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Evaluation Scenes

Making an Evaluation Scene

Scenes are defined in the configuration file using a set of identifiers, parameters, and audio and visual material.

Object-based Audio + CGI

Here's an example scene configuration for a CGI scene. The evaluation scene uses individual audio files which are associated with audio objects in virtual reality, and are rendered using an object-based audio workflow.

"Scenes" : [
{
"stimuli_ID" : "Scene_stereo_bongos_interaction",
"unityScene_ID" : "_bongos_demo",
"visualStimuliType" : "CGI",
"dimensions" : [ 30.0, 8.0, 30.0 ],
"multichannelAudio" : {
"multichannelAudioFile" : null
},
"objectAudio" : {
"objectAudioFolder" : "audio/_bongos/edited",
"objectAudioRouting" : [
{
"pathToFile" : "1_bongos_L.wav",
"inputChannel" : 0,
"autoplay" : 1
},
{
"pathToFile" : "2_bongos_R.wav",
"inputChannel" : 1,
"autoplay" : 1
}
]
}
}
]

Let's break it down...

  • scene_ID → A string to define the test item (e.g., "Scene_stereo_bongos_interaction", to help us identify certain aspects of the item quickly)
  • unityScene_ID → A string entry used to inform the Unity client which Unity scene should be loaded
  • VisualStimuli → Either CGI or ODV entry to determine which further config entries are of interest
  • dimensions → X, Z, Y dimensions of the virtual scene, used for paramater input normalizion for VSTs
  • multichannelAudioFile → path to the multichannel audio file(s)
  • objectAudioFolder → path to the folder containing the mono audio files used for audio objects
  • objectAudioRouting → An array entry of nested data regarding specific audio files. For each audio file, we provide
    • pathToFile → name/path of the audio file relative to the audio objectAudioFolder
    • inputChannel → input channel to the VST
    • autoplay1 or 0 to say if the file should continuously loop from start or be triggered by event

Object-based + 360 Video

An example using a 360 which has been augments by audio objects with the object rendering pipeline.

"audioRendering" : {
...
"renderingPipeline" : "Objects",
...
},
"Scenes" : [
{
"scene_ID" : "Scene_sax_video_audio_object",
"unityScene_ID" : "_videoPlayer", // <- Specific scene for video playabck.
"visualStimuliType" : "ODV",
"videoFiles" : [ // <- List allows multiple video files per scene.
{
"pathToFile" : "saxophone/video/saxophonePlayer.mp4",
"video_ID" : 1
}
],
"dimensions" : [ 5, 5, 5 ],
"multichannelAudio" : {
"multichannelAudioFile" : null
},
"objectAudio" : {
"objectAudioFolder" : "saxophone/objects",
"objectAudioRouting" : [
{
"pathToFile" : "saxophone.wav",
"inputChannel" : 0,
"autoplay" : 1
}
]
}
}
]

A scene that is recorded via a 360 camera doesn't change in terms of the content that is recorded. However, it CAN change in terms of encoding, resolution, or frame-rate, for example. Therefore, multiple recordings can be classified as the same scene.

Allowing multiple video files to be assigned to a single scene is an efficient way of creating test items for ACR video quality evaluation, where all other parameters would remain the same.

Ambisonics audio + 360 Video

An example using the multichannel rendering pipline with Ambisoncis audio and 360 video...

"audioRendering" : {
...
"renderingPipeline" : "Multichannel", // <- Set rendering pipeline for Multichannel audio.
...
},
"Scenes" : [
{
"scene_ID" : "Scene_sax_video_audio_object",
"unityScene_ID" : "_videoPlayer", // <- Specific scene for video playabck.
"visualStimuliType" : "ODV",
"videoFiles" : [ // <- List allows multiple video files per scene.
{
"pathToFile" : "saxophone/video/saxophonePlayer.mp4",
"video_ID" : 1
}
],
"dimensions" : [ 5, 5, 5 ], // <- This is ignored in multichannel audio rendering
"multichannelAudio" : {
"multichannelAudioFile" : "saxophone/ambisonics/4OA_Saxophone.wav"
},
"objectAudio" : {
"objectAudioFolder" : "null",
"objectAudioRouting" : [ ]
}
}
]

Here, we've removed information regarding audio objects and object routing, and have inlcuded a path to the Ambisonics audio file.

Ambisoncs audio + CGI

An example using a CGI scene and Ambisonics audio

"audioRendering" : {
...
"renderingPipeline" : "Multichannel", // <- Set rendering pipeline for Multichannel audio.
...
},
"Scenes" : [
{
"scene_ID" : "Scene_city_1OA_audio",
"unityScene_ID" : "_city",
"visualStimuli" : "CGI",
"dimensions" : [ 50.0, 8.0, 50.0 ],
"multichannelAudio" : {
"multichannelAudioFile" : "city/ambisonics/4OA_City.wav"
},
"objectAudio" : {
"objectAudioFolder" : "null",
"objectAudioRouting" : [ ]
}
}
]