A major challenge for the next decade is to design virtual and augmented reality systems (VR at large) for real-world use cases such as healthcare, entertainment, e-education, and high-risk missions. This requires VR systems to operate at scale, in a personalized manner, remaining bandwidth-tolerant whilst meeting quality and latency criteria. One key challenge to reach this goal is to fully understand and anticipate user behaviours in these mixed reality settings.
This can be accomplished only by a fundamental revolution of the network and VR systems that have to put the interactive user at the heart of the system rather than at the end of the chain. With this goal in mind, in this talk, we describe our current researches on user-centric systems. First, we describe our view-port based streaming strategies for 360-degree video. Then, we present more in details our research on of users‘ behaviour analysis, when users interact with the 360-degree content. Specifically, we describe a set of metrics that allows us to identify key behaviours among users and quantify the level of similarity of these behaviours. Specifically, we present our clique-based clustering methodology, information theory and trajectory base in-depth analysis. Finally, we conclude with an overview of the extension of this work to navigation within volumetric video sequences.
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Understanding Users Behaviours in User-Centric Immersive Communications
1. Understanding Users
Behaviours in User-Centric
Immersive Communications
Laura Toni
UCL - University College London
TEWI Colloquium
26 June 2020
2. A massive thanks to
Silvia Rossi (UCL)
.. the Phd Student behind this work
Cagri Ozcinar (TCD)
Our collaborators
Aljosa Smolic (TCD) Pascal Frossard
(EPFL)
Francesca De
Simone (CWI)
4. 4
A virtual - rather than physical - world in which
any user can be fully immersed and interactive
Virtual Reality (VR)
5. 360º video streaming: main challenges
• New spherical geometry
• Large volume of data to store, deliver and
display
• Ultra-low-delay constraints over bandwidth-
limited resources
• Uncertainty on the portion of content
that will be displayed by the user
5
6. Toward a personalised streaming
• S. Rossi, and L. Toni. “Navigation-aware adaptive streaming strategies for omnidirectional video”, IEEE MMSP 2017.
• Serhan Gül et al., "Low-latency Cloud-based Volumetric Video Streaming Using Head Motion Prediction”, ACM NOSSDAV 2020
• V Swaminathan, M Hosseini, "Prioritizing tile-based virtual reality video streaming using adaptive rate allocation”, US Patent App. 16/784,100
What can we do?
VR systems need to operate at scale, in a personalized manner, remaining
bandwidth-tolerant whilst meeting quality and latency criteria
• Viewport-Aware adaptation logic
• Users-centric coding strategies
• …
6
One key challenge to reach this goal is to fully understand and anticipate user
behaviours in these mixed reality settings.
8. Focus of Today
• Can we identify navigation patterns?
• Can we quantify users’ similarity in their navigation?
• Can some users be more predictable than others?
• Can the navigation pattern be representative of the single user?
• How much is navigation affected by external factors (e.g., video
content features)?
How do users actually navigate in VR environments?
8
9. Focus of Today Talk
How do users actually navigate in VR environments?
Coding-streaming optimisation
9
VR therapists Live performance
Mu Mu et al, “User attention and behaviour in virtual reality encounter”, 2020
WHIST, AoE 2019
11. Main Goal
To design metrics and methodologies to analyse users’
behaviour in 360-degree videos aiming at
• identifying dominant behaviours of immersive navigation
• quantifying similarities across contents and across users
• analysing and quantify the level of interaction of the user
with the content
11
12. Outline
Users’ navigation pattern analyse:
• a clustering approach
• a device-based study & a use case application
• an information-theory approach
12
13. Current Analysis
Traditional metrics
13
• Mean exploration angles
• Heat map
• Angular velocity
• Frequency of fixation
• X. Corbillon, F. De Simone, and G. Simon, “360-degree video head movement dataset”, ACM MMSys 2017.
• A. Nguyen and Z. Yan, “A saliency dataset for 360-degree videos”, ACM MMSys 2019.
• V. Sitzmann, A. Serrano,A.Pavel, Agrawala, D.Gutierrez, B.Masia,and G.Wetzstein, “Saliency in VR: How Do People Explore Virtual Environments?” IEEE
Transactions on Visualization and Computer Graphics, 2018.
