Stimulus Sampling with 360-Videos

 

Research  

 

GTI Data   

 

Open databases created and software developed by the GTI and supplemental material to papers.  

 

Databases  


SportCLIP (2025): Multi-sport dataset for text-guided video summarization.
Ficosa (2024):
The FNTVD dataset has been generated using the Ficosa's recording car.
MATDAT (2023):  More than 90K labeled images of martial arts tricking.
SEAW – DATASET (2022): 3 stereoscopic contents in 4K resolution at 30 fps.
UPM-GTI-Face dataset (2022): 11 different subjects captured in 4K, under 2 scenarios, and 2 face mask conditions.
LaSoDa (2022): 60 annotated images from soccer matches in five stadiums with different characteristics and light conditions.
PIROPO Database (2021):People in Indoor ROoms with Perspective and Omnidirectional cameras.
EVENT-CLASS (2021): High-quality 360-degree videos in the context of tele-education.
Parking Lot Occupancy Database (2020)
Nighttime Vehicle Detection database (NVD) (2019)
Hand gesture dataset (2019): Multi-modal Leap Motion dataset for Hand Gesture Recognition.
ViCoCoS-3D (2016): VideoConference Common Scenes in 3D.
LASIESTA database (2016): More than 20 sequences to test moving object detection and tracking algorithms.
Hand gesture database (2015): Hand-gesture database composed by high-resolution color images acquired with the Senz3D sensor.
HRRFaceD database (2014):Face database composed by high resolution images acquired with Microsoft Kinect 2 (second generation).
Lab database (2012): Set of 6 sequences to test moving object detection strategies.
Vehicle image database (2012)More than 7000 images of vehicles and roads.           

 

Software  


Empowering Computer Vision in Higher Education(2024)A Novel Tool for Enhancing Video Coding Comprehension.
Engaging students in audiovisual coding through interactive MATLAB GUIs (2024)

TOP-Former: A Multi-Agent Transformer Approach for the Team Orienteering Problem (2023)

Solving Routing Problems for Multiple Cooperative Unmanned Aerial Vehicles using Transformer Networks (2023)
Vision Transformers and Traditional Convolutional Neural Networks for Face Recognition Tasks (2023)
Faster GSAC-DNN (2023): A Deep Learning Approach to Nighttime Vehicle Detection Using a Fast Grid of Spatial Aware Classifiers.
SETForSeQ (2020): Subjective Evaluation Tool for Foreground Segmentation Quality. 
SMV Player for Oculus Rift (2016)

Bag-D3P (2016): 
Face recognition using depth information. 
TSLAB (2015): 
Tool for Semiautomatic LABeling.   
 

   

Supplementary material  


Soccer line mark segmentation and classification with stochastic watershed transform (2022)
A fully automatic method for segmentation of soccer playing fields (2022)
Grass band detection in soccer images for improved image registration (2022)
Evaluating the Influence of the HMD, Usability, and Fatigue in 360VR Video Quality Assessments (2020)
Automatic soccer field of play registration (2020)   
Augmented reality tool for the situational awareness improvement of UAV operators (2017)
Detection of static moving objects using multiple nonparametric background-foreground models on a Finite State Machine (2015)
Real-time nonparametric background subtraction with tracking-based foreground update (2015)  
Camera localization using trajectories and maps (2014)

 

                                                                                                                                                                                                                             
 
                                                                   
 
                                                                                                                                                             
 
      

 

 

Stimulus Sampling with 360-Videos: Examining Head Movements, Arousal, Presence, Simulator Sickness, and Preference on a Large Sample of Participants and Videos

On October 5th at 12:00, Virtual seminar.

Marta Orduna, researcher at the GTI, delivered a virtual seminar on the paper “Stimulus Sampling with 360-Videos: Examining Head Movements, Arousal, Presence, Simulator Sickness, and Preference on a Large Sample of Participants and Videos” authored by H. Jun et al. still in the Early Access of the IEEE Trans. on Affective Computing. 

Abstract

As the public use of virtual reality (VR) scales, understanding how users engage across various sources of VR content is critical. 360-video is popular due to its ease of both creation and access. There are, however, few studies of 360-videos, and they suffer from three limitations. First, most studies rely on small and homogeneous samples of participants. Second, they tend to examine only a single 360-video, or a handful of them in a few exceptional cases. Third, very few studies trace participants' VR use over multiple experiences. The current study examined a large sample of participants (511) and a large set of 360-videos (80). Each participant experienced 5 of the videos, and we tracked head movement in addition to self-report data on presence, arousal, simulator sickness, and future use intention for each video. This design allowed us to answer novel questions relating to individual differences of participants and changes in experience over time, and in general to present results of VR use at a scale not seen before in the literature. Moreover, the results suggest that looking at patterns across stimuli provide unique insights which are missed when looking only within a single piece of content.