Thomas Robotham

dblp:247/3719 · DBLP profile ↗
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6ranked-venue papers
3as first author
5since 2021 · last 2023
0000-0002-2899-2916ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 5 · 2 first-author · 4 since 2021
YearPublicationVenuePosition
2023 Saliency of Omnidirectional Videos with Different Audio Presentations: Analyses and Dataset
abstract
There is an increased interest in understanding users' behavior when exploring omnidirectional (360°) videos, especially in the presence of spatial audio. Several studies demonstrate the effect of no, mono, or spatial audio on visual saliency. However, no studies investigate the influence of higher-order (i.e., 4t h- order) Ambisonics on subjective exploration in virtual reality settings. In this work, a between-subjects test design is employed to collect users' exploration data of 360° videos in a free-form viewing scenario using the Varjo XR-3 Head Mounted Display, in the presence of no, mono, and 4th-order Ambisonics audio. Saliency information was captured as head-saliency in terms of the center of a viewport at 50 Hz. For each item, subjects were asked to describe the scene with a short free-verbalization task. Moreover, cybersickness was assessed using the simulator sickness questionnaire at the beginning and at the end of the test. The head-saliency results over time show that with the presence of higher-order Ambisonics audio, subjects concentrate more on the directions sound is coming from. No influence of audio scenario on cybersickness scores was observed. From the analysis of the verbal scene descriptions, it was found that users were attentive to the omnidirectional video, but only for the ‘no audio’ scenario provided minute and insignificant details of the scene objects. The audiovisual saliency dataset is made available following the open science approach already used for the audiovisual scene recordings we previously published. The data is sought to enable training of visual and audiovisual saliency prediction models for interactive experiences.
Ashutosh Singla, Thomas Robotham, Abhinav Bhattacharya, William Menz, Emanuël A. P. Habets, Alexander Raake
QoMEX2
2023 Influence of Multi-Modal Interactive Formats on Subjective Audio Quality and Exploration Behavior
abstract
This study uses a mixed between- and within-subjects test design to evaluate the influence of interactive formats on the quality of binaurally rendered 360° spatial audio content. Focusing on ecological validity using real-world recordings of 60 s duration, three independent groups of subjects () were exposed to three formats: audio only (A), audio with 2D visuals (A2DV), and audio with head-mounted display (AHMD) visuals. Within each interactive format, two sessions were conducted to evaluate degraded audio conditions: bit-rate and Ambisonics order. Our results show a statistically significant effect (p < .05) of format only on spatial audio quality ratings for Ambisonics order. Exploration data analysis shows that format A yields little variability in exploration, while formats A2DV and AHMD yield broader viewing distribution of 360° content. The results imply audio quality factors can be optimized depending on the interactive format.
Thomas Robotham, Ashutosh Singla, Alexander Raake, Olli Rummukainen, Emanuël A. P. Habets
IMX1
2022 Audiovisual Database with 360° Video and Higher-Order Ambisonics Audio for Perception, Cognition, Behavior, and QoE Evaluation Research
abstract
Research into multi-modal perception, human cog-nition, behavior, and attention can benefit from high-fidelity content that may recreate real-life-like scenes when rendered on head-mounted displays. Moreover, aspects of audiovisual perception, cognitive processes, and behavior may complement questionnaire-based Quality of Experience (QoE) evaluation of interactive virtual environments. Currently, there is a lack of high-quality open-source audiovisual databases that can be used to evaluate such aspects or systems capable of reproducing high-quality content. With this paper, we provide a publicly available audiovisual database consisting of twelve scenes capturing real-life nature and urban environments with a video resolution of 7680×3840 at 60 frames-per-second and with 4th-order Ambison-ics audio. These 360° video sequences, with an average duration of 60 seconds, represent real-life settings for systematically evaluating various dimensions of uni-/multi-modal perception, cognition, behavior, and QoE. The paper provides details of the scene requirements, recording approach, and scene descriptions. The database provides high-quality reference material with a balanced focus on auditory and visual sensory information. The database will be continuously updated with additional scenes and further metadata such as human ratings and saliency information.