• Xu, M., Li, C., Zhang, S., & P. Le Callet “State-of-the-art in 360 video/image processing: Perception, assessment and compression”, IEEE Journal of Selected
Topics in Signal Processing, 14(1), 5-26, 2020.
14. User Behaviour Analysis in VR system
Traditional metrics
Scenario A Scenario B
But do these metrics capture all the actual trajectory behaviour ?
14
• Mean exploration angles
• Heat map
• Angular velocity
• Frequency of fixation
15. Scenario A Scenario B
• Angular velocity
• Frequency of fixation
• Mean exploration angles
• Heat map
But do these metrics capture all the actual trajectory behaviour ?
User Behaviour Analysis in VR system
Traditional metrics
FAIL
15
16. Outline
Users’ navigation pattern analyse:
• a clustering approach
• a device-based study & a use case application
• an information-theory approach
16Rossi, S., De Simone, F., Frossard, P., & Toni, L.m "Spherical clustering of users navigating 360 content”, IEEE ICASSP 2019.
18. Overall Goal
18
Our Goal: To propose a clustering method able to clusters
users based on their navigation patterns on the sphere.
we cluster themgiven all users’ trajectories
18
19. Why Clustering in VR?
19
… to a more reliable heat map
from clustering…
… to a predicted navigation paths
… to a practical dataset analysis
… to identify key behaviours for optimal
coding/QoE evaluation etc
20. What Are the Main Challenges?
20
• To take into account the spherical geometry of the spherical content
2 [✓n ± ✓/2] and 8 2 [ n ± /2]} where
r point of the block n. However, the regular
with variable area, as show in Figure 3. In
S = ✓ while on the rendered view the
sphere. Therefore, this area changes with the
ge. In order to consider this deformation, the
eir surface.
om planar to sphere.
ach frame a high quality in the part with the
icular, the main part of the panorama is the
the user’s viewing direction. The viewport is
the sphere in the point of viewing direction.
and latitude (0 ⇡) values [1]. In the same way a g
be defined on the sphere as the set {(✓, ) s.t. 8✓ 2 [✓n ±
✓, are the dimensions and (✓n, n) is the center point
blocks of the panorama are mapped on the sphere with va
particular, on the planar their surface is equal to S = ✓
surface is S = r2
sin ✓ where r is the ray of the sphere.
latitude introducing distortion in the projected image. In o
quality on the sphere of each block is weighted by their surf
Figure 3: Map projection from plan
3.2 Spherical QoE metric
In our streaming system, we want to ensure inside each fram
most probability to be viewed from the user.In particular, t
viewport that is the portion displayed depending on the use
geodesic distance as distance metric
21. What Are the Main Challenges?
21
• To identify clusters that are meaningful in the VR domain!
To adopt a metric that reflects the actual viewport overlap
The geodesic distance approximates the actual viewport overlap
is ⇡/8 in both cases Figure 1(a) and (b). However, the green view-
port in the second figure is rotated of ⇡/2. Even if it is an extreme
situation, this rotation reduces the overlap from 87% to 58% of the
total area. It follows that the the geodesic distance is an approxima-
tion (and not exact reflection) of the viewport overlap. The closest
the viewports centers (i.e., the smaller the distance) the smaller is
the approximation error in taking into account the geodesic distance
rather than the viewport overlap. At the same time, for large dis-
tances, the approximation error can be substantial. Therefore, in this
paper we aims at finding a threshold value Gththat minimize the
discrepancy between these two metrics.
(a) Green and blue viewports same
rotation - overlap 87%
(b) Green viewport rotated of ⇡
2
-
overlap 58%
Fig. 1. Comparison of viewport overlap between viewports with
centre distance ⇡
10
but different rotation angles.
To further demonstrate the validity of our assumption, we con-
two videos of the
coaster has one mai
Timelapse, there ar
ple) along the equat
geodesic distance a
wise geodesic dista
axis in red) between
Rollercoster frame
has been plotted wi
value of geodesic d
between the two m
high, the geodesic d
value. Looking at t
can notice that mos
reference user, in m
To formalise th
to all video in the
lem, we used a Rec
22. What Are the Main Challenges?
22
• To identify clusters that are meaningful in the VR domain!
