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
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3
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1 i2CAT Foundation, Spain, Universitat de València, Spain, Universitat Autònoma de Barcelona, Spain
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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
© International Telecommunication Union, 2020 9