% of people internationally [9]. Individuals who suffer from a stroke or traumatic brain injury (TBI) often experience symptoms of aphasia as a result of damage to the left frontal lobe. Anomic aphasia [10] is a mild form of aphasia in which patients experience word retrieval problems and semantic memory difficulties. Opportunities exist to digitalize well-accepted clinical approaches that can be augmented through QoE based objective and implicit metrics. Understanding the user via advanced processing techniques is an area in dire need of further research with significant opportunities to understand the user at a cognitive, interaction and performance levels moving far beyond the binary pass/fail of traditional approaches.

Fig. 2: Prototype System Framework (Reproduced from [8]). I. Physiological wearable sensors used to capture data. (a) Neurosky mindwave® device. (b) Empatica E4® wristband. II. Representation of user interaction with the wheelchair simulator. III. The compatibles displays. (a) Common screen. (b) Oculus Rift® HMD device. (c) HTC Vive® HMD device.

Moving beyond health, the QoE concept can also be extended to other areas such as digital heritage. Organizations such as broadcasters and national archives that collect media recordings are digitizing their material because the analog storage media degrade over time. Archivists, restoration experts, content creators, and consumers are all stakeholders but they have different perspectives when it comes to their expectations and needs. Hence their QoE for archive material can be very different, as discussed at QoMEX 2019 [11]. For people interested in media archives viewing quality through a QoE lens, QoE aids in understanding the issues and priorities of the stakeholders. Applying the QoE framework to explore the different stakeholders and the influencing factors that affect their QoE perceptions over time allows different kinds of models for QoE to be developed and used across the stages of the archived material lifecycle from digitization through restoration and consumption.

The QoE framework’s simple yet comprehensive conceptual model for the quality formation process has had a major impact on multimedia quality. The examples presented here highlight how it can be used as a blueprint in other domains and to reconcile different perspectives and attitudes to quality. With an eye on the next and future editions of QoMEX, will we see other use cases and applications of QoE to domains and concepts beyond multimedia quality evaluations? The QoMEX conference series has evolved and adapted based on emerging application domains, industry engagement, and approaches to quality evaluations.  It is clear that the scope of QoE research broadened significantly over the last 11 years. Please take a look at [12] for details on the conference topics and special sessions that the organizing team for QoMEX2020 in Athlone Ireland hope will broaden the range of use cases that apply QoE towards QoL and other application domains in a spirit of inclusivity and diversity.

References:

[1] P. Le Callet, S. Möller, and A. Perkis, eds., “Qualinet White Paper on Definitions of Quality of Experience (2012). European Network on Quality of Experience in Multimedia Systems and Services (COST Action IC 1003), Lausanne, Switzerland, Version 1.2, March 2013.”

[2] World Health Organization, “World health organisation. preamble to the constitution of the world health organisation,” 1946. [Online]. Available: http://apps.who.int/gb/bd/PDF/bd47/EN/constitution-en.pdf. [Accessed: 21-Jan-2020].

[3] QUALINET [Online], Available: https://www.qualinet.eu. [Accessed: 21-Jan-2020].

[4] A. Hines and J. D. Kelleher, “A framework for post-stroke quality of life prediction using structured prediction,” 9th International Conference on Quality of Multimedia Experience, QoMEX 2017, Erfurt, Germany, June 2017.

[5] European Union Horizon 2020 research project PRECISE4Q, https://precise4q.eu/. [Accessed: 21-Jan-2020].

[6] “WHO | Assistive devices and technologies,” WHO, 2017. [Online]. Available: http://www.who.int/disabilities/technology/en/. [Accessed: 21-Jan-2020].

[7] D. Pereira Salgado, F. Roque Martins, T. Braga Rodrigues, C. Keighrey, R. Flynn, E. L. Martins Naves, and N. Murray, “A QoE assessment method based on EDA, heart rate and EEG of a virtual reality assistive technology system”, In Proceedings of the 9th ACM Multimedia Systems Conference (Demo Paper), pp. 517-520, 2018.

[8] C. Keighrey, R. Flynn, S. Murray, and N. Murray, “A QoE Evaluation of Immersive Augmented and Virtual Reality Speech & Language Assessment Applications”, 9th International Conference on Quality of Multimedia Experience, QoMEX 2017, Erfurt, Germany, June 2017.

[9] “Scope of Practice in Speech-Language Pathology,” 2016. [Online]. Available: http://www.asha.org/uploadedFiles/SP2016-00343.pdf. [Accessed: 21-Jan-2020].

[10] J. Reilly, “Semantic Memory and Language Processing in Aphasia and Dementia,” Seminars in Speech and Language, vol. 29, no. 1, pp. 3-4, 2008.

[11] A. Ragano, E. Benetos, and A. Hines, “Adapting the Quality of Experience Framework for Audio Archive Evaluation,” Eleventh International Conference on Quality of Multimedia Experience (QoMEX), Berlin, Germany, 2019.

[12] QoMEX 2020, Athlone, Ireland. [Online]. Available: https://www.qomex2020.ie. [Accessed: 21-Jan-2020].

MPEG Column: 128th MPEG Meeting in Geneva, Switzerland

The original blog post can be found at the Bitmovin Techblog and has been modified/updated here to focus on and highlight research aspects.

The 128th MPEG meeting concluded on October 11, 2019 in Geneva, Switzerland with the following topics:

  • Low Complexity Enhancement Video Coding (LCEVC) Promoted to Committee Draft
  • 2nd Edition of Omnidirectional Media Format (OMAF) has reached the first milestone
  • Genomic Information Representation – Part 4 Reference Software and Part 5 Conformance Promoted to Draft International Standard

The corresponding press release of the 128th MPEG meeting can be found here: https://mpeg.chiariglione.org/meetings/128. In this report we will focus on video coding aspects (i.e., LCEVC) and immersive media applications (i.e., OMAF). At the end, we will provide an update related to adaptive streaming (i.e., DASH and CMAF).

Low Complexity Enhancement Video Coding

Low Complexity Enhancement Video Coding (LCEVC) has been promoted to committee draft (CD) which is the first milestone in the ISO/IEC standardization process. LCEVC is part two of MPEG-5 or ISO/IEC 23094-2 if you prefer the always easy-to-remember ISO codes. We introduced MPEG-5 already in previous posts and LCEVC is about a standardized video coding solution that leverages other video codecs in a manner that improves video compression efficiency while maintaining or lowering the overall encoding and decoding complexity.

The LCEVC standard uses a lightweight video codec to add up to two layers of encoded residuals. The aim of these layers is correcting artefacts produced by the base video codec and adding detail and sharpness for the final output video.

The target of this standard comprises software or hardware codecs with extra processing capabilities, e.g., mobile devices, set top boxes (STBs), and personal computer based decoders. Additional benefits are the reduction in implementation complexity or a corresponding expansion in spatial resolution.

LCEVC is based on existing codecs which allows for backwards-compatibility with existing deployments. Supporting LCEVC enables “softwareized” video coding allowing for release and deployment options known from software-based solutions which are well understood by software companies and, thus, opens new opportunities in improving and optimizing video-based services and applications.

Research aspects: in video coding, research efforts are mainly related to coding efficiency and complexity (as usual). However, as MPEG-5 basically adds a software layer on top of what is typically implemented in hardware, all kind of aspects related to software engineering could become an active area of research.

Omnidirectional Media Format

The scope of the Omnidirectional Media Format (OMAF) is about 360° video, images, audio and associated timed text and specifies (i) a coordinate system, (ii) projection and rectangular region-wise packing methods, (iii) storage of omnidirectional media and the associated metadata using ISOBMFF, (iv) encapsulation, signaling and streaming of omnidirectional media in DASH and MMT, and (v) media profiles and presentation profiles.

At this meeting, the second edition of OMAF (ISO/IEC 23090-2) has been promoted to committee draft (CD) which includes

  • support of improved overlay of graphics or textual data on top of video,
  • efficient signaling of videos structured in multiple sub parts,
  • enabling more than one viewpoint, and
  • new profiles supporting dynamic bitstream generation according to the viewport.

As for the first edition, OMAF includes encapsulation and signaling in ISOBMFF as well as streaming of omnidirectional media (DASH and MMT). It will reach its final milestone by the end of 2020.

360° video is certainly a vital use case towards a fully immersive media experience. Devices to capture and consume such content are becoming increasingly available and will probably contribute to the dissemination of this type of content. However, it is also understood that the complexity increases significantly, specifically with respect to large-scale, scalable deployments due to increased content volume/complexity, timing constraints (latency), and quality of experience issues.

Research aspects: understanding the increased complexity of 360° video or immersive media in general is certainly an important aspect to be addressed towards enabling applications and services in this domain. We may even start thinking that 360° video actually works (e.g., it’s possible to capture, upload to YouTube and consume it on many devices) but the devil is in the detail in order to handle this complexity in an efficient way to enable seamless and high quality of experience.

DASH and CMAF

The 4th edition of DASH (ISO/IEC 23009-1) will be published soon and MPEG is currently working towards a first amendment which will be about (i) CMAF support and (ii) event processing model. An overview of all DASH standards is depicted in the figure below, notably part one of MPEG-DASH referred to as media presentation description and segment formats.

