Page 31 - ITU Journal, ICT Discoveries, Volume 3, No. 1, June 2020 Special issue: The future of video and immersive media
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ITU Journal: ICT Discoveries, Vol. 3(1), June 2020




                      IMMERSIVE MEDIA AND ACCESSIBILITY: HAND IN HAND TO THE FUTURE
                                         Mario Montagud , Pilar Orero , Sergi Fernández
                                                      1, 2
                                                                 3
                                                                                1
                    1 i2CAT Foundation, Spain,  Universitat de València, Spain,  Universitat Autònoma de Barcelona, Spain
                                          2
                                                                  3

          Abstract – 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).

          Keywords – 360° video accessibility, immersive media, subtitling, virtual reality.


          1.   INTRODUCTION                                    viewers the illusion of actually ‘being there’ in the
                                                               captured environment, and greatly improves both
          The  unceasing  advances  in  information  and       immersion and engagement compared to the use of
          communication technologies (ICT) are profoundly      traditional media.
          impacting  our  society  and  daily  lives,  providing
          relevant benefits in a wide set of sectors. On the one   The media industry is becoming increasingly aware
          hand, advances in communication technologies not     of the opportunities that VR can enable in terms of
          only enable new forms of adaptive, ubiquitous and    communication,  entertainment  and  learning,
          hybrid content delivery, but also new combinations   among  other  relevant  benefits.  Indeed,  major
          of  interaction  possibilities,  between  content    platforms,   content   providers   and   cultural
          modalities,  devices  and  users.  On  the  other  hand,   institutions  are  exploring  how  VR360  videos  can
          apart from advances in terms of compression and      provide  more  innovative,  hyper-personalized  and
          resolution,  novel  media  formats  are  being       immersive experiences to their audience [1]. This
          conceived to represent the content and information.   trend is also a reality within the broadcast sector.
          In  particular,  the  recent  explosion  of  immersive   According to a recent report issued by the European
          media  technologies,  like  Virtual  Reality  (VR),  is   Broadcasting Union (EBU) [2], 49% of its members
          opening the door to new fascinating opportunities    are  devoting  efforts  into  the  production  and
          and revenue models, replacing and/or augmenting      integration of immersive content and services.
          the  media  services  based  on  classic  audiovisual   However,  many  challenges  still  need  to  be
          formats  (e.g.,  TV,  web,  conferencing),  bringing  a   addressed  in  order  to  efficiently  integrate
          paradigm  shift  from  passive  consumption  to  rich   immersive content into current media services, and
          interaction and immersion.                           to fully exploit its potential. While significant effort
          In  this  context,  360°  videos,  a.k.a  immersive  or   is   being   devoted   to   specifying   adequate
          VR360 videos, have become a simple and cheap, yet    technologies   and    formats,   exploring   new
          effective  and  hyper-realistic,  way  to  provide  VR   storytelling  solutions  and  ensuring  backward
          experiences.  VR360  videos  can  be  enjoyed  via   compliance with traditional resources and services,
          traditional devices (like PCs, laptops, smartphones)   there  is  still  a  fundamental  aspect  that  remains
          or VR devices (like Head Mounted Displays, HMDs).    unexplored:  accessibility.  The  media  sector  is
          Especially  when  watched  on  VR  devices,  VR360   currently  offering  a  plethora  of  (standard)
          videos  can  provide  unique  experiences,  placing   accessibility  solutions  and  guidelines  for  classic
          viewers  at  the  center  of  omnidirectional  scenes,   audiovisual services. However, this is not yet true
          allowing them to freely look anywhere. This gives    when  it  comes  to  immersive  media.  Despite  the




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