To adopt a metric that reflects the actual viewport overlap
To identifies users that are actually looking at the same
portion of the sphere
Classical clustering methods do not guarantee this joint overlap
23. • “CLS: A Cross-user Learning based System for Improving QoE in 360-degree
Video Adaptive Streaming”
ACM Multimedia Conference on Multimedia Conference 2018
Authors: L. Xie, X. Zhang, and Z. Guo
• “Trajectory- Based Viewport Prediction for 360-Degree Virtual Reality
Videos”
IEEE conference on Artificial Intelligence and Virtual Reality 2018
Authors: S. Petrangeli, G. Simon, and V. Swaminathan
✓ Clustering for VR users
✗ Euclidean distance as distance metric
State-of-the-art
✓ Clustering of trajectories + prediction
✓ Spherical geometry taken into account
✗ “Classical” clustering method
23
24. Our Proposed Approach
Step 1: To evaluate users similarity as a threshold-based geodesic
distance
Step 2: To propose a clique-based clustering method based on the
metric derived in step1
24
25. Threshold-based geodesic distance
Users are similar if they share at least a portion Oth of
their viewports (say 80%)
how do we translate this into geodesic distance?
Chapter 4. Toward User Prediction in Virtual Reality
- - /2 0 /2
theta
3* /4
/2
/4
0
phi
Rollercoaster - User positions at frame = 1480
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5758
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(a) Users position at Rollercoaster frame =
1480
(b) Rollercoaster frame = 1480
3* /4
/2
/4
0
phi
Elephant - User positions at frame = 1308
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Chapter 4. Toward User Prediction in Virtual Reality
- - /2 0 /2
theta
3* /4
/2
/4
0
phi
Rollercoaster - User positions at frame = 1480
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(a) Users position at Rollercoaster frame =
1480
(b) Rollercoaster frame = 1480
- - /2 0 /2
theta
3* /4
/2
/4
0
phi
Elephant - User positions at frame = 1308
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(c) Users position at Elephant frame =
1308
(d) Elephant frame = 1308
- - /2 0 /2
theta
3* /4
/2
/4
0
phi
Diving - User positions at frame = 1265
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(e) Users position at Diving frame = 1265 (f) Diving frame = 1265
/4
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Timelapse - User positions at frame = 1228
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. Toward User Prediction in Virtual Reality
3
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frame = (b) Rollercoaster frame = 1480
rame = (d) Elephant frame = 1308
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= 1265 (f) Diving frame = 1265
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4. Toward User Prediction in Virtual Reality
3
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frame = (b) Rollercoaster frame = 1480
rame = (d) Elephant frame = 1308
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= 1265 (f) Diving frame = 1265
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frame = (h) Timelapse frame = 1228
ons of users’ viewport. Right column: Frame for
41
Do users at a max
distance of G have an
overlap of at least Oth
false positive,
true negative…
25
Step 1: To evaluate users similarity as a threshold-based geodesic
distance
%
blue’%cluster%with%2%user’s%viewports%
!
ROC Evaluation
26. Threshold-based geodesic distance
Users are similar if they share at least a portion Oth of their viewports (say 80%)
how do we translate this into geodesic distance?
general, we evaluated this curve using all the selected videos and comparing
all possible users couple. Figure 4.4 shows our result. The best value of
geodesic distance is ⇡
10 since it corresponds to a TPR value very close to 1,
which in our application means a strong matching of neighbours detected
with the overlap and the geodesic distance. At the same time, the FPR
for ⇡
10 is around 0.1, which means that only the 10% of times two users
are wrongly identified as neighbours in term of geodesic distance. For our
application, we want to be sure to detect all the couple of neighbour and
we can tolerate to have an optimistic prediction, therefore ⇡
10 is a suitable
value.
Figure 4.4: ROC curve to evaluate geodesic distance threshold value considering
all selected video.
we look at the ROC curve averaged across videos
26
27. Threshold-based geodesic distance
Only users below threshold Gth can be neighbour in a graph representation
27
Step 1: To evaluate users similarity as a threshold-based geodesic
distance
ROC to evaluate Gth (Done once for all videos)
1 1 0 1
1 1 0 1
0 0 1 0
1 1 0 1
Fig. 3. ROC curve to evaluate optimal Gth considering all video in
database [13] and Oth = 80% .
