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IEEE 3079 provides a different perspective to QoE of XR. It   [5]  A. Perkis, C. Timmerer, S. Baraković, J. B. Husić, S.
           focuses on improving VR user experience by providing     Bech, S. Bosse, J. Botev, K. Brunnström, L. Cruz, K.
           guidelines  on  reducing  simulator  sickness  which  is  an   D. Moor, A. de Polo Saibanti, W. Durnez, S. Egger-
           undesirable effect experienced by some VR users.         Lampl, U. Engelke, T. H.  Falk, J. Gutiérrez, A.
                                                                    Hameed, A. Hines, T. Kojic, D. Kukolj, E. Liotou, D.
           Other existing publications  on XR-related quality offer   Milovanovic, S. Möller, N. Murray, B. Naderi, M.
           guidance on network performance  aspects  (3GPP’s  5G    Pereira, S. Perry, A. Pinheiro, A. Pinilla, A. Raake, S.
           capacity study  for XR (TR 38.838)),  QoS assurance      R. Agrawal, U. Reiter, R. Rodrigues, R. Schatz, P.
           considerations  (ITU-T Y.3109),  cable  network  specific   Schelkens, S. Schmidt, S. S. Sabet, A. Singla, L.
           requirements  to deliver  VR  services  (ITU-T J.1631),  and   Skorin-Kapov, M. Suznjevic, S. Uhrig, S. Vlahović,
           testing procedures for AR applications (ITU-T Q.4066).   J.-N.  Voigt-Antons  and  S.   Zadtootaghaj,
                                                                    “QUALINET white paper on definitions of
                           4.  CONCLUSIONS                          immersive  media experience (IMEx).”  European
                                                                    Network on Quality of Experience in Multimedia
           In the recent past, immersive technologies and experiences   Systems and Services, 14th QUALINET meeting
           covered by the  extensive  reality umbrella term have    (online), May 25, 2020.
           experienced  a rapid growth in interest and adoption.  This
           interest is reflected in the activities of standards developing   [6]  Recommendation ITU-R M.2083-0, “IMT Vision –
           organizations, industry fora  and consortia,  and other   Framework  and overall objectives  of  the future
           initiatives, aiming to provide guidance in this domain, foster   development of IMT for 2020 and beyond,” 2015.
           interoperability, and facilitate even greater XR adoption.
                                                              [7]   M. Koziol, “The Metaverse Needs Standards, Too.”
           In this paper, we have attempted to provide a snapshot of   IEEE  Spectrum,   31    August     2022.
           these  growing number of  activities  and their sponsoring   https://spectrum.ieee.org/metaverse-standards-forum
           organizations, broadly classifying the work in two categories:
           (1) building capabilities for XR interoperability, and  [8]  ISO/IEC 18039,  “Information technology  –
           (2) defining XR user experience requirements.            Computer  graphics,  image  processing  and
                                                                    environmental data representation  –  Mixed and
           Looking ahead,  we  anticipate  that  the number  of     augmented reality (MAR) reference model,” 2019.
           organizations involved, and their XR-related initiatives will
           continue to  increase, likely  addressing  technical (e.g.   [9]  IEEE 1589, “IEEE Standard for Augmented Reality
           security, privacy) and non-technical  areas  (e.g.  ethics)   Learning Experience Models,” 2020.
           outside these two categories.
                                                              [10]  Technical Report ITU-T GSTR-5GQoE, “Quality of
           Regular surveys of the XR standards landscape can increase   experience  (QoE)  requirements  for  real-time
           awareness and inform coordination and collaboration efforts,   multimedia services over 5G networks,” 2022.
           benefitting manufacturers, service providers and consumers.
                                                              [11]  V. K. M. Vadakital, A. Dziembowski, G. Lafruit, F.
                            REFERENCES                              Thudor, G. Lee, and  P. R. Alface,  “The MPEG
                                                                    Immersive Video Standard  —  Current Status and
           [1]   Recommendation ITU-T P.1320,  “Quality of          Future Outlook.” IEEE MultiMedia, vol. 29, no. 3,
                 experience  (QoE) assessment of extended reality   pp. 101-111, 2022.
                 (XR) meetings,” 2022.
                                                              [12]  M.  Montagud,  P.  Orero, and  S.  Fernández,
           [2]   I. F. Akyildiz and H. Guo, “Wireless communication  “Immersive media and accessibility: hand in hand to
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           [3]   Introducing Meta: A Social  Technology Company.
                 https://about.fb.com/news/2021/10/facebook-
                 company-is-now-meta/, 28 October 2021.

           [4]   J.  Skowronek,  A. Raake, G. H. Berndtsson, O. S.
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                 Videoconferencing: A Comprehensive Survey.”
                 IEEE Access, vol. 10 no. 10, pp. 63885-63931, 2022.








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