MPEG-DASH-standard-status

The 2nd edition of the CMAF standard (ISO/IEC 23000-19) will become available very soon and MPEG is currently reviewing additional tools in the so-called technologies under considerations document as well as conducting various explorations. A working draft for additional media profiles is also under preparation.

Research aspects: with CMAF, low-latency supported is added to DASH-like applications and services. However, the implementation specifics are actually not defined in the standard and subject to competition (e.g., here). Interestingly, the Bitmovin video developer reports from both 2018 and 2019 highlight the need for low-latency solutions in this domain.

At the ACM Multimedia Conference 2019 in Nice, France I gave a tutorial entitled “A Journey towards Fully Immersive Media Access” which includes updates related to DASH and CMAF. The slides are available here.

Outlook 2020

Finally, let me try giving an outlook for 2020, not so much content-wise but events planned for 2020 that are highly relevant for this column:

  • MPEG129, Jan 13-17, 2020, Brussels, Belgium
  • DCC 2020, Mar 24-27, 2020, Snowbird, UT, USA
  • MPEG130, Apr 20-24, 2020, Alpbach, Austria
  • NAB 2020, Apr 08-22, Las Vegas, NV, USA
  • ICASSP 2020, May 4-8, 2020, Barcelona, Spain
  • QoMEX 2020, May 26-28, 2020, Athlone, Ireland
  • MMSys 2020, Jun 8-11, 2020, Istanbul, Turkey
  • IMX 2020, June 17-19, 2020, Barcelona, Spain
  • MPEG131, Jun 29 – Jul 3, 2020, Geneva, Switzerland
  • NetSoft,QoE Mgmt Workshop, Jun 29 – Jul 3, 2020, Ghent, Belgium
  • ICME 2020, Jul 6-10, London, UK
  • ATHENA summer school, Jul 13-17, Klagenfurt, Austria
  • … and many more!

MPEG Column: 127th MPEG Meeting in Gothenburg, Sweden

The original blog post can be found at the Bitmovin Techblog and has been modified/updated here to focus on and highlight research aspects.

Plenary of the 127th MPEG Meeting in Gothenburg, Sweden.

Plenary of the 127th MPEG Meeting in Gothenburg, Sweden.

The 127th MPEG meeting concluded on July 12, 2019 in Gothenburg, Sweden with the following topics:

  • Versatile Video Coding (VVC) enters formal approval stage, experts predict 35-60% improvement over HEVC
  • Essential Video Coding (EVC) promoted to Committee Draft
  • Common Media Application Format (CMAF) 2nd edition promoted to Final Draft International Standard
  • Dynamic Adaptive Streaming over HTTP (DASH) 4th edition promoted to Final Draft International Standard
  • Carriage of Point Cloud Data Progresses to Committee Draft
  • JPEG XS carriage in MPEG-2 TS promoted to Final Draft Amendment of ISO/IEC 13818-1 7th edition
  • Genomic information representation – WG11 issues a joint call for proposals on genomic annotations in conjunction with ISO TC 276/WG 5
  • ISO/IEC 23005 (MPEG-V) 4th Edition – WG11 promotes the Fourth edition of two parts of “Media Context and Control” to the Final Draft International Standard (FDIS) stage

The corresponding press release of the 127th MPEG meeting can be found here: https://mpeg.chiariglione.org/meetings/127

Versatile Video Coding (VVC)

The Moving Picture Experts Group (MPEG) is pleased to announce that Versatile Video Coding (VVC) progresses to Committee Draft, experts predict 35-60% improvement over HEVC.

The development of the next major generation of video coding standard has achieved excellent progress, such that MPEG has approved the Committee Draft (CD, i.e., the text for formal balloting in the ISO/IEC approval process).

The new VVC standard will be applicable to a very broad range of applications and it will also provide additional functionalities. VVC will provide a substantial improvement in coding efficiency relative to existing standards. The improvement in coding efficiency is expected to be quite substantial – e.g., in the range of 35–60% bit rate reduction relative to HEVC although it has not yet been formally measured. Relative to HEVC means for equivalent subjective video quality at picture resolutions such as 1080p HD or 4K or 8K UHD, either for standard dynamic range video or high dynamic range and wide color gamut content for levels of quality appropriate for use in consumer distribution services. The focus during the development of the standard has primarily been on 10-bit 4:2:0 content, and 4:4:4 chroma format will also be supported.

The VVC standard is being developed in the Joint Video Experts Team (JVET), a group established jointly by MPEG and the Video Coding Experts Group (VCEG) of ITU-T Study Group 16. In addition to a text specification, the project also includes the development of reference software, a conformance testing suite, and a new standard ISO/IEC 23002-7 specifying supplemental enhancement information messages for coded video bitstreams. The approval process for ISO/IEC 23002-7 has also begun, with the issuance of a CD consideration ballot.

Research aspects: VVC represents the next generation video codec to be deployed in 2020+ and basically the same research aspects apply as for previous generations, i.e., coding efficiency, performance/complexity, and objective/subjective evaluation. Luckily, JVET documents are freely available including the actual standard (committee draft), software (and its description), and common test conditions. Thus, researcher utilizing these resources are able to conduct reproducible research when contributing their findings and code improvements back to the community at large. 

Essential Video Coding (EVC)

MPEG-5 Essential Video Coding (EVC) promoted to Committee Draft

Interestingly, at the same meeting as VVC, MPEG promoted MPEG-5 Essential Video Coding (EVC) to Committee Draft (CD). The goal of MPEG-5 EVC is to provide a standardized video coding solution to address business needs in some use cases, such as video streaming, where existing ISO video coding standards have not been as widely adopted as might be expected from their purely technical characteristics.

The MPEG-5 EVC standards includes a baseline profile that contains only technologies that are over 20 years old or are otherwise expected to be royalty-free. Additionally, a main profile adds a small number of additional tools, each providing significant performance gain. All main profile tools are capable of being individually switched off or individually switched over to a corresponding baseline tool. Organizations making proposals for the main profile have agreed to publish applicable licensing terms within two years of FDIS stage, either individually or as part of a patent pool.

Research aspects: Similar research aspects can be described for EVC and from a software engineering perspective it could be also interesting to further investigate this switching mechanism of individual tools or/and fall back option to baseline tools. Naturally, a comparison with next generation codecs such as VVC is interesting per se. The licensing aspects itself are probably interesting for other disciplines but that is another story…

Common Media Application Format (CMAF)

MPEG ratified the 2nd edition of the Common Media Application Format (CMAF)

The Common Media Application Format (CMAF) enables efficient encoding, storage, and delivery of digital media content (incl. audio, video, subtitles among others), which is key to scaling operations to support the rapid growth of video streaming over the internet. The CMAF standard is the result of widespread industry adoption of an application of MPEG technologies for adaptive video streaming over the Internet, and widespread industry participation in the MPEG process to standardize best practices within CMAF.

The 2nd edition of CMAF adds support for a number of specifications that were a result of significant industry interest. Those include

  • Advanced Audio Coding (AAC) multi-channel;
  • MPEG-H 3D Audio;
  • MPEG-D Unified Speech and Audio Coding (USAC);
  • Scalable High Efficiency Video Coding (SHVC);
  • IMSC 1.1 (Timed Text Markup Language Profiles for Internet Media Subtitles and Captions); and
  • additional HEVC video CMAF profiles and brands.

This edition also introduces CMAF supplemental data handling as well as new structural brands for CMAF that reflects the common practice of the significant deployment of CMAF in industry. Companies adopting CMAF technology will find the specifications introduced in the 2nd Edition particularly useful for further adoption and proliferation of CMAF in the market.

Research aspects: see below (DASH).

Dynamic Adaptive Streaming over HTTP (DASH)

MPEG approves the 4th edition of Dynamic Adaptive Streaming over HTTP (DASH)

The 4th edition of MPEG-DASH comprises the following features:

  • service description that is intended by the service provider on how the service is expected to be consumed;
  • a method to indicate the times corresponding to the production of associated media;
  • a mechanism to signal DASH profiles and features, employed codec and format profiles; and
  • supported protection schemes present in the Media Presentation Description (MPD).

It is expected that this edition will be published later this year. 

Research aspects: CMAF 2nd and DASH 4th edition come along with a rich feature set enabling a plethora of use cases. The underlying principles are still the same and research issues arise from updated application and service requirements with respect to content complexity, time aspects (mainly delay/latency), and quality of experience (QoE). The DASH-IF awards the excellence in DASH award at the ACM Multimedia Systems conference and an overview about its academic efforts can be found here.

Carriage of Point Cloud Data

MPEG progresses the Carriage of Point Cloud Data to Committee Draft

At its 127th meeting, MPEG has promoted the carriage of point cloud data to the Committee Draft stage, the first milestone of ISO standard development process. This standard is the first one introducing the support of volumetric media in the industry-famous ISO base media file format family of standards.