3. CLIQUE-BASED CLUSTERING ALGORITHM
We now describe the proposed clustering algorithm, aimed at iden-
tifying clusters of users having a common viewport overlap. We
model the evolution of users’ viewports over a time-window T as
a set of graphs {Gt}T
t=1. Each unweighted and undirected graph
Gt = {V, Et, Wt} represents the set of users2
navigating over time,
where V and Et denote the node and edge sets of Gt. Each node in V
corresponds to a user interacting with the 360 content at instant t.
Each edge in Et connects neighbouring nodes, where two nodes are
neighbours if the geodesic distance between the viewport centers as-
sociated to the users represented by the nodes is lower than Gth , as
defined in Section II. The binary matrix Wt is the adjacency matrix
of Gt, with wt(i, j) = 1 if users are neighbors. More formally:
wt(i, j) =
(
1, if g(i, j) Gth
0, otherwise
(1)
where g(i, j) is the geodesic distance between the viewport centres
of users i and j and Gth is thresholding value, introduced in Section
II.
Looking at the graphs over time {Gt}T
t=1, we are interested in
clustering users based on their trajectories within a time window of
duration T. In other words, we are interested in identifying users that
have similar behaviour over time. With this goal in mind, we derive
an affinity matrix A that will be the input to our clustering algorithm
Similarly to other clusters of trajectories [23]. Each element of A is
defined as following:
!
Input: {Gt}T
t=1, D
Output: K,QQQ = [Q1, ..
Init: i = 1, A(1)
= ID(
repeat
CCC = [C1, ..., CL] KB
l?
= arg maxl |Cl|
Qi = Cl?
A(i+1)
= A(i)
(CCC Cl? )
i i + 1
until A(i)
is not empty;
K = i 1
our definition of meaningful
cant pairwise viewport overl
video. Therefore, we propo
ular, we consider the Bron-K
maximal cliques present in o
graphs forming cliques). Wh
ping cliques (one user can b
rather interested in identifyin
the BK algorithm and propo
tifying non overlapping cliqu
the clustering method by eva
Then, we perform the follow
1. Maximal cliques in t
rithm.
2. Among the resulting
(with the highest card
3. A new affinity matrix
sponding to the eleme
These three steps are repeate
28. Clique-Based Clustering
28
in graph theory, a clique is a set of points all connect among each other
5 40 45 50 55
0
25
50
75
100
%viewportoverlap
ster
50
75
100
ewportoverlap
Fig. 4. Graphical example of the proposed clique clustering
Algorithm 1 Clique-Based Clustering
Input: {Gt}T
t=1, D
Output: K,QQQ = [Q1, ..., QK ]
Init: i = 1, A(1)
= ID(
P
t Wt),QQQ = [{;}, . . . , {;}]
repeat
CCC = [C1, ..., CL] KB(A(i)
)
l?
= arg maxl |Cl|
Looking at the viewports centers as nodes of graphs, we can propose a
clique-based clustering
55
0
25
50
75
100
%viewportoverlap
Fig. 4. Graphical example of the proposed clique clustering.C. Bron and J. Kerbosch, “Algorithm 457: finding all cliques of an undirected graph,” Communications of
the ACM, vol. 16, no. 9, 1973.
29. Clique-Based Clustering
29
• adjacency matrix constructed based on the threshold based geodesic distance
• elements in the clusters are all neighbors (as only cliques can be clusters)
Each cluster identifies users with a substantial viewport overlap!
points. The bi-
wt(i, j) = 1 if
tres of users i
(1)
wport centre of
g at the graphs
users based on
o other clusters
hat will be the
(2)
eans that users
threshold in N
, j) =
Q
t Wt,
Fig. 4. Graphical example of the proposed clique clustering.
Algorithm 1 Clique-Based Clustering
Input: {Gt}T
t=1, D
Output: K,QQQ = [Q1, ..., QK ]
Init: i = 1, A(1)
= ID(
P
t Wt),QQQ = [{;}, . . . , {;}]
repeat
CCC = [C1, ..., CL] KB(A(i)
)
l?
= arg maxl |Cl|
Qi = Cl?
