User-Centric Approach for Streaming Virtual Reality

About the Project

UCA4SVR targets a joint effort to analyze and model the Quality of Experience (QoE) in Virtual Reality (VR) incorporating the processes of creation and distribution over the Internet.
VR is growing fast with the commercialization of a variety of affordable head-mounted sets from early 2016. VR represents a revolution in the user's experience, but VR also entails a tremendous challenge for streaming delivery over the Internet: the required network speeds are much higher than current Internet home accesses. To cope with similar yet less exacerbated issues in video streaming (limited network resources and increasing requirements), a user-centric approach can be taken, by relying on correct models of the user's QoE. However, such models for VR do not exist so far, restraining the deployment of VR streaming delivery. On the other hand, VR for cinema is still a much unexplored domain as the Google principal filmmaker presented recently, and a lot is yet to be invented and studied for VR filmmaking techniques: storytelling, scriptwriting, shooting, editing. Owing to its immersive capacity