Page 15 - ITU Journal, ICT Discoveries, Volume 3, No. 1, June 2020 Special issue: The future of video and immersive media
P. 15

ITU Journal: ICT Discoveries, Vol. 3(1), June 2020


                                               LIST OF ABSTRACTS


            Delivering object-based immersive media experiences in sport

            Pages 1-8
            Fai Yeung, Basel Salahieh, Kimberly Loza, Sankar Jayaram, Jill Boyce

            Immersive media technology in sports enables fans to experience interactive, personalized content. A fan can
            experience the action in six degrees of freedom (6DoF), through the eyes of a player or from any desired
            perspective. Intel Sports makes deploying these immersive media experiences a reality by transforming the
            captured  content  from  the  cameras  installed  in  the  stadium  into  preferred  volumetric  formats  used  for
            compressing and streaming the video feed, as well as for decoding and rendering desired viewports to fans’
            many devices. Object-based immersive coding enables innovative use cases where the streaming bandwidth
            can be better allocated to the objects of interest. The Moving Picture Experts Group (MPEG) is developing
            immersive codecs for streaming immersive video and point clouds. In this paper, we explain how to implement
            object-based coding in MPEG metadata for immersive video (MIV) and video-based point-cloud coding (V-
            PCC) along with the enabled experiences.

            View Article

            Immersive media and accessibility: Hand in hand to the future

            Pages 9-16
            Mario Montagud, Pilar Orero, Sergi Fernández

            Advances in immersive media can provide relevant benefits to our society. The future looks promising with
            the  development  of  new  communication  technologies,  formats  and  hardware,  together  with  their  wide
            applicability areas. However, a fundamental aspect remains unexplored in this media landscape evolution:
            accessibility.  A  lack  of  accessibility  hinders  the  interaction  and  immersion  with  virtual  reality  (VR)
            experiences  to  many  consumers,  becoming  a  barrier  for  global  e-inclusion  and  equality  of  opportunities.
            Making immersive media accessible then becomes a priority and thus the research topic covered in this article.
            After  reviewing  the  societal  impact  and  regulatory  framework,  the  article  identifies  current  advances,
            limitations and challenges in this field. Then, it presents technological solutions and insights from initiatives
            targeted at achieving a seamless presentation of access services (subtitling, audio description and sign language)
            with  VR360  content.  Although  these  contributions  are  primarily  conceived  for  broadcast  services,  their
            applicability spans other sectors and can pave the way for next-generation accessible VR experiences with six
            Degrees-of-Freedom (6DoF).
            View Article


























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