A(i+1)
= A(i)
(CCC Cl? )
i i + 1
until A(i)
is not empty;
K = i 1
1. Maximal cliques in the graph are derived from the Bron-
Kerbosch algorithm.
2. Among the resulting cliques, only the most populated one
(i.e., the one with largest cardinality) is kept as cluster.
3. A new affinity matrix is built, by eliminated the entries cor-
responding to the elements of the cluster identified in Step
2).
These three step are repeated until the all nodes are assigned to clus-
ters. It is worth mentioning that this iterative selection does notRossi, S., De Simone, F., Frossard, P., & Toni, L.m "Spherical clustering of users navigating 360 content”, IEEE ICASSP 2019.
30. •Users navigation data set from IMT Atlantique
•Proposed clustering compared with
•K-means
•Community detection algorithm
•Spectral Clustering of trajectories
Simulations: Settings
“Rollercoaster” “Timelapse NY”
30
32. Results - Clustering of Trajectories
32
Trajectory clustering
d of the ”Mean Overlap Cl.” etc.}{SR:Do you prefer leave only the main cluster
esic dis-
n the K-
he value
as well
led “K-
ented in
e-based
among
orts re-
clusters
cluster
ures the
respect
aint that
s. This
pulated
users).
a main
5 10 15 20 25 30 35 40 45 50 55
sec
0
10
20
30
40
50
60
70
80
90
100
%OverallintersectionVPs
Clique clustering (57.45%)
SC - T = 3s. (8.12%)
SC - entire video (29.52%)
SC - K given (49.85%)
(a) Rollercoaster video - T = 3 s.
70
80
90
100
nVPs
33. Chapter 4. Toward User Prediction in Virtual Reality
(a) Rollercoaster video
Analysis based on Clusters
33
34. Open Questions
34
• Can we improve the clustering?
• Can we better analyse users similarity?
• Do we know which factors impact on the users
behaviour and the similarity?
35. Outline
Users’ navigation pattern analyse:
• a clustering approach
• a device-based study & a use case application
• an information-theory approach
S. Rossi, C. Ozcinar, A. Smolic and L. Toni. “Do users behave similarly in VR? Investigation of the influence on the
system design”, ACM Transactions on Multimedia Computing Communications and Applications (2020).
36. Key Motivation
• How does our clustering algorithm perform?
➡ Collected new dataset
➡ Developed further our analysis
• Can we benefit for our analysis in an applicative scenario?
➡ Proposed a user-centric server optimisation problem and
compared results wrt our analysis
36
37. DcmeaAciMie
• 15 videos + 3 test videos
(20sec.| 30fps |
2560x1440resolution)
• 5 videos per category
(Documentary, Action,
Movie)
Material
Collecting data
360 Video Renderer
Scene
Te t re
ie port
trajectoriesScene objects
Camera Mesh
Sphere
Geometr
Sensors
ODV Te t re
360 180
M SQL
Implementation test-platform*
• 94 participants took part in our
subjective experiment:
➡ 2/3 from UCL and 1/3 from TCD
➡ 65 males and 29 females
➡ aged between 21 to 52
(avg. 31 years)
VR SUBJECTIVE TEST
Dataset Collection
37
39. Viewport angular velocity
• Users dynamically navigate more the content with laptop
• Movie are explored slower with all devices
• HMD has the lowest speed across devices and video categories
360 Video Renderer
Scene
Te t re
ie port
trajectoriesScene objects
Camera Mesh
Sphere
Geometr
Sensors
ODV Te t re
360 180
M SQL
360 Video Renderer
Scene
Te t re
ie port
trajectoriesScene objects
Camera Mesh
Sphere
Geometr
Sensors
ODV Te t re
360 180
M SQL
360 Video Renderer
Scene
Te t re
Scene objects
Camera Mesh
Sphere
Geometr
Sensors
➡ Users’ behaviour changes not only based on the video content
categories but also on the selected viewing devices
39
41. A user affinity metrice while consuming the ODV content. Also, this is done by taking
metry of the ODVs. We therefore introduce a novel metric (based on
orithm) to better reect similarity among users’ navigation trajecto
V. We dene this metric as the User Anity Index (UAI), given as fo
UAI =
ÕC
i=1 xi · wi
ÕC
i=1 wi
ere C is the number of clusters detected in a frame by the clique-clus
, out of the whole population/users sampled) in cluster i andwi is the
other words, the UAI represents the weighted average of cluster popu
e clique-based clustering is applied with a geodesic distance threshold equal to /8.
