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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