This standard supports the carriage of point cloud data comprising individually encoded video bitstreams within multiple file format tracks in order to support the intrinsic nature of the video-based point cloud compression (V-PCC). Additionally, it also allows the carriage of point cloud data in one file format track for applications requiring multiplexed content (i.e., the video bitstream of multiple components is interleaved into one bitstream).

This standard is expected to support efficient access and delivery of some portions of a point cloud object considering that in many cases that entire point cloud object may not be visible by the user depending on the viewing direction or location of the point cloud object relative to other objects. It is currently expected that the standard will reach its final milestone by the end of 2020.

Research aspects: MPEG’s Point Cloud Compression (PCC) comes in two flavors, video- and geometric-based but still requires to be packaged into file and delivery formats. MPEG’s choice here is the ISO base media file format and the efficient carriage of point cloud data is characterized by both functionality (i.e., enabling the required used cases) and performance (such as low overhead).

MPEG 2 Systems/Transport Stream

JPEG XS carriage in MPEG-2 TS promoted to Final Draft Amendment of ISO/IEC 13818-1 7th edition

At its 127th meeting, WG11 (MPEG) has extended ISO/IEC 13818-1 (MPEG-2 Systems) – in collaboration with WG1 (JPEG) – to support ISO/IEC 21122 (JPEG XS) in order to support industries using still image compression technologies for broadcasting infrastructures. The specification defines a JPEG XS elementary stream header and specifies how the JPEG XS video access unit (specified in ISO/IEC 21122-1) is put into a Packetized Elementary Stream (PES). Additionally, the specification also defines how the System Target Decoder (STD) model can be extended to support JPEG XS video elementary streams.

Genomic information representation

WG11 issues a joint call for proposals on genomic annotations in conjunction with ISO TC 276/WG 5

The introduction of high-throughput DNA sequencing has led to the generation of large quantities of genomic sequencing data that have to be stored, transferred and analyzed. So far WG 11 (MPEG) and ISO TC 276/WG 5 have addressed the representation, compression and transport of genome sequencing data by developing the ISO/IEC 23092 standard series also known as MPEG-G. They provide a file and transport format, compression technology, metadata specifications, protection support, and standard APIs for the access of sequencing data in the native compressed format.

An important element in the effective usage of sequencing data is the association of the data with the results of the analysis and annotations that are generated by processing pipelines and analysts. At the moment such association happens as a separate step, standard and effective ways of linking data and meta information derived from sequencing data are not available.

At its 127th meeting, MPEG and ISO TC 276/WG 5 issued a joint Call for Proposals (CfP) addressing the solution of such problem. The call seeks submissions of technologies that can provide efficient representation and compression solutions for the processing of genomic annotation data.

Companies and organizations are invited to submit proposals in response to this call. Responses are expected to be submitted by the 8th January 2020 and will be evaluated during the 129th WG 11 (MPEG) meeting. Detailed information, including how to respond to the call for proposals, the requirements that have to be considered, and the test data to be used, is reported in the documents N18648, N18647, and N18649 available at the 127th meeting website (http://mpeg.chiariglione.org/meetings/127). For any further question about the call, test conditions, required software or test sequences please contact: Joern Ostermann, MPEG Requirements Group Chair (ostermann@tnt.uni-hannover.de) or Martin Golebiewski, Convenor ISO TC 276/WG 5 (martin.golebiewski@h-its.org).

ISO/IEC 23005 (MPEG-V) 4th Edition

WG11 promotes the Fourth edition of two parts of “Media Context and Control” to the Final Draft International Standard (FDIS) stage

At its 127th meeting, WG11 (MPEG) promoted the 4th edition of two parts of ISO/IEC 23005 (MPEG-V; Media Context and Control) standards to the Final Draft International Standard (FDIS). The new edition of ISO/IEC 23005-1 (architecture) enables ten new use cases, which can be grouped into four categories: 3D printing, olfactory information in virtual worlds, virtual panoramic vision in car, and adaptive sound handling. The new edition of ISO/IEC 23005-7 (conformance and reference software) is updated to reflect the changes made by the introduction of new tools defined in other parts of ISO/IEC 23005. More information on MPEG-V and its parts 1-7 can be found at https://mpeg.chiariglione.org/standards/mpeg-v.


Finally, the unofficial highlight of the 127th MPEG meeting we certainly found while scanning the scene in Gothenburg on Tuesday night…

MPEG127_Metallica

MPEG Column: 126th MPEG Meeting in Geneva, Switzerland

The original blog post can be found at the Bitmovin Techblog and has been modified/updated here to focus on and highlight research aspects.

The 126th MPEG meeting concluded on March 29, 2019 in Geneva, Switzerland with the following topics:

  • Three Degrees of Freedom Plus (3DoF+) – MPEG evaluates responses to the Call for Proposal and starts a new project on Metadata for Immersive Video
  • Neural Network Compression for Multimedia Applications – MPEG evaluates responses to the Call for Proposal and kicks off its technical work
  • Low Complexity Enhancement Video Coding – MPEG evaluates responses to the Call for Proposal and selects a Test Model for further development
  • Point Cloud Compression – MPEG promotes its Geometry-based Point Cloud Compression (G-PCC) technology to the Committee Draft (CD) stage
  • MPEG Media Transport (MMT) – MPEG approves 3rd Edition of Final Draft International Standard
  • MPEG-G – MPEG-G standards reach Draft International Standard for Application Program Interfaces (APIs) and Metadata technologies

The corresponding press release of the 126th MPEG meeting can be found here: https://mpeg.chiariglione.org/meetings/126

Three Degrees of Freedom Plus (3DoF+)

MPEG evaluates responses to the Call for Proposal and starts a new project on Metadata for Immersive Video

MPEG’s support for 360-degree video — also referred to as omnidirectional video — is achieved using the Omnidirectional Media Format (OMAF) and Supplemental Enhancement Information (SEI) messages for High Efficiency Video Coding (HEVC). It basically enables the utilization of the tiling feature of HEVC to implement 3DoF applications and services, e.g., users consuming 360-degree content using a head mounted display (HMD). However, rendering flat 360-degree video may generate visual discomfort when objects close to the viewer are rendered. The interactive parallax feature of Three Degrees of Freedom Plus (3DoF+) will provide viewers with visual content that more closely mimics natural vision, but within a limited range of viewer motion.

At its 126th meeting, MPEG received five responses to the Call for Proposals (CfP) on 3DoF+ Visual. Subjective evaluations showed that adding the interactive motion parallax to 360-degree video will be possible. Based on the subjective and objective evaluation, a new project was launched, which will be named Metadata for Immersive Video. A first version of a Working Draft (WD) and corresponding Test Model (TM) were designed to combine technical aspects from multiple responses to the call. The current schedule for the project anticipates Final Draft International Standard (FDIS) in July 2020.

Research aspects: Subjective evaluations in the context of 3DoF+ but also immersive media services in general are actively researched within the multimedia research community (e.g., ACM SIGMM/SIGCHI, QoMEX) resulting in a plethora of research papers. One apparent open issue is the gap between scientific/fundamental research and standards developing organizations (SDOs) and industry fora which often address the same problem space but sometimes adopt different methodologies, approaches, tools, etc. However, MPEG (and also other SDOs) often organize public workshops and there will be one during the next meeting, specifically on July 10, 2019 in Gothenburg, Sweden which will be about “Coding Technologies for Immersive Audio/Visual Experiences”. Further details are available here.

Neural Network Compression for Multimedia Applications

MPEG evaluates responses to the Call for Proposal and kicks off its technical work

Artificial neural networks have been adopted for a broad range of tasks in multimedia analysis and processing, such as visual and acoustic classification, extraction of multimedia descriptors or image and video coding. The trained neural networks for these applications contain a large number of parameters (i.e., weights), resulting in a considerable size. Thus, transferring them to a number of clients using them in applications (e.g., mobile phones, smart cameras) requires compressed representation of neural networks.

At its 126th meeting, MPEG analyzed nine technologies submitted by industry leaders as responses to the Call for Proposals (CfP) for Neural Network Compression. These technologies address compressing neural network parameters in order to reduce their size for transmission and the efficiency of using them, while not or only moderately reducing their performance in specific multimedia applications.

After a formal evaluation of submissions, MPEG identified three main technology components in the compression pipeline, which will be further studied in the development of the standard. A key conclusion is that with the proposed technologies, a compression to 10% or less of the original size can be achieved with no or negligible performance loss, where this performance is measured as classification accuracy in image and audio classification, matching rate in visual descriptor matching, and PSNR reduction in image coding. Some of these technologies also result in the reduction of the computational complexity of using the neural network or can benefit from specific capabilities of the target hardware (e.g., support for fixed point operations).

Research aspects: This topic has been addressed already in previous articles here and here. An interesting observation after this meeting is that apparently the compression efficiency is remarkable, specifically as the performance loss is negligible for specific application domains. However, results are based on certain applications and, thus, general conclusions regarding the compression of neural networks as well as how to evaluate its performance are still subject to future work. Nevertheless, MPEG is certainly leading this activity which could become more and more important as more applications and services rely on AI-based techniques.