M Trans. Multimedia Comput. Commun. Appl., Vol. , No. , Article . Publication date:
• C: number of clusters detected in a frame by the clique-clustering
• xi : % of users in cluster i
• wi : number of users in cluster i
41
42. User Affinity
0 2 4 6 8 10 12 14 16 18 20
sec
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
UserAffinity
Clustering only HMD (44.91%)
Clustering only Laptop (35.10%)
Clustering only Tablet (49.27%)
Clustering all devices (35.51%)
Documentary (1 - Baby Pandas)
Affinity affected by content
42
43. User Affinity
0 2 4 6 8 10 12 14 16 18 20
sec
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
UserAffinity
Clustering only HMD (79.20%)
Clustering only Laptop (67.59%)
Clustering only Tablet (46.45%)
Clustering all devices (60.09%)
Movie (12 - Help)
Affinity different based on device
43
44. A user-centric server optimization
ILP for optimal VR representations to be stored at the main server?
x x
CDN Interactive Users
pl
Ingest
Server
Navigation Based
Adaptation Logic
Vie
Tile-based
Encoder
Optimal
set to
store
Network
information
Content Provider
Head
Movement
0 2 4 6 8 10 12 14 16 18 20
Time (sec)
10
15
20
25
StoredBitRate(Mbps)
0
0.5
1
UAI
(a) Documentary (ID 03): total bitrate
0 2 4 6 8 10 12 14 16 18 20
Time (sec)
10
15
20
25
StoredBitRate(Mbps)
0
0.5
1
UAI
0 2
0%
25%
50%
75%
100%
%storedrepresentations
(d) Documen
0 2
0%
25%
50%
75%
100%
%storedrepresentations
Is there any correlation between Stored bitrate and UAI?
44
45. • Sequences with no main focus of attention
users experience a low affinity, not perturbed by the viewing device.
• Sequences with a main focus of attention
‣ users affinity is strongly related to the selected viewing device.
‣ HMD leads to quite similar navigation among users.
• User-centric server optimization:
‣ The users’ behaviour during the navigation affects the resource
allocation of the optimal set
‣ UAI provides a good representation of the existing correlation
between users’ behaviour and optimal set
‣ UAI could be a key metric in the design of the next generation
systems.
Take-Home Message
45
46. • UAI is a clustering-based metric. Is this enough?
• Which metrics are usually considered in human-
trajectory studies?
Whatelse?
46
47. Outline
Users’ navigation pattern analyse:
• a clustering approach
• a device-based study a use case application
• an information-theory approach
S. Rossi, and L. Toni. “Understanding User Navigation in Immersive Experience: an Information-Theoretic
analysis”, In International Workshop on Immersive Mixed and Virtual Environment Systems (MMVE’20)
48. 48
User Behaviour Analysis in VR system
D) User’s Trajectories Analysis
v1 v2 vj. . .
uiui
A) Experiments B) Raw Data Collected
users
video
C) Pre-Processing
ui = (x1, t1), . . , (xn, tn)
users
video
Intra-user behaviour
analysis:
Actual Entropy
Fixation map Entropy
To characterise the
navigation of each user
over time against different
video contents.
Inter-user behaviour analysis
Mutual Information
Transfer Entropy
To study the behaviour of a single user in
correlation with others in the same content.
49. 49
User Behaviour Analysis in VR system
D) User’s Trajectories Analysis
v1 v2 vj. . .
uiui
A) Experiments B) Raw Data Collected
users
video
C) Pre-Processing
ui = (x1, t1), . . , (xn, tn)
users
video
Intra-user behaviour
analysis:
Actual Entropy
Fixation map Entropy
To characterise the
navigation of each user
over time against different
video contents.
Inter-user behaviour analysis
Mutual Information
Transfer Entropy
To study the behaviour of a single user in
correlation with others in the same content.
50. A key quantity in information theory that measures the uncertainty
associated with an event.
