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The recent rise of interest in Virtual Reality (VR) came with the availability of commodity commercial VR prod- ucts, such as the Head Mounted Displays (HMD) created by Oculus and other vendors. To accelerate the user adoption of VR headsets, content providers should focus on producing high quality immersive content for these devices. Similarly, multimedia streaming service providers should enable the means to stream 360 VR content on their platforms. In this study, we try to cover different aspects related to VR content representation, streaming, and quality assessment that will help establishing the basic knowledge of how to build a VR streaming system.
Volumetric media, popularly known as holograms, need to be delivered to users using both on-demand and live streaming, for new augmented reality (AR) and virtual reality (VR) experiences. As in video streaming, hologram streaming must support network
The panoramic video is widely used to build virtual reality (VR) and is expected to be one of the next generation Killer-Apps. Transmitting panoramic VR videos is a challenging task because of two problems: 1) panoramic VR videos are typically much l
Adaptive bitrate (ABR) streaming is the de facto solution for achieving smooth viewing experiences under unstable network conditions. However, most of the existing rate adaptation approaches for ABR are content-agnostic, without considering the seman
Reconstructing 3D models from large, dense point clouds is critical to enable Virtual Reality (VR) as a platform for entertainment, education, and heritage preservation. Existing 3D reconstruction systems inevitably make trade-offs between three conf
Virtual Reality (VR) games that feature physical activities have been shown to increase players motivation to do physical exercise. However, for such exercises to have a positive healthcare effect, they have to be repeated several times a week. To ma