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Factors influencing the mass adoption of VR video platformsZaiets, Myroslava January 2021 (has links)
Despite the number of studies demonstrating the opportunities for the broad implication of virtual reality (VR) across numerous industry domains, including media, this technology has not yet made history, to a large extent, because of the bottlenecks that prevent it from becoming mainstream. A number of media houses, video production companies, and even VR equipment developers such as The New York Times, Disney, or Oculus invested into the creation of the VR video platforms and apps with 360-degree films and VR movies. However, their acceptance by a general public has been slower than many have anticipated. This paper explores the ecosystem of platforms serving VR video and identifies the factors influencing their development and adoption based on the insights from the previous research on the technology acceptance models (TAMs) of virtual reality and interviews with ten VR professionals: developers, content providers, and representatives of VR video platforms. This qualitative study reveals that VR hardware design and performance (degrees of freedom, rendered video quality, immobility, interaction with VR content, cybersickness), the price of VR headsets (which are monofunctional devices), limited socialization features in virtual environment, the lack of appealing VR content and issues with its production are some of the main components that hinder the interest towards virtual reality and VR video platforms by a large audience. These determinants, subsequently, may influence the VR users’ perceived enjoyment, usefulness and ease of use, essential for the emerging technologies diffusion. The paper presents the discussion on the bottlenecks and potential growth points that may become the drivers for the further development of platforms offering VR video and their adoption by the wider public. / Trots ett stort antal studier som visar upp möjligheterna för bred implikation av virtual reality (VR) över flertalet branschdomäner, inklusive media, har denna teknik ännu inte fått ett brett genomslag, i stor utsträckning, på grund av flaskhalsar som hindrar den från att bli "mainstream". Ett antal mediehus, videoproduktionsföretag och till och med utvecklare av VR-utrustning (som The New York Times, Disney samt Oculus) investerade i skapandet av VR-videoplattformar och appar med 360-graders filmer och VR-filmer. Allmänhetens acceptans har gått långsammare än många har förväntat sig. Denna uppsats utforskar ekosystemet för plattformar som leverar VR-video och identifierar de faktorer som påverkar deras utveckling och antagande baserat på insikter från tidigare forskning om teknikacceptationsmodeller (TAM) för virtual reality och intervjuer med tio VR-proffs: utvecklare, innehållsleverantörer, och representanter för VR-videoplattformar. Denna kvalitativa studie avslöjar att VR-hårdvarudesign och prestanda (frihetsgrader, renderad videokvalitet, rörlighet, interaktion med VR-innehåll, "cybersickness"), priset på VR-headset (som monofunktionella enheter), begränsade socialiseringsfunktioner i virtuell miljö, bristen av tilltalande VR-innehåll och problem med dess produktion är några av de viktigaste komponenterna som hindrar intresset för virtual reality och VR-videoplattformar att nå en stor publik. Dessa avgörande faktorer kan därefter påverka VR-användarnas upplevda njutning, användbarhet och användarvänlighet, vilket är väsentligt för spridningen av ny teknik. Uppsatsen presenterar diskussionen om flaskhalsar och potentiella tillväxtpunkter som kan bli drivkrafter för vidareutveckling av plattformar som erbjuder VR-video och deras antagande av en bredare allmänhet.
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Adaptive Streaming and Packet Scheduling for VR VideoWang, Haopeng 25 January 2024 (has links)
Over the past few years, the surge in VR (Virtual Reality) video traffic on networks has been remarkable. Nonetheless, a key challenge remains: ensuring a top-notch quality of experience (QoE) for VR video playback, especially when network bandwidth is limited. Prior studies have mainly focused on tile-based adaptive bitrate (ABR) streaming operating at the application layer on the server/client side to improve QoE, using single viewport prediction to conserve bandwidth. However, single-viewpoint prediction models face limitations due to uncertainties linked with head movement, making it difficult to handle sudden user motions effectively. To overcome these constraints, we propose a lightweight multimodal spatial-temporal transformer architecture, which generates multiple viewpoint trajectories and their corresponding probabilities while leveraging historical trajectory information. Consequently, we introduce a multi-agent reinforcement learning (MARL)-based ABR algorithm that capitalizes on multiple viewport prediction for VR video streaming at the application layer. Our algorithm strives to optimize various QoE objectives under diverse network conditions. To address the ABR problem, we formulate it as a Decentralized Partially Observable Markov Decision Process (Dec-POMDP) problem. To tackle this effectively, we develop a MAPPO (Multi-Agent Proximal Policy Optimization) algorithm within a centralized training and decentralized execution (CTDE) framework.
Meanwhile, we also improve QoE at the network layer by utilizing network resources
in different network nodes during VR video streaming. We present an innovative system called tile-weighted rate-distortion (TWRD) packet scheduling optimization, which takes advantage of viewpoint prediction. The system dynamically assigns weights to tiles and their corresponding packets using the probability of viewpoint prediction. Due to limited bandwidth, the problem of packet scheduling arises, requiring the determination of which packets should be dropped. To address this challenge, we formulate the problem as an optimization task, taking into account error propagation in the video. Our system leverages the weighted rate-distortion information of packets and applies dynamic programming techniques to design an optimal packet scheduling scheme. By selectively dropping packets at network nodes, our proposed system effectively reduces network congestion and enhances the overall performance of VR video streaming systems operating within bandwidth limitations.
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Aurora - a study on the guided meditation using immersive mediaDantas Silva, Juliana January 2019 (has links)
Meditation is a practice that promotes improvements in physical and mental health, according to previous studies. The proven benefits, such as relaxation and stress reduction, have attracted people's interest in initiating training. However, practice demands discipline, time, and dedication. Despite the diversity of techniques available for training, beginners may find it difficult to concentrate during the learning phase of meditation. Technological advances have enabled the emergence of devices that offer guided meditation for users. In that sense, designers engaged with creating products that become tools to enrich the personal experience of users. Virtual Reality (VR) is one of the tools adopted for this purpose. The use of VR to stimulate meditative practice has been a topic of research in the field of technological media. However, research focuses on the practice known as Mindfulness. Also, researchers focus their attention on 3D graphics design. Therefore, this study explored the possibility of designing immersive technologies for the practice of guided meditation. More specifically, to investigate the effects of using 360-degrees Virtual Reality videos supporting the practice of Relaxation Response meditation exercise, developed by Dr. Herbert Benson, and Contemplative Inquiry presented by Robert Butera. Furthermore, the study aimed to explore if technology improves the meditation experience. Adopting the theoretical approaches of Positive Technology and Research through Design, the Aurora and Pandora prototypes were designed to explore the themes. The results indicate that guided meditation presented through immersive videos can provoke desirable emotional responses in people who practice meditation, such as calm and relaxation. However, undesirable physical effects were observed in the participants. The discomfort of vision, stress, and irritation were examples. Also, the experiments showed that it was possible to improve the experience of meditative practices.
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