Recommendation ITU-T G.1035 (11/2021) Influencing factors on quality of experience for virtual reality services
Summary
History
FOREWORD
Table of Contents
1 Scope
2 References
3 Definitions
     3.1 Terms defined elsewhere
     3.2 Terms defined in this Recommendation
4 Abbreviations and acronyms
5 Conventions
6 Virtual reality overview
     6.1 Devices
     6.2 Content
     6.3 Platform
     6.4 Services
7 Virtual reality QoE influencing factors
     7.1 Human influencing factors
          7.1.1 Vision and hearing
          7.1.2 Simulator sickness
          7.1.3 Immersion
          7.1.4 Expectations and expertise
          7.1.5 Demographic background
          7.1.6 Emotions
     7.2 System influencing factors
          7.2.1 Content related factors
               7.2.1.1 Spatial audio
               7.2.1.2 Spatial depth (3D)
               7.2.1.3 Spatiotemporal complexity
          7.2.2 Media/codec related factors
               7.2.2.1 Compression
               7.2.2.2 Video
               7.2.2.3 Audio
               7.2.2.4 Storage and transport
               7.2.2.5 Bitrate
               7.2.2.6 Resolution
               7.2.2.7 Frame rate
               7.2.2.8 Audio sample rate
               7.2.2.9 Coding delay
          7.2.3 Network/transmission related factors
               7.2.3.1 Delay
               7.2.3.2 Bandwidth
               7.2.3.3 Loss
          7.2.4 Hardware related
               7.2.4.1 Head-mounted display
               7.2.4.2 Headphones
               7.2.4.3 Decoder performance
               7.2.4.4 Head tracking
               7.2.4.5 Field of view
               7.2.4.6 Display resolution
               7.2.4.7 Refresh rate
     7.3 Context influencing factors
          7.3.1 Physical context
          7.3.2 Temporal context
          7.3.3 Social context
          7.3.4 Task context
Appendix I  Virtual reality services use cases
     I.1 Use scenario
          I.1.1 Live
          I.1.2 Video on demand
          I.1.3 Gaming
          I.1.4 Social
          I.1.5 Shopping
Appendix II  Tile-based streaming
Bibliography
<\pre>