Free-viewpoint video, as the development direction of the next-generation video technologies, uses the depth-image-based rendering (DIBR) technique for the synthesis of video sequences at viewpoints, where real captured videos are missing. As reference videos at multiple viewpoints are not available, a blind reliable real-time quality metric of the synthesized video is needed. Although no-reference quality metrics dedicated to synthesized views successfully evaluate synthesized images, they are not that effective when evaluating synthesized video due to additional temporal flicker distortion typical only for video. In this paper, a new fast no-reference quality metric of synthesized video with synthesis distortions is proposed. It is guided by the fact that the DIBR-synthesized images are characterized by increased high frequency content. The metric is designed under the assumption that the perceived quality of DIBR-synthesized video can be estimated by quantifying the selected areas in the high-high wavelet subband. The threshold is used to select the most important distortion sensitive regions. The proposed No-Reference Morphological Wavelet with Threshold (NR_MWT) metric is computationally extremely efficient, comparable to PSNR, as the morphological wavelet transformation uses very short filters and only integer arithmetic. It is completely blind, without using machine learning techniques. Tested on the publicly available dataset of synthesized video sequences characterized by synthesis distortions, the metric achieves better performances and higher computational efficiency than the state-of-the-art metrics dedicated to DIBR-synthesized images and videos.
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http://dx.doi.org/10.1109/TIP.2019.2919416 | DOI Listing |
Brain Behav
January 2025
Educational Psychology Division, Public Course Teaching Department, Guangzhou Sport University, Guangzhou, China.
Background: The digital age has had a profound impact on our lives and cognitive abilities, such as working memory. Typically, visual working memory (VWM) is an important aspect of our working memory. As a crucial cognitive function for individuals, VWM has been extensively studied in the context of the digital age and may be affected by the digital age.
View Article and Find Full Text PDFSemin Oncol Nurs
December 2024
Associate Professor, Alice Lee Centre for Nursing Studies, Yong Loo Lin School of Medicine, National University of Singapore, Singapore. Electronic address:
Objective: Evolving digital technology has paved the way for endless potentiality. Leveraging on digital technology for healthcare purposes can target cancer patients, thus improving physical and psychological symptoms. Nevertheless, there is limited consolidated evidence on the effectiveness of virtual reality (VR) and mobile applications.
View Article and Find Full Text PDFHeliyon
December 2024
Injury Prevention and Mobility Laboratory, Department of Biomedical Physiology & Kinesiology, Simon Fraser University, Burnaby, British Columbia, Canada.
Falls are common in mountain biking (MTB), and often involve high speeds, large descent heights, and rough landing terrains. However, most falls in MTB do not cause serious injury. This may be due, in part, to protective movements used by MTB riders to avoid injury.
View Article and Find Full Text PDFMicrobiome
December 2024
College of Life Sciences, Shihezi University, Shihezi, Xinjiang, 832003, China.
J Med Internet Res
December 2024
Department of Mental Health, Johns Hopkins Bloomberg School of Public Health, Johns Hopkins University, Baltimore, MD, United States.
Background: Increasing digital technology and media use among young people has raised concerns about problematic use and negative consequences. The formal recognition of a technology addiction (eg, gaming disorder) requires an understanding of the landscape of interventions designed to prevent this disorder and related technology addictions.
Objective: We conducted a rapid systematic review to investigate the current evidence on approaches to prevent problematic technology use and promote digital well-being, defined as the healthy use of digital media and technology and the absence of problems resulting from excessive use.
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