English

Content Format and Quality of Experience in Virtual Reality

Multimedia 2020-08-12 v1

Abstract

In this paper, we investigate three forms of virtual reality content production and consumption. Namely, 360 stereoscopic video, the combination of a 3D environment with a video billboard for dynamic elements, and a full 3D rendered scene. On one hand, video based techniques facilitate the acquisition of content, but they can limit the experience of the user since the content is captured from a fixed point of view. On the other hand, 3D content allows for point of view translation, but real-time photorealistic rendering is not trivial and comes at high production and processing costs. We also compare the two extremes with an approach that combines dynamic video elements with a 3D virtual environment. We discuss the advantages and disadvantages of these systems, and present the result of a user study with 24 participants. In the study, we evaluated the quality of experience, including presence, simulation sickness and participants' assessment of content quality, of three versions of a cinematic segment with two actors. We found that, in this context, mixing video and 3D content produced the best experience.

Keywords

Cite

@article{arxiv.2008.04511,
  title  = {Content Format and Quality of Experience in Virtual Reality},
  author = {Henrique Galvan Debarba and Mario Montagud and Sylvain Chagué and Javier Lajara and Ignacio Lacosta and Sergi Fernandez Langa and Caecilia Charbonnier},
  journal= {arXiv preprint arXiv:2008.04511},
  year   = {2020}
}

Comments

25 pages

R2 v1 2026-06-23T17:46:09.079Z