Related papers: Accessibility in 360-degree video players
This paper studies the quality of multimedia content focusing on 360 video and ambisonic spatial audio reproduced using a head-mounted display and a multichannel loudspeaker setup. Encoding parameters following basic video quality test…
The Metaverse and its promises are fast becoming reality as maturing technologies are empowering the different facets. One of the highlights of the Metaverse is that it offers the possibility for highly immersive and interactive…
The disruption to tourism and travel caused by the COVID-related health crisis highlighted the potential of virtual tourism to provide a universally accessible way to engage in cultural experiences. 360-degree virtual tours, showing a…
Unlike conventional videos, 360{\deg} videos give freedom to users to turn their heads, watch and interact with the content owing to its immersive spherical environment. Although these movements are arbitrary, similarities can be observed…
One of the continuing challenges of Human Computer Interaction research is the full inclusion of people with special needs into the digital world. In particular, this crucial category includes people that experiences some kind of limitation…
Rapidly growing virtual reality (VR) technologies and techniques have gained importance over the past few years, and academics and practitioners have been searching for efficient visualizations in VR. To date, emphasis has been on the…
We contribute an analysis of situated visualizations in motion in video games for different types of data, with a focus on quantitative and categorical data representations. Video games convey a lot of data to players, to help them succeed…
Remaining a dominant force in Internet traffic, video streaming captivates end users, service providers, and researchers. This paper takes a pragmatic approach to reviewing recent advances in the field by focusing on the prevalent streaming…
Perceptual video quality assessment plays a vital role in the field of video processing due to the existence of quality degradations introduced in various stages of video signal acquisition, compression, transmission and display. With the…
Virtual Reality (VR) has witnessed a rising issue of harassment, prompting the integration of safety controls like muting and blocking in VR applications. However, the lack of standardized safety measures across VR applications hinders…
Video content creation offers vital opportunities for expression and participation, yet remains largely inaccessible to creators with sensory impairments, especially in low-resource settings. We conducted interviews with 20 video creators…
This paper presents an Immersive Telepresence system for Entertainment and Meetings (ITEM). The system aims to provide a radically new video communication experience by seamlessly merging participants into the same virtual space to allow a…
The rising interest in Virtual Reality (VR) technology has sparked a desire to create immersive learning platforms capable of handling various tasks across environments. Through immersive interfaces, users can engage deeply with virtual…
Video games remain largely inaccessible to visually impaired people (VIPs). Today's blind-accessible games are highly simplified renditions of what sighted players enjoy, and they do not give VIPs the same freedom to look around and explore…
The rapid growth of metaverse technologies, including virtual worlds, augmented reality, and lifelogging, has accelerated their adoption across diverse domains. This rise exposes users to significant new security and privacy challenges due…
This study delves into the key issues of representation and accessibility in game development. Despite their societal significance, video games face ongoing criticism for lacking diversity in both the workforce and content, excluding…
Unreal Engine is a platform that has influenced immersive storytelling and virtual reality (VR) through its advanced features and diverse applications. This paper provides an in-depth technical review of Unreal Engine. It analyzes its key…
The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly…
Adaptive streaming addresses the increasing and heterogenous demand of multimedia content over the Internet by offering several encoded versions for each video sequence. Each version (or representation) has a different resolution and bit…
The 360-degree video allows users to enjoy the whole scene by interactively switching viewports. However, the huge data volume of the 360-degree video limits its remote applications via network. To provide high quality of experience (QoE)…