Related papers: Streaming Virtual Reality Content
In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion capture suite. We…
Human communication has been profoundly changed by social media, which allows users to engage in previously unheard-of ways, such as text-based conversations, video chats, and live streaming. The digital landscape has started to change in…
Volumetric media, popularly known as holograms, need to be delivered to users using both on-demand and live streaming, for new augmented reality (AR) and virtual reality (VR) experiences. As in video streaming, hologram streaming must…
Social VR enables people to interact over distance with others in real-time. It allows remote people, typically represented as avatars, to communicate and perform activities together in a join shared virtual environment, extending the…
With the advancement of virtual reality (VR) technology, virtual displays have become integral to how museums, galleries, and other tourist destinations present their collections to the public. However, the current lack of immersion in…
The complexity of the data generated by (magneto)-hydrodynamic (HD/MHD) simulations requires advanced tools for their analysis and visualization. The dramatic improvements in virtual reality (VR) technologies have inspired us to seek the…
Hand tracking has become an integral feature of recent generations of immersive virtual reality head-mounted displays. With the widespread adoption of this feature, hardware engineers and software developers are faced with an exciting array…
In this paper, the problem of head movement prediction for virtual reality videos is studied. In the considered model, a deep learning network is introduced to leverage position data as well as video frame content to predict future head…
Virtual and augmented reality (VR/AR) systems are emerging technologies requiring data rates of multiple Gbps. Existing high quality VR headsets require connections through HDMI cables to a computer rendering rich graphic contents to meet…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
To properly evaluate the performance of 360VR-specific encoding and transmission schemes, and particularly of the solutions based on viewport adaptation, it is necessary to consider not only the bandwidth saved, but also the quality of the…
360-degree videos have gained increasing popularity in recent years with the developments and advances in Virtual Reality (VR) and Augmented Reality (AR) technologies. In such applications, a user only watches a video scene within a field…
The "metaverse", wherein users can enter virtual worlds to work, study, play, shop, socialize, and entertain, is fast becoming a reality, attracting billions of dollars in investment from companies such as Meta, Microsoft, and Clipo Labs.…
Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…
Immersive virtual reality (VR) applications require ultra-high data rate and low-latency for smooth operation. Hence in this paper, aiming to improve VR experience in multi-user VR wireless video streaming, a deep-learning aided scheme for…
High Dynamic Range (HDR) content creation has become an important topic for modern media and entertainment sectors, gaming and Augmented/Virtual Reality industries. Many methods have been proposed to recreate the HDR counterparts of input…
A 360 virtual reality (VR) video, recording a scene of interest in every direction, provides VR users with immersive viewing experience. However, transmission of a 360 VR video which is of a much larger size than a traditional video to…
Virtual Reality (VR) has become more and more popular with dropping prices for systems and a growing number of users. However, the issue of accessibility in VR has been hardly addressed so far and no uniform approach or standard exists at…
In the field of Virtual Reality (VR) and Augmented Reality (AR) technologies have made huge progress during the last years and also reached the field of education. The virtuality continuum, ranging from pure virtuality on one side to the…
The article discusses the prospects for introducing into educational practice the designer of electronic training courses based on virtual and augmented reality technologies for LMS Moodle. The requirements for the functions, interface,…