CONTENTS

Policy on Intellectual Property Right (IPR)
 1     Introduction
 2     Technical background and glossary
        2.1     Overview
        2.2     Forms of AIAV Systems
        2.3     Presentation Modes
        2.4     Modes of Interactivity
 3     ITU-R Related Use Cases
        3.1     Overview
        3.2     The Infinite Seat VR Broadcast
        3.3     Linear Narrative Cinematic VR Broadcast
        3.4     Free Viewpoint Television
        3.5     HMD-based Legacy Content Consumption
                  3.5.1     Private VR Television
                  3.5.2     Enriched VR Television
        3.6     Supporting Vision-Impaired Audience Members
 4     Broadcaster VR Productions and Trials
        4.1     Overview
        4.2     Content Types in VR trials
                  4.2.1     Examples content type of VR trials
                  4.2.2     Sport and Sport Highlights
                  4.2.3     News
                  4.2.4     Documentaries
                  4.2.5     Television Shows
                  4.2.6     TV series, Episodic
                  4.2.7     Animation
                  4.2.8     Music Videos
                  4.2.9     Concert Experiences
                  4.2.10     Special Event Content
                  4.2.11     Features Films or Promo Teaser
        4.3     VR/AR trials
                  4.3.1     VR trials
                  4.3.2     AR trials
                  4.3.3     Feedback of VR/AR trials
        5.1     Possibilities of AIAV
        5.2     Production Challenges
                  5.2.1     Production Guidelines
                  5.2.2     Projection Mappings
                  5.2.3     Production Workflow and Authoring Tools
        5.3     Delivery Challenges
                  5.3.1     High Transmission Rates
                  5.3.2     VR Distribution Format
        5.4     Consumption Challenges
                  5.4.1     General
                  5.4.2     Sensory Sickness (kinetosis)
                  5.4.3     Content Presentation
                  5.4.4     VR Consumer Platforms
 6     Work of ITU-T on Virtual Reality
        6.1     ITU-T Study Group 16
        6.2     ITU-T Study Group 12
 7     Activities of other SDOs and VR groups
        7.1     Activities of other SDOs
        7.2     Activities of VR industry groups