Thomas Robotham, Ashutosh Singla, Olli Rummukainen, Alexander Raake, Emanuël A. P. Habets
QoMEX1
2022 Dialogue Enhancement and Listening Effort in Broadcast Audio: A Multimodal Evaluation
abstract
Dialogue enhancement (DE) plays a vital role in broadcasting, enabling the personalization of the relative level between foreground speech and background music and effects. DE has been shown to improve the quality of experience, intel-ligibility, and self-reported listening effort (LE). A physiological indicator of LE known from audiology studies is pupil size. The relation between pupil size and LE is typically studied using artificial sentences and background noises not encountered in broadcast content. This work evaluates the effect of DE on LE in a multimodal manner that includes pupil size (tracked by a VR headset) and real-world audio excerpts from TV. Under ideal listening conditions, 28 normal-hearing participants listened to 30 audio excerpts presented in random order and processed by conditions varying the relative level between foreground and background audio. One of these conditions employed a recently proposed source separation system to attenuate the background given the original mixture as the sole input. After listening to each excerpt, subjects were asked to repeat the heard sentence and self-report the LE. Mean pupil dilation and peak pupil dilation were analyzed and compared with the self-report and the word recall rate. The multimodal evaluation shows a consistent trend of decreasing LE along with decreasing background level. DE, also when enabled by source separation, significantly reduces the pupil size as well as the self-reported LE. This highlights the benefit of personalization functionalities at the user's end.
Matteo Torcoli, Thomas Robotham, Emanuël A. P. Habets
QoMEX2
2022 Comparing Direct and Indirect Methods of Audio Quality Evaluation in Virtual Reality Scenes of Varying Complexity
abstract
Many quality evaluation methods are used to assess uni-modal audio or video content without considering perceptual, cognitive, and interactive aspects present in virtual reality (VR) settings. Consequently, little is known regarding the repercussions of the employed evaluation method, content, and subject behavior on the quality ratings in VR. This mixed between- and within-subjects study uses four subjective audio quality evaluation methods (viz. multiple-stimulus with and without reference for direct scaling, and rank-order elimination and pairwise comparison for indirect scaling) to investigate the contributing factors present in multi-modal 6-DoF VR on quality ratings of real-time audio rendering. For each between-subjects employed method, two sets of conditions in five VR scenes were evaluated within-subjects. The conditions targeted relevant attributes for binaural audio reproduction using scenes with various amounts of user interactivity. Our results show all referenceless methods produce similar results using both condition sets. However, rank-order elimination proved to be the fastest method, required the least amount of repetitive motion, and yielded the highest discrimination between spatial conditions. Scene complexity was found to be a main effect within results, with behavioral and task load index results implying more complex scenes and interactive aspects of 6-DoF VR can impede quality judgments.
Thomas Robotham, Olli Rummukainen, Miriam Kurz, Marie Eckert, Emanuël A. P. Habets
IEEE Trans. Vis. Comput. Graph.1
2019 Perceptual Study of Near-Field Binaural Audio Rendering in Six-Degrees-of-Freedom Virtual Reality
abstract
Auditory localization cues in the near-field are significantly different than in the far-field. The near-field region is within an arm's length of the listener allowing to integrate proprioceptive cues to determine the location of an object in space. This perceptual study compares three non-individualized methods to apply head-related transfer functions (HRTFs) in six-degrees-of-freedom near-field audio rendering, namely, far-field measured HRTFs, multi-distance measured HRTFs, and spherical-model-based HRTFs with near-field extrapolation. To set our findings in context, we provide a real-world hand-held audio source for comparison along with a distance-invariant condition. Two modes of interaction are compared in an audio-visual virtual reality: one allowing the participant to move the audio object dynamically and the other with a stationary audio object but a freely moving listener.
Olli S. Hurnmukainen, Sebastian J. Schlecht, Thomas Robotham, Axel Plinge, Emanuël A. P. Habets
VR3