Content Format and Quality of Experience in Virtual Reality
August 11, 2020 Β· Declared Dead Β· π Multimedia tools and applications
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Authors
Henrique Galvan Debarba, Mario Montagud, Sylvain ChaguΓ©, Javier Lajara, Ignacio Lacosta, Sergi Fernandez Langa, Caecilia Charbonnier
arXiv ID
2008.04511
Category
cs.MM: Multimedia
Citations
16
Venue
Multimedia tools and applications
Last Checked
2 months ago
Abstract
In this paper, we investigate three forms of virtual reality content production and consumption. Namely, 360 stereoscopic video, the combination of a 3D environment with a video billboard for dynamic elements, and a full 3D rendered scene. On one hand, video based techniques facilitate the acquisition of content, but they can limit the experience of the user since the content is captured from a fixed point of view. On the other hand, 3D content allows for point of view translation, but real-time photorealistic rendering is not trivial and comes at high production and processing costs. We also compare the two extremes with an approach that combines dynamic video elements with a 3D virtual environment. We discuss the advantages and disadvantages of these systems, and present the result of a user study with 24 participants. In the study, we evaluated the quality of experience, including presence, simulation sickness and participants' assessment of content quality, of three versions of a cinematic segment with two actors. We found that, in this context, mixing video and 3D content produced the best experience.
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