Intra-User behaviour metrics
Entropy
H(X) = −
∑
x∈X
p(x)log(p(x))
Actual Entropy
Introduced as a proxy of predictability of human mobility patterns [1],
the actual entropy quantifies the information carried within a given
trajectory.
[1] C. Song, Z. Qu, N. Blumm, and A. Barabási. 2010. Limits of predictability in human mobility. Science.
Hact
(X) ≈
(
1
n
n
∑
t=1
λt
)
−1
log2(n)
50
51. Intra-User behaviour analysis
A
B
X. Corbillon, F. De Simone, and G. Simon. 2017. 360-degree video head movement dataset.
In Proceedings of the 8th ACM on Multimedia Systems Conference.
51
52. Intra-User behaviour analysis
A
B
X. Corbillon, F. De Simone, and G. Simon. 2017. 360-degree video head movement dataset.
In Proceedings of the 8th ACM on Multimedia Systems Conference.
2
4681012141618
20
22
24
26
28 30
323436
38
40
42
44464850525456
5860
2
4
6 8
10
12
14 16
18
20
2224
26
283032
34
36 38 404244
46
48
50 52
54
56
58
60
2
46
81012 1416182022
24
26 28 30
32
3436
38
40
42444648
50
525456
58
60
User 30: = 0.12
= 0.21·10−2
Hact
(X)
H(M)
User 48: = 0.65
= 0.43·10−2
Hact
(X)
H(M)
User 49: = 0.28
= 0.32·10−2
Hact
(X)
H(M)
53. Intra-User behaviour analysis
A
B
X. Corbillon, F. De Simone, and G. Simon. 2017. 360-degree video head movement dataset.
In Proceedings of the 8th ACM on Multimedia Systems Conference.
2
4681012141618
20
22
24
26
28 30
323436
38
40
42
44464850525456
5860
2
4
6 8
10
12
14 16
18
20
2224
26
283032
34
36 38 404244
46
48
50 52
54
56
58
60
2
46
81012 1416182022
24
26 28 30
32
3436
38
40
42444648
50
525456
58
60
User 30: = 0.12
= 0.21·10−2
Hact
(X)
H(M)
User 48: = 0.65
= 0.43·10−2
Hact
(X)
H(M)
User 49: = 0.28
= 0.32·10−2
Hact
(X)
H(M)
➡ High indicates more
randomness in the navigation
Hact
54. 54
Inter-User behaviour metrics
A) Experiments B) Raw Data Collected
user
vide
C) Pre-Processing
ui = (x1, t1), . . , (xn, tn)
D) User’s Trajectories Analysis
v1 v2 vj. . .
uiui
users
video
Intra-user behaviour
analysis:
Actual Entropy
Fixation map Entropy
To characterise the
navigation of each user
over time against different
video contents.
Inter-user behaviour analysis
Mutual Information
Transfer Entropy
To study the behaviour of a single user in
correlation with others in the same content.
55. An other fundamental metric of information theory that measures the reduction of
uncertainty of a random variable provided by the knowledge of a second
variable .
X
Y
Inter-User behaviour metrics
Mutual
Transfer
I(X, Y) =
∑
x∈X,y∈Y
p(x, y)log
(
p(x, y)
p(x)p(y) )
Considering not only the occurrence of events but also their temporal ordering,
this metric measures reduction of uncertainty about the future value of a variable
by knowing the whole past history of itself and of a second variable.
TE(X → Y) = H(Yf |Yp) − H(Yf |Xp, Yp)
55
56. We need to study, understand, and predict users behaviour when navigating in the
spherical domain
• Clusters are meaningful if identifying users looking at the same portion of content
• We proposed a clique-based clustering to guarantee a viewport overlap among users in
the same clusters
• Deeper analysis showed us correlation between content-device and level of interactivity
• UAI can be a good metric for system design
• The above correlation can be formalised via information-theory metric
• The intra-user behavioural analysis has showed:
‣ some users have consistent patterns across different contents
‣ the lack of a dominant FoA leads to higher randomness in navigation trajectories
Conclusions
56
57. • To investigate further the link between content (FoAs) - device -
and users navigation
• To be able to expand existing datasets
• To understand if the information-theory metrics have an impact
with the users’ prediction
• To extend the users’ behaviour analysis to 6DoF
Future Directions
57