Information Technology Reference
In-Depth Information
Chapter 2
Quality of Experience for High Definition
Presentations - Case: Digital Cinema
Andrew Perkis, Fitri N. Rahayu, Ulrich Reiter, Junyong You,
and Touradj Ebrahimi *
Abstract. World-wide roll out of Digital Cinema (D-Cinema) is pushing the
boundaries for Ultra High Definition content to all of us - the users. This poses
new challenges on assessing our perception of high quality media and also under-
standing how quality can impact the business model. We use Quality of Experi-
ence (QoE) as the term used to describe the perception of how usable or good the
users think the media or services are. In order to understand QoE we explore the
Human Visual System (HVS) and discuss the impact of HVS on designing a
methodology for measuring subjective quality in D-Cinema as a use case. Follow-
ing our methodology, we describe our laboratory set up at the NOVA kino - a 440
seat fully digitized screen in full cinema production 24/7. This setup is used for
subjective assessment of D-Cinema content, applying a test methodology adopted
from existing recommendations. The subjective quality results are then used to
design and to validate an objective metric. Our experiments demonstrate that tradi-
tional quality metrics cannot be adopted in D-Cinema presentations directly. In-
stead we propose a HVS-based approach to improve the performance of objective
quality metrics, such as PSNR, SSIM, and PHVS, in quality assessment of
D-Cinema setups. Finally we conclude by discussing how quality impacts the
business model, using empirical data from a pilot D-Cinema roll out in Norway -
the NORDIC project. This pilot showed that quality can influence users and create
more loyalty and willingness to pay a premium if the high quality is used to en-
hance their experience. Examples are the widespread reintroduction of 3D as well
as alternative content such as music, sports, and business related presentations.
1 Introduction
The future world of ubiquitous, interconnected media services and devices can be
analyzed from two perspectives: the perspective of the media production/delivery
Search WWH ::




Custom Search