Date and venue: ITU Headquarters, Geneva, Switzerland, 19 January 2017 (0930-1300 hours)
Scope and Background
Recently, some of huge sport events and music concerts are not only broadcasted, but also considered to be delivered remote sites for public viewing or live viewing in order to share emotion by audiences in remote sites as if they were in main event venues. In response to this standardization need, ITU-T SG16 established new
Question 8/16 for Immersive Live Experience (ILE) in June 2016. On September 2016, the experts developed the following working definition of ILE:
Immersive Live Experience (ILE): the shared viewing experience which stimulates emotions within audiences at both the event site and remote sites, as if the ones at remote sites wandered into substantial event site and watched actual events in front of them, from high-realistic sensations brought by a combination of multimedia technologies such as sensorial information acquisition, media processing, media transport, media synchronization and media presentation.
On the current public viewing or live viewing services, however, realistic experience caused by flat displays has limitations. In order to provide high-realistic sensations to audiences at remote sites in anywhere of the world at the same time of events, it needs to implement Immersive Live Experience (ILE), which can reconstruct event sites virtually with presenting real-sized objects, sound direction and lighting by transmitting environmental information together with audio and video streams.
There are several kind of immersive services and technologies such as virtual reality (VR), augmented reality (AR), 360-dgree view cameras/displays, 3D projection mapping, 4K/8K displays, and so on. Some of them are already standardized or currently underway on standardization work, thus, ITU-T has to identify standardization gaps for future standardization work in ITU-T SG16. In September 2016, ITU-T held the 1st workshop on ILE to clarify the ILE services and technologies as the first step.
The main objective of the 2nd workshop is to exchange information related to immersive services and technologies between several organizations, and to identify standardization gaps. In order to achieve this objective, this workshop covered the introduction of immersive services by several companies and standardization organizations, and discussed future collaborative work.