Low Complexity Enhancement Video Coding

MPEG evaluates responses to the Call for Proposal and selects a Test Model for further development

MPEG started a new work item referred to as Low Complexity Enhancement Video Coding (LCEVC), which will be added as part 2 of the MPEG-5 suite of codecs. The new standard is aimed at bridging the gap between two successive generations of codecs by providing a codec-agile extension to existing video codecs that improves coding efficiency and can be readily deployed via software upgrade and with sustainable power consumption.

The target is to achieve:

  • coding efficiency close to High Efficiency Video Coding (HEVC) Main 10 by leveraging Advanced Video Coding (AVC) Main Profile and
  • coding efficiency close to upcoming next generation video codecs by leveraging HEVC Main 10.

This coding efficiency should be achieved while maintaining overall encoding and decoding complexity lower than that of the leveraged codecs (i.e., AVC and HEVC, respectively) when used in isolation at full resolution. This target has been met, and one of the responses to the CfP will serve as starting point and test model for the standard. The new standard is expected to become part of the MPEG-5 suite of codecs and its development is expected to be completed in 2020.

Research aspects: In addition to VVC and EVC, LCEVC is now the third video coding project within MPEG basically addressing requirements and needs going beyond HEVC. As usual, research mainly focuses on compression efficiency but a general trend in video coding is probably observable that favors software-based solutions rather than pure hardware coding tools. As such, complexity — both at encoder and decoder — is becoming important as well as power efficiency which are additional factors to be taken into account. Other issues are related to business aspects which are typically discussed elsewhere, e.g., here.

Point Cloud Compression

MPEG promotes its Geometry-based Point Cloud Compression (G-PCC) technology to the Committee Draft (CD) stage

MPEG’s Geometry-based Point Cloud Compression (G-PCC) standard addresses lossless and lossy coding of time-varying 3D point clouds with associated attributes such as color and material properties. This technology is appropriate especially for sparse point clouds.

MPEG’s Video-based Point Cloud Compression (V-PCC) addresses the same problem but for dense point clouds, by projecting the (typically dense) 3D point clouds onto planes, and then processing the resulting sequences of 2D images with video compression techniques.

G-PCC provides a generalized approach, which directly codes the 3D geometry to exploit any redundancy found in the point cloud itself and is complementary to V-PCC and particularly useful for sparse point clouds representing large environments.

Point clouds are typically represented by extremely large amounts of data, which is a significant barrier for mass market applications. However, the relative ease to capture and render spatial information compared to other volumetric video representations makes point clouds increasingly popular to present immersive volumetric data. The current implementation of a lossless, intra-frame G-PCC encoder provides a compression ratio up to 10:1 and acceptable quality lossy coding of ratio up to 35:1.

Research aspects: After V-PCC MPEG has now promoted G-PCC to CD but, in principle, the same research aspects are relevant as discussed here. Thus, coding efficiency is the number one performance metric but also coding complexity and power consumption needs to be considered to enable industry adoption. Systems technologies and adaptive streaming are actively researched within the multimedia research community, specifically ACM MM and ACM MMSys.

MPEG Media Transport (MMT)

MPEG approves 3rd Edition of Final Draft International Standard

MMT 3rd edition will introduce two aspects:

  • enhancements for mobile environments and
  • support of Contents Delivery Networks (CDNs).

The support for multipath delivery will enable delivery of services over more than one network connection concurrently, which is specifically useful for mobile devices that can support more than one connection at a time.

Additionally, support for intelligent network entities involved in media services (i.e., Media Aware Network Entity (MANE)) will make MMT-based services adapt to changes of the mobile network faster and better. Understanding the support for load balancing is an important feature of CDN-based content delivery, messages for DNS management, media resource update, and media request is being added in this edition.

On going developments within MMT will add support for the usage of MMT over QUIC (Quick UDP Internet Connections) and support of FCAST in the context of MMT.

Research aspects: Multimedia delivery/transport is still an important issue, specifically as multimedia data on the internet is increasing much faster than network bandwidth. In particular, the multimedia research community (i.e., ACM MM and ACM MMSys) is looking into novel approaches and tools utilizing exiting/emerging protocols/techniques like HTTP/2, HTTP/3 (QUIC), WebRTC, and Information-Centric Networking (ICN). One question, however, remains, namely what is the next big thing in multimedia delivery/transport as currently we are certainly in a phase where tools like adaptive HTTP streaming (HAS) reached maturity and the multimedia research community is eager to work on new topics in this domain.

MPEG Column: 125th MPEG Meeting in Marrakesh, Morocco

The original blog post can be found at the Bitmovin Techblog and has been modified/updated here to focus on and highlight research aspects.

The 125th MPEG meeting concluded on January 18, 2019 in Marrakesh, Morocco with the following topics:

  • Network-Based Media Processing (NBMP) – MPEG promotes NBMP to Committee Draft stage
  • 3DoF+ Visual – MPEG issues Call for Proposals on Immersive 3DoF+ Video Coding Technology
  • MPEG-5 Essential Video Coding (EVC) – MPEG starts work on MPEG-5 Essential Video Coding
  • ISOBMFF – MPEG issues Final Draft International Standard of Conformance and Reference software for formats based on the ISO Base Media File Format (ISOBMFF)
  • MPEG-21 User Description – MPEG finalizes 2nd edition of the MPEG-21 User Description

The corresponding press release of the 125th MPEG meeting can be found here. In this blog post I’d like to focus on those topics potentially relevant for over-the-top (OTT), namely NBMP, EVC, and ISOBMFF.

Network-Based Media Processing (NBMP)

The NBMP standard addresses the increasing complexity and sophistication of media services, specifically as the incurred media processing requires offloading complex media processing operations to the cloud/network to keep receiver hardware simple and power consumption low. Therefore, NBMP standard provides a standardized framework that allows content and service providers to describe, deploy, and control media processing for their content in the cloud. It comes with two main functions: (i) an abstraction layer to be deployed on top of existing cloud platforms (+ support for 5G core and edge computing) and (ii) a workflow manager to enable composition of multiple media processing tasks (i.e., process incoming media and metadata from a media source and produce processed media streams and metadata that are ready for distribution to a media sink). The NBMP standard now reached Committee Draft (CD) stage and final milestone is targeted for early 2020.

In particular, a standard like NBMP might become handy in the context of 5G in combination with mobile edge computing (MEC) which allows offloading certain tasks to a cloud environment in close proximity to the end user. For OTT, this could enable lower latency and more content being personalized towards the user’s context conditions and needs, hopefully leading to a better quality and user experience.

For further research aspects please see one of my previous posts

MPEG-5 Essential Video Coding (EVC)

MPEG-5 EVC clearly targets the high demand for efficient and cost-effective video coding technologies. Therefore, MPEG commenced work on such a new video coding standard that should have two profiles: (i) royalty-free baseline profile and (ii) main profile, which adds a small number of additional tools, each of which is capable, on an individual basis, of being either cleanly switched off or else switched over to the corresponding baseline tool. Timely publication of licensing terms (if any) is obviously very important for the success of such a standard.

The target coding efficiency for responses to the call for proposals was to be at least as efficient as HEVC. This target was exceeded by approximately 24% and the development of the MPEG-5 EVC standard is expected to be completed in 2020.

As of today, there’s the need to support AVC, HEVC, VP9, and AV1; soon VVC will become important. In other words, we already have a multi-codec environment to support and one might argue one more codec is probably not a big issue. The main benefit of EVC will be a royalty-free baseline profile but with AV1 there’s already such a codec available and it will be interesting to see how the royalty-free baseline profile of EVC compares to AV1.

For a new video coding format we will witness a plethora of evaluations and comparisons with existing formats (i.e., AVC, HEVC, VP9, AV1, VVC). These evaluations will be mainly based on objective metrics such as PSNR, SSIM, and VMAF. It will be also interesting to see subjective evaluations, specifically targeting OTT use cases (e.g., live and on demand).

ISO Base Media File Format (ISOBMFF)

The ISOBMFF (ISO/IEC 14496-12) is used as basis for many file (e.g., MP4) and streaming formats (e.g., DASH, CMAF) and as such received widespread adoption in both industry and academia. An overview of ISOBMFF is available here. The reference software is now available on GitHub and a plethora of conformance files are available here. In this context, the open source project GPAC is probably the most interesting aspect from a research point of view.

Solving Complex Issues through Immersive Narratives — Does QoE Play a Role?

Introduction

A transdisciplinary dialogue and innovative research, including technical and artistic research as well as digital humanities are necessary to solve complex issues. We need to support and produce creative practices, and engage in a critical reflection about the social and ethical dimensions of our current technology developments. At the core is an understanding that no single discipline, technology, or field can produce knowledge capable of addressing the complexities and crises of the contemporary world. Moreover, we see the arts and humanities as critical tools for understanding this hyper-complex, mediated, and fragmented global reality. As a use case, we will consider the complexity of extreme weather events, natural disasters and failure of climate change mitigation and adaptation, which are the risks with the highest likelihood of occurrence and largest global impact (World Economic Forum, 2017). Through our project, World of Wild Waters (WoWW), we are using immersive narratives and gamification to create a simpler holistic understanding of cause and effect of natural hazards by creating immersive user experiences based on real data, realistic scenarios and simulations. The objective is to increase societal preparedness for a multitude of stakeholders. Quality of Experience (QoE) modeling and assessment of immersive media experiences are at the heart of the expected impact of the narratives, where we would expect active participation, engagement and change, to play a key role [1].

