Enabling and Understanding Interactive Social VR360 Video Viewing

Miguel Fernández-Dasí, Mario Montagud Climent, Isaac Fraile, Josep Paradells, S. Fernández
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Abstract

This paper reports on the research being done towards enabling and understanding interactive social VR360 video viewing scenarios, by exclusively relying on web-based technologies, and using different types of consumption devices. After motivating the relevance of the research topic and associated impact, the paper elaborates on key requirements, features, and system components to effectively enable such scenarios, such as: adaptive and low-latency streaming, media synchronization, social presence, interaction channels, and assistive methods. For each of these features and components, different alternatives are assessed and proof of concept implementations are being provided. With an effective combination and integration of all these contributions, an end-to-end platform can be built and used as a research framework to explore the applicability and potential benefits of social VR360viewing in a variety of use cases, like education, culture or surveillance, by tailoring the technological components based on lessons learned from experimental studies. These use case studies can also provide relevant insights into activity patterns, behaviors, and preferences in Social Viewing scenarios.
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实现和理解交互式社交VR360视频观看
本文报告了通过完全依赖基于web的技术和使用不同类型的消费设备,为实现和理解交互式社交VR360视频观看场景所做的研究。在激发了研究课题的相关性和相关影响之后,本文详细阐述了有效实现这些场景的关键需求、特征和系统组件,例如:自适应和低延迟流、媒体同步、社交存在、交互渠道和辅助方法。对于这些特性和组件中的每一个,都评估了不同的替代方案,并提供了概念实现的证明。通过有效地结合和整合所有这些贡献,可以构建一个端到端平台,并将其用作研究框架,通过根据实验研究的经验教训定制技术组件,探索社交vr360观看在各种用例(如教育、文化或监控)中的适用性和潜在优势。这些用例研究还可以提供对社交查看场景中的活动模式、行为和偏好的相关见解。
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