TY - CONF
T1 - Content Format and Quality of Experience in Virtual Reality
AU - Debarba, Henrique Galvan
AU - Montagud, Mario
AU - Chagué, Sylvain
AU - Lajara, Javier
AU - Lacosta, Ignacio
AU - Langa, Sergi Fernandez
AU - Charbonnier, Caecilia
N1 - Note til JCG: ingen BFI-points for denne publikationstype [Not Peer-reviewed]. /PFOR 12-01-2021
[JCG: husk at slette denne note!]
PY - 2020/8/11
Y1 - 2020/8/11
N2 - 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.
AB - 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.
KW - cs.MM
KW - cs.MM
M3 - Paper
ER -