Here, we present our views of immersion and presence in light of Quality of Experience (QoE). We will discuss the technical and creative considerations needed for QoE modeling and assessment of immersive media experiences. Finally, we will provide some reflections on QoE being an important building block in immersive narratives in general, and especially towards considering Extended Realities (XR) as an instantiation of Digital storytelling.

But what is Immersion and an Immersive Media Experience?

Immersion and immersive media experiences are commonly used terms in industry and academia today to describe new digital media. However, there is a gap in definitions of the term between the two worlds that can lead to confusions. This gap needs to be filled for XR to become a success and finally hit the masses, and not simply vanish as it has done so many times before since the invention of VR in 1962 by Morton Heilig (The Sensorama, or «Experience Theatre»). Immersion, thus far, can be plainly put as submersion in a medium (representational, fictional or simulated). It refers to a sense of belief, or the suspension of disbelief, while describing  the experience/event of being surrounded by an environment (artificial, mental, etc.). This view is contrasted by a data-oriented view often used by technophiles who regard immersion as a technological feat that ensures a multimodal sensory input to the user [2]. This is the objective description, which views immersion as quantifiable afforded or offered by the system (computer and head-mounted display (HMD), in this case).

Developing immersion on these lines risks favoring the typology of spatial immersion while alienating the rest (phenomenological, narrative, tactical, pleasure, etc.). This can be seen in recent VR applications that propel high-fidelity, low-latency, and precision-tracking products that aim to simulate the exactitude of sensorial information (visual, auditory, haptic) available in the real world to make the experience as ‘real’ as possible – a sense of realness, that is not necessarily immersive [3].

Another closely related phenomenon is that of presence, shortened from its original 1980’s form of telepresence [3]. It is a core phenomenon for immersive technologies describing an engagement via technology where one feels as oneself, even though physically removed. This definition was later appropriated for simulated/virtual environments where it was described as a “feeling of being transported” into the synthetic/artificial space of a simulated environment. It is for this reason that presence, a subjective sensation, is most often associated with spatial immersion. A renewed interest in presence research has invited fresh insights into conceptualizing presence.

Based on the technical or system approach towards immersion, we can refer to immersive media experiences through the definitions given in in Figure 1.

Figure 1. Evolution of current immersive media experiences

Figure 1. Definitions of current immersive media experiences

Much of the media considered today still consists of audio and visual presentations, but now enriched by new functionality such as 360 view, 3D and enabling interactivity. The ultimate goals are to create immersive media experiences by digitally creating real world presence by using available media technology and optimizing the experience as perceived by the participant [4].

Immersive Narratives for Solving Complex issues

The optimized immersive experience can be used in various domains to help solve complex issues by narration or gamification. Through World of Wild Waters (WoWW) we aim to focus on immersive narration and gamification of natural hazards. The project focuses on implication of immersive storytelling for disaster management by depicting extreme weather events and natural disasters. Immersive media experiences can present XR solutions for natural hazards by simulating real time data and providing people with a hands-on experience of how it feels to face an unexpected disaster. Immersive narratives can be used to allow people to be better prepared by experiencing the effects of different emergency scenarios while in a safe environment. However, QoE modeling and assessment for serious immersive narrations is a challenge and one need to carefully combine immersion, media technology and end user experiences for solving such complex issues.

Does QoE Play a Role?

Current state-of-the-art (SOTA) in immersive narratives from a technology point of view is by implementing virtual experience through Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR), commonly referred to as eXtended Realities (XR) seen as XR. Discussing the SOTA of XR is challenging as it exists across a large number of companies and sectors in form of fragmented domain specific products and services, and is changing from quarter to quarter. The definitions of immersion and presence differ, however, it is important to raise awareness of its generic building blocks to start a discussion on the way to move forward. The most important building blocks are the use of digital storytelling in the creation of the experience and the quality of the final experiences as perceived by the participants.

XR relies heavily on immersive narratives, stories where the experiences surround you providing a sense of realness as well as a sense of being there. Following Mel Slaters platform for VR [5], immersion consists of three parts:

  1. the concrete technical system for production,
  2. the illusions we are addressing and
  3. the resulting experience as interpreted by the participant.

The illusions part of XR play on providing a sense of being in a different place, which through high quality media makes us perceive that this is really happening (plausibility). Providing a high-quality experience eventually make us feel as participants in the story (agency). Finally, by feeling we are really participating in the experience, we get body ownership in this place. To be able to achieve these high-quality future media technology experiences we need new work processes and work flows for immersive experiences, requiring a vibrant connection between artists, innovators and technologists utilizing creative narratives and interactivity. To validate their quality and usefulness and ultimately business success, we need to focus on research and innovation within quality modeling and assessment making it possibly for the creators to iteratively improve the performance of their XR experience.

A transdisciplinary approach to immersive media experiences amplifies the relevance of content. Current QoE models predominantly treat content as a system influence factor, which allows for evaluations limited to its format, i.e., nature (e.g., image, sound, motion, speech, etc.) and type (e.g., analog or digital). Such a definition seems insufficient given how much the overall perceptual quality of such media is important. With technologies becoming mainstream, there is a global push for engaging content. Successful XR applications require strong content to generate, and retain, interest. One-time adventures, such as rollercoaster rides, are now deal breakers. With technologies, users too have matured, as the novelty factor of such media diminishes so does the initial preoccupation with interactivity and simulations. Immersive experiences must rely on content for a lasting impression.

However, the social impact of this media saturated reality is yet to be completely understood. QoE modeling and assessment and business models are evolving as we see more and more experiences being used commercially. However, there is still a lot of work to be done in the fields of the legal, ethical, political, health and cultural domains.

Conclusion

Immersive media experiences make a significant impact on the use and experience of new digital media through new and innovative approaches. These services are capable of establishing advanced transferable and sustainable best practices, specifically in art and technology, for playful and liveable human centered experiences solving complex problems. Further, the ubiquity of such media is changing our understanding for mediums as they form liveable environments that envelop our lives as a whole. The effects of these experiences are challenging our traditional concepts of liveability, which is why it is imperative for us to approach them as a paradigmatic shift in the civilizational project. The path taken should merge work on the technical aspects (systems) with the creative considerations (content).

Reference and Bibliography Entries

[1] Le Callet, P., Möller, S. and Perkis, A., 2013. Qualinet White Paper on Definitions of Quality of Experience (2012). European Network on Quality of Experience in Multimedia Systems and Services (COST Action IC 1003). Version 1.2. Mar-2013. [URL]

[2] Perrin, A.F.N.M., Xu, H., Kroupi, E., Řeřábek, M. and Ebrahimi, T., 2015, October. Multimodal dataset for assessment of quality of experience in immersive multimedia. In Proceedings of the 23rd ACM international conference on Multimedia (pp. 1007-1010). ACM. [URL]

[3] Normand, V., Babski, C., Benford, S., Bullock, A., Carion, S., Chrysanthou, Y., Farcet, N., Frécon, E., Harvey, J., Kuijpers, N. and Magnenat-Thalmann, N., 1999. The COVEN project: Exploring applicative, technical, and usage dimensions of collaborative virtual environments. Presence: Teleoperators & Virtual Environments, 8(2), pp.218-236. [URL]

[4] A. Perkis and A. Hameed, “Immersive media experiences – what do we need to move forward?,” SMPTE 2018, Westin Bonaventure Hotel & Suites, Los Angeles, California, 2018, pp. 1-12.
doi: 10.5594/M001846

[5] M. Slater, MV Sanchez-Vives, “Enhancing Our Lives with Immersive Virtual Reality”, Frontiers in Robotics and AI, 2016 – frontiersin.org

Note from the Editors:

Quality of Experience (QoE) in the context of immersive media applications and services are gaining momentum as such apps/services become available. Thus, it requires a deep integrated understanding of all involved aspects and corresponding scientific evaluations of the various dimensions (including but not limited to reproducibility). Therefore, the interested reader is referred to QUALINET and QoMEX, specifically QoMEX2019 which play a key role in this exciting application domain.

MPEG Column: 124th MPEG Meeting in Macau, China

The original blog post can be found at the Bitmovin Techblog and has been modified/updated here to focus on and highlight research aspects.

The MPEG press release comprises the following aspects:

  • Point Cloud Compression – MPEG promotes a video-based point cloud compression technology to the Committee Draft stage
  • Compressed Representation of Neural Networks – MPEG issues Call for Proposals
  • Low Complexity Video Coding Enhancements – MPEG issues Call for Proposals
  • New Video Coding Standard expected to have licensing terms timely available – MPEG issues Call for Proposals
  • Multi-Image Application Format (MIAF) promoted to Final Draft International Standard
  • 3DoF+ Draft Call for Proposal goes Public

Point Cloud Compression – MPEG promotes a video-based point cloud compression technology to the Committee Draft stage

At its 124th meeting, MPEG promoted its Video-based Point Cloud Compression (V-PCC) standard to Committee Draft (CD) stage. V-PCC addresses lossless and lossy coding of 3D point clouds with associated attributes such as colour. By leveraging existing and video ecosystems in general (hardware acceleration, transmission services and infrastructure), and future video codecs as well, the V-PCC technology enables new applications. The current V-PCC encoder implementation provides a compression of 125:1, which means that a dynamic point cloud of 1 million points could be encoded at 8 Mbit/s with good perceptual quality.

A next step is the storage of V-PCC in ISOBMFF for which a working draft has been produced. It is expected that further details will be discussed in upcoming reports.

Research aspects: Video-based Point Cloud Compression (V-PCC) is at CD stage and a first working draft for the storage of V-PCC in ISOBMFF has been provided. Thus, a next consequence is the delivery of V-PCC encapsulated in ISOBMFF over networks utilizing various approaches, protocols, and tools. Additionally, one may think of using also different encapsulation formats if needed.

MPEG issues Call for Proposals on Compressed Representation of Neural Networks

Artificial neural networks have been adopted for a broad range of tasks in multimedia analysis and processing, media coding, data analytics, and many other fields. Their recent success is based on the feasibility of processing much larger and complex neural networks (deep neural networks, DNNs) than in the past, and the availability of large-scale training data sets. Some applications require the deployment of a particular trained network instance to a potentially large number of devices and, thus, could benefit from a standard for the compressed representation of neural networks. Therefore, MPEG has issued a Call for Proposals (CfP) for compression technology for neural networks, focusing on the compression of parameters and weights, focusing on four use cases: (i) visual object classification, (ii) audio classification, (iii) visual feature extraction (as used in MPEG CDVA), and (iv) video coding.

Research aspects: As point out last time, research here will mainly focus around compression efficiency for both lossy and lossless scenarios. Additionally, communication aspects such as transmission of compressed artificial neural networks within lossy, large-scale environments including update mechanisms may become relevant in the (near) future.

 

MPEG issues Call for Proposals on Low Complexity Video Coding Enhancements

Upon request from the industry, MPEG has identified an area of interest in which video technology deployed in the market (e.g., AVC, HEVC) can be enhanced in terms of video quality without the need to necessarily replace existing hardware. Therefore, MPEG has issued a Call for Proposals (CfP) on Low Complexity Video Coding Enhancements.

The objective is to develop video coding technology with a data stream structure defined by two component streams: a base stream decodable by a hardware decoder and an enhancement stream suitable for software processing implementation. The project is meant to be codec agnostic; in other words, the base encoder and base decoder can be AVC, HEVC, or any other codec in the market.

Research aspects: The interesting aspect here is that this use case assumes a legacy base decoder – most likely realized in hardware – which is enhanced with software-based implementations to improve coding efficiency or/and quality without sacrificing capabilities of the end user in terms of complexity and, thus, energy efficiency due to the software based solution. 

 

MPEG issues Call for Proposals for a New Video Coding Standard expected to have licensing terms timely available

At its 124th meeting, MPEG issued a Call for Proposals (CfP) for a new video coding standard to address combinations of both technical and application (i.e., business) requirements that may not be adequately met by existing standards. The aim is to provide a standardized video compression solution which combines coding efficiency similar to that of HEVC with a level of complexity suitable for real-time encoding/decoding and the timely availability of licensing terms.

Research aspects: This new work item is more related to business aspects (i.e., licensing terms) than technical aspects of video coding.

 

Multi-Image Application Format (MIAF) promoted to Final Draft International Standard

The Multi-Image Application Format (MIAF) defines interoperability points for creation, reading, parsing, and decoding of images embedded in High Efficiency Image File (HEIF) format by (i) only defining additional constraints on the HEIF format, (ii) limiting the supported encoding types to a set of specific profiles and levels, (iii) requiring specific metadata formats, and (iv) defining a set of brands for signaling such constraints including specific depth map and alpha plane formats. For instance, it addresses use case like a capturing device may use one of HEIF codecs with a specific HEVC profile and level in its created HEIF files, while a playback device is only capable of decoding the AVC bitstreams.

Research aspects: MIAF is an application format which is defined as a combination of tools (incl. profiles and levels) of other standards (e.g., audio codecs, video codecs, systems) to address the needs of a specific application. Thus, the research is related to use cases enabled by this application format. 

 

3DoF+ Draft Call for Proposal goes Public

Following investigations on the coding of “three Degrees of Freedom plus” (3DoF+) content in the context of MPEG-I, the MPEG video subgroup has provided evidence demonstrating the capability to encode a 3DoF+ content efficiently while maintaining compatibility with legacy HEVC hardware. As a result, MPEG decided to issue a draft Call for Proposal (CfP) to the public containing the information necessary to prepare for the final Call for Proposal expected to occur at the 125th MPEG meeting (January 2019) with responses due at the 126th MPEG meeting (March 2019).

Research aspects: This work item is about video (coding) and, thus, research is about compression efficiency.

 

What else happened at #MPEG124?

  • MPEG-DASH 3rd edition is still in the final editing phase and not yet available. Last time, I wrote that we expect final publication later this year or early next year and we hope this is still the case. At this meeting Amendment.5 is progressed to DAM and conformance/reference software for SRD, SAND and Server Push is also promoted to DAM. In other words, DASH is pretty much in maintenance mode.
  • MPEG-I (systems part) is working on immersive media access and delivery and I guess more updates will come on this after the next meeting. OMAF is working on a 2nd edition for which a working draft exists and phase 2 use cases (public document) and draft requirements are discussed.
  • Versatile Video Coding (VVC): working draft 3 (WD3) and test model 3 (VTM3) has been issued at this meeting including a large number of new tools. Both documents (and software) will be publicly available after editing periods (Nov. 23 for WD3 and Dec 14 for VTM3).

 

MPEG Column: 123rd MPEG Meeting in Ljubljana, Slovenia

The original blog post can be found at the Bitmovin Techblog and has been modified/updated here to focus on and highlight research aspects.

IMG_5700The MPEG press release comprises the following topics:

  • MPEG issues Call for Evidence on Compressed Representation of Neural Networks
  • Network-Based Media Processing – MPEG evaluates responses to call for proposal and kicks off its technical work
  • MPEG finalizes 1st edition of Technical Report on Architectures for Immersive Media
  • MPEG releases software for MPEG-I visual activities
  • MPEG enhances ISO Base Media File Format (ISOBMFF) with new features

MPEG issues Call for Evidence on Compressed Representation of Neural Networks

Artificial neural networks have been adopted for a broad range of tasks in multimedia analysis and processing, media coding, data analytics, translation and many other fields. Their recent success is based on the feasibility of processing much larger and complex neural networks (deep neural networks, DNNs) than in the past, and the availability of large-scale training data sets. As a consequence, trained neural networks contain a large number of parameters (weights), resulting in a quite large size (e.g., several hundred MBs). Many applications require the deployment of a particular trained network instance, potentially to a larger number of devices, which may have limitations in terms of processing power and memory (e.g., mobile devices or smart cameras). Any use case, in which a trained neural network (and its updates) needs to be deployed to a number of devices could thus benefit from a standard for the compressed representation of neural networks.

At its 123rd meeting, MPEG has issued a Call for Evidence (CfE) for compression technology for neural networks. The compression technology will be evaluated in terms of compression efficiency, runtime, and memory consumption and the impact on performance in three use cases: visual object classification, visual feature extraction (as used in MPEG Compact Descriptors for Visual Analysis) and filters for video coding. Responses to the CfE will be analyzed on the weekend prior to and during the 124th MPEG meeting in October 2018 (Macau, CN).

Research aspects: As this is about “compression” of structured data, research aspects will mainly focus around compression efficiency for both lossy and lossless scenarios. Additionally, communication aspects such as transmission of compressed artificial neural networks within lossy, large-scale environments including update mechanisms may become relevant in the (near) future. Furthermore, additional use cases should be communicated towards MPEG until the next meeting.

Network-Based Media Processing – MPEG evaluates responses to call for proposal and kicks off its technical work

Recent developments in multimedia have brought significant innovation and disruption to the way multimedia content is created and consumed. At its 123rd meeting, MPEG analyzed the technologies submitted by eight industry leaders as responses to the Call for Proposals (CfP) for Network-Based Media Processing (NBMP, MPEG-I Part 8). These technologies address advanced media processing use cases such as network stitching for virtual reality (VR) services, super-resolution for enhanced visual quality, transcoding by a mobile edge cloud, or viewport extraction for 360-degree video within the network environment. NBMP allows service providers and end users to describe media processing operations that are to be performed by the entities in the networks. NBMP will describe the composition of network-based media processing services out of a set of NBMP functions and makes these NBMP services accessible through Application Programming Interfaces (APIs).

NBMP will support the existing delivery methods such as streaming, file delivery, push-based progressive download, hybrid delivery, and multipath delivery within heterogeneous network environments. MPEG issued a Call for Proposal (CfP) seeking technologies that allow end-user devices, which are limited in processing capabilities and power consumption, to offload certain kinds of processing to the network.

After a formal evaluation of submissions, MPEG selected three technologies as starting points for the (i) workflow, (ii) metadata, and (iii) interfaces for static and dynamically acquired NBMP. A key conclusion of the evaluation was that NBMP can significantly improve the performance and efficiency of the cloud infrastructure and media processing services.

Research aspects: I reported about NBMP in my previous post and basically the same applies here. NBMP will be particularly interesting in the context of new networking approaches including, but not limited to, software-defined networking (SDN), information-centric networking (ICN), mobile edge computing (MEC), fog computing, and related aspects in the context of 5G.

MPEG finalizes 1st edition of Technical Report on Architectures for Immersive Media

At its 123nd meeting, MPEG finalized the first edition of its Technical Report (TR) on Architectures for Immersive Media. This report constitutes the first part of the MPEG-I standard for the coded representation of immersive media and introduces the eight MPEG-I parts currently under specification in MPEG. In particular, it addresses three Degrees of Freedom (3DoF; three rotational and un-limited movements around the X, Y and Z axes (respectively pitch, yaw and roll)), 3DoF+ (3DoF with additional limited translational movements (typically, head movements) along X, Y and Z axes), and 6DoF (3DoF with full translational movements along X, Y and Z axes) experiences but it mostly focuses on 3DoF. Future versions are expected to cover aspects beyond 3DoF. The report documents use cases and defines architectural views on elements that contribute to an overall immersive experience. Finally, the report also includes quality considerations for immersive services and introduces minimum requirements as well as objectives for a high-quality immersive media experience.

Research aspects: ISO/IEC technical reports are typically publicly available and provides informative descriptions of what the standard is about. In MPEG-I this technical report can be used as a guideline for possible architectures for immersive media. This first edition focuses on three Degrees of Freedom (3DoF; three rotational and un-limited movements around the X, Y and Z axes (respectively pitch, yaw and roll)) and outlines the other degrees of freedom currently foreseen in MPEG-I. It also highlights use cases and quality-related aspects that could be of interest for the research community.

MPEG releases software for MPEG-I visual activities

MPEG-I visual is an activity that addresses the specific requirements of immersive visual media for six degrees of freedom virtual walkthroughs with correct motion parallax within a bounded volume. MPEG-I visual covers application scenarios from 3DoF+ with slight body and head movements in a sitting position to 6DoF allowing some walking steps from a central position. At the 123nd MPEG meeting, an important progress has been achieved in software development. A new Reference View Synthesizer (RVS 2.0) has been released for 3DoF+, allowing to synthesize virtual viewpoints from an unlimited number of input views. RVS integrates code bases from Universite Libre de Bruxelles and Philips, who acted as software coordinator. A Weighted-to-Spherically-uniform PSNR (WS-PSNR) software utility, essential to 3DoF+ and 6DoF activities, has been developed by Zhejiang University. WS-PSNR is a full reference objective quality metric for all flavors of omnidirectional video. RVS and WS-PSNR are essential software tools for the upcoming Call for Proposals on 3DoF+ expected to be released at the 124th MPEG meeting in October 2018 (Macau, CN).

Research aspects: MPEG does not only produce text specifications but also reference software and conformance bitstreams, which are important assets for both research and development. Thus, it is very much appreciated to have a new Reference View Synthesizer (RVS 2.0) and Weighted-to-Spherically-uniform PSNR (WS-PSNR) software utility available which enables interoperability and reproducibility of R&D efforts/results in this area.

MPEG enhances ISO Base Media File Format (ISOBMFF) with new features

At the 123rd MPEG meeting, a couple of new amendments related to ISOBMFF has reached the first milestone. Amendment 2 to ISO/IEC 14496-12 6th edition will add the option to have relative addressing as an alternative to offset addressing, which in some environments and workflows can simplify the handling of files and will allow creation of derived visual tracks using items and samples in other tracks with some transformation, for example rotation. Another amendment reached its first milestone is the first amendment to ISO/IEC 23001-7 3rd edition. It will allow use of multiple keys to a single sample and scramble some parts of AVC or HEVC video bitstreams without breaking conformance to the existing decoders. That is, the bitstream will be decodable by existing decoders, but some parts of the video will be scrambled. It is expected that these amendments will reach the final milestone in Q3 2019.

Research aspects: The ISOBMFF reference software is now available on Github, which is a valuable service to the community and allows for active standard’s participation even from outside of MPEG. It is recommended that interested parties have a look at it and consider contributing to this project.


What else happened at #MPEG123?

  • The MPEG-DASH 3rd edition is finally available as output document (N17813; only available to MPEG members) combining 2nd edition, four amendments, and 2 corrigenda. We expect final publication later this year or early next year.
  • There is a new DASH amendment and corrigenda items in pipeline which should progress to final stages also some time next year. The status of MPEG-DASH (July 2018) can be seen below.

DASHstatus0718

  • MPEG received a rather interesting input document related to “streaming first” which resulted into a publicly available output document entitled “thoughts on adaptive delivery and access to immersive media”. The key idea here is to focus on streaming (first) rather than on file/encapsulation formats typically used for storage (and streaming second). This document should become available here.
  • Since a couple of meetings, MPEG maintains a standardization roadmap highlighting recent/major MPEG standards and documenting the roadmap for the next five years. It definitely worth keeping this in mind when defining/updating your own roadmap.
  • JVET/VVC issued Working Draft 2 of Versatile Video Coding (N17732 | JVET-K1001) and Test Model 2 of Versatile Video Coding (VTM 2) (N17733 | JVET-K1002). Please note that N-documents are MPEG internal but JVET-documents are publicly accessible here: http://phenix.it-sudparis.eu/jvet/. An interesting aspect is that VTM2/WD2 should have >20% rate reduction compared to HEVC, all with reasonable complexity and the next benchmark set (BMS) should have close to 30% rate reduction vs. HEVC. Further improvements expected from (a) improved merge, intra prediction, etc., (b) decoder-side estimation with low complexity, (c) multi-hypothesis prediction and OBMC, (d) diagonal and other geometric partitioning, (e) secondary transforms, (f) new approaches of loop filtering, reconstruction and prediction filtering (denoising, non-local, diffusion based, bilateral, etc.), (g) current picture referencing, palette, and (h) neural networks.
  • In addition to VVC — which is a joint activity with VCEG –, MPEG is working on two video-related exploration activities, namely (a) an enhanced quality profile of the AVC standard and (b) a low complexity enhancement video codec. Both topics will be further discussed within respective Ad-hoc Groups (AhGs) and further details are available here.
  • Finally, MPEG established an Ad-hoc Group (AhG) dedicated to the long-term planning which is also looking into application areas/domains other than media coding/representation.

In this context it is probably worth mentioning the following DASH awards at recent conferences

Additionally, there have been two tutorials at ICME related to MPEG standards, which you may find interesting

Quality of Experience Column: An Introduction

“Quality of Experience (QoE) is the degree of delight or annoyance of the user of an application or service. It results from the fulfillment of his or her expectations with respect to the utility and / or enjoyment of the application or service in the light of the user’s personality and current state.“ (Definition from the Qualinet Whitepaper 2013).

Research on Quality of Experience (QoE) has advanced significantly in recent years and attracts attention from various stakeholders. Different facets have been addressed by the research community like subjective user studies to identify QoE influence factors for particular applications like video streaming, QoE models to capture the effects of those influence factors on concrete applications, QoE monitoring approaches at the end user site but also within the network to assess QoE during service consumption and to provide means for QoE management for improved QoE. However, in order to progress in the area of QoE, new research directions have to be taken. The application of QoE in practice needs to consider the entire QoE eco-system and the stakeholders along the service delivery chain to the end user.

The term Quality of Experience dates back to a presentation in 2001 (interestingly, at a Quality of Service workshop) and Figure 1 depicts an overview of QoE showing some of the influence factors.

QualityofExperience

Figure 1. Quality of Experience (from Ebrahimi’09)

Different communities have been very active in the context of QoE. A long-established community is Qualinet which started in 2010. The Qualinet community (www.qualinet.eu) provided a definition of QoE in its [Qualinet Whitepaper] which is a contribution of the European Network on Quality of Experience in Multimedia Systems and Services, Qualinet (COST Action IC 1003), to the scientific discussion about the term QoE and its underlying concepts. The concepts and ideas cited in this paper mainly refer to the Quality of Experience of multimedia communication systems, but may be helpful also for other areas where QoE is an issue. Qualinet is organized in different task forces which address various research topics: Managing Web and Cloud QoE; Gaming; QoE in Medical Imaging and Healthcare; Crowdsourcing; Immersive Media Experiences (IMEx). There is also a liaison relation with VQEG and a task force on Qualinet Databases providing a platform with QoE-related dataset. The Qualinet database (http://dbq.multimediatech.cz/) is seen as a key for current and future developments in Quality of Experience, which resides in a rich and internationally recognized database of content of different sorts, and to share such a database with the scientific community at large.

Another example of the Qualinet activities is the Crowdsourcing task force. The goal of this task force is among others to identify the scientific challenges and problems for QoE assessment via crowdsourcing but also the strengths and benefits, and to derive a methodology and setup for crowdsourcing in QoE assessment including statistical approaches for proper analysis. Crowdsourcing is a popular approach that outsources tasks via the Internet to a large number of users. Commercial crowdsourcing platforms provide a global pool of users employed for performing short and simple online tasks. For quality assessment of multimedia services and applications, crowdsourcing enables new possibilities by moving the subjective test into the crowd resulting in larger diversity of the test subjects, faster turnover of test campaigns, and reduced costs due to low reimbursement costs of the participants. Further, crowdsourcing allows easily addressing additional features like real-life environments. Crowdsourced quality assessment however is not a straightforward implementation of existing subjective testing methodologies in an Internet-based environment. Additional challenges and differences to lab studies occur, in conceptual, technical, and motivational areas. The white paper [Crowdsourcing Best Practices] summarizes the recommendations and best practices for crowdsourced quality assessment of multimedia applications from the Qualinet Task Force on “Crowdsourcing” and is also discussed within the standardization ITU-T P.CROWD.

A selection of QoE related communities is provided in the following to give an overview on the pervasion of QoE in research.

  • Qualinet (http://www.qualinet.eu): European Network on Quality of Experience in Multimedia Systems and Services as outlined above. Qualinet is also technical sponsor of QoMEX.  
  • QoMEX (http://qomex.org/). The International Conference on Quality of Multimedia Experience (QoMEX) is a top-ranked international conference and among the twenty-best conferences in Google Scholar for subcategory Multimedia. In 2019, the 11th International Conference on Quality of Multimedia Experience  will be held in June 5th to 7th, 2019 in Berlin, Germany. It will bring together leading experts from academia and industry to present and discuss current and future research on multimedia quality, quality of experience (QoE) and user experience (UX). This way, it will contribute towards an integrated view on QoE and UX, and foster the exchange between the so-far distinct communities.
  • ACM SIGMM (http://www.sigmm.org/): Within the ACM community, QoE plays also a significant role in the major events like ACM Multimedia (ACM MM), where “Experience” is one of the four major themes. ACM Multimedia Systems (MMSys) regularly publishes works on QoE, and included special sessions on those topics in the last years. ACM MMsys 2019 will held from June 18 – 21, 2019 in Amherst, Massachusetts, USA.
  • ICME: The IEEE International Conference on Multimedia and Expo (IEEE ICME 2019) will be held from July 8-12, 2019 in Shanghai, China. It includes in the call for papers topics such as Multimedia quality assessment and metrics, and Multi-modal media computing and human-machine interaction.
  • ACM SIGCOMM (http://www.sigcomm.com): Within ACM SIGCOMM, Internet-QoE workshops have been initiated in 2016 and 2017. The focus of the last edition was on QoE Measurements, QoE-based Traffic Monitoring and Analysis, QoE-based Network Management.
  • Tracking QoE in the Internet Workshop: A summary and the outcomes of the “Workshop on Tracking Quality of Experience in the Internet” at Princeton gives a very good impression on the QoE activities in US with a recent focus on QoE monitoring and measurable QoE parameters in the presence of constraints like encryption.  
  • SPEC RG QoE (https://research.spec.org): The mission of SPEC’s Research Group (RG) is to promote innovative research in the area of quantitative system evaluation and analysis by serving as a platform for collaborative research efforts fostering the interaction between industry and academia in the field. The SPEC research group on QoE is the starting point for the release of QoE ideas, QoE approaches, QoE measurement tools, and QoE assessment paradigms.
  • QoENet (http://www.qoenet-itn.eu) is a Marie Curie project, whose focus is the analysis, design, optimization and management of the QoE in advanced multimedia services, creating a fully-integrated and multi-disciplinary network of 12 Early Stage Researchers working in and seconded by 7 academic institutions, 3 private companies and 1 standardization institute distributed in 6 European countries and in South Korea. The project is then fulfilling the major objective of training through research of the young fellows to broader the knowledge in the field of the new generation of researchers. Significant research results have been achieved in the field of: QoE for online gaming, social TV and storytelling, and adaptive video streaming; QoE management in collaborative ISP/OTT scenarios; models for HDR, VR/AR and 3D images and videos.
  • Many QoE-related activities at a national level are also happening. For example, a community of professors and researchers from Spain organize a yearly workshop entitled “QoS and QoE in Multimedia Communications” since 2015 (URL of its latest edition: https://bit.ly/2LSlb2N). This community is targeted at establishing collaborations, sharing resources, and discussing about the latest contributions and open issues. The community is also pursuing the creation of a national network on QoE (like the Spanish Qualinet), and then involving international researchers in that network.
  • There are several standardization-related activities ongoing e.g. in standardization groups ITU, JPEG, MPEG, VQEG. Their specific interest in QoE will be summarized in one of the upcoming QoE columns.

The first QoE column will discuss how to approach an integrated view of QoE and User Experience. While research on QoE has mostly been carried out in the area of multimedia communications, user experience (UX) has addressed hedonic and pragmatic usage aspects of interactive applications. In the case of QoE, the meaningfulness of the application to the user and the forces driving the use have been largely neglected, while in the UX field, respective research has been carried out but hardly been incorporated in a model combined with the pragmatic and hedonic aspects. In the first column will be dedicated to recent ideas “Toward an integrated view of QoE and User Experience”. To give the readers an impression on the expected contents, we foresee in the upcoming QoE columns topics to discuss about recent activities like

  • Point cloud subjective evaluation methodology
  • Complex, interactive narrative design for complexity
  • Large-Scale Visual Quality Assessment Databases
  • Status and upcoming QoE activities in standardization
  • Active Learning and Machine Learning for subjective testing and QoE modeling
  • QoE in 5G: QoE management in softwarized networks with big data analytics
  • Immersive Media Experiences e.g. for VR/AR/360° video applications

Our aim for SIGMM Records is to share insights from the QoE community and to highlight recent development, new research directions, but also lessons learned and best practices. If you are interested in writing for the QoE column, or have something you would like to know more about in this area, please do not hesitate to contact the editors. The SIGMM Records editors responsible for QoE are active in different communities and QoE research directions.

The QoE column is edited by Tobias Hoßfeld and Christian Timmerer.

[Qualinet Whitepaper] Qualinet White Paper on Definitions of Quality of Experience (2012).  European Network on Quality of Experience in Multimedia Systems and Services (COST Action IC 1003), Patrick Le Callet, Sebastian Möller and Andrew Perkis, eds., Lausanne, Switzerland, Version 1.2, March 2013.” Qualinet_QoE_whitepaper_v1.2

[Crowdsourcing Best Practices] Tobias Hoßfeld et al. “Best Practices and Recommendations for Crowdsourced QoE-Lessons learned from the Qualinet Task Force ‘Crowdsourcing’” (2014). Qualinet_CSLessonsLearned_29Oct2014

Hossfeld_Tobias Tobias Hoßfeld is full professor at the University of Würzburg, Chair of Communication Networks, and is active in QoE research and teaching for more than 10 years. He finished his PhD in 2009 and his professorial thesis (habilitation) “Modeling and Analysis of Internet Applications and Services” in 2013 at the University of Würzburg. From 2014 to 2018, he was head of the Chair “Modeling of Adaptive Systems” at the University of Duisburg-Essen, Germany. He has published more than 100 research papers in major conferences and journals and received the Fred W. Ellersick Prize 2013 (IEEE Communications Society) for one of his articles on QoE. Among others, he is member of the advisory board of the ITC (International Teletraffic Congress), the editorial board of IEEE Communications Surveys & Tutorials and of Springer Quality and User Experience.
ct2013oct Christian Timmerer received his M.Sc. (Dipl.-Ing.) in January 2003 and his Ph.D. (Dr.techn.) in June 2006 (for research on the adaptation of scalable multimedia content in streaming and constrained environments) both from the Alpen-Adria-Universität (AAU) Klagenfurt. He joined the AAU in 1999 (as a system administrator) and is currently an Associate Professor at the Institute of Information Technology (ITEC) within the Multimedia Communication Group. His research interests include immersive multimedia communications, streaming, adaptation, Quality of Experience, and Sensory Experience. He was the general chair of WIAMIS 2008, QoMEX 2013, and MMSys 2016 and has participated in several EC-funded projects, notably DANAE, ENTHRONE, P2P-Next, ALICANTE, SocialSensor, COST IC1003 QUALINET, and ICoSOLE. He also participated in ISO/MPEG work for several years, notably in the area of MPEG-21, MPEG-M, MPEG-V, and MPEG-DASH where he also served as standard editor. In 2012 he cofounded Bitmovin (http://www.bitmovin.com/) to provide professional services around MPEG-DASH where he holds the position of the Chief Innovation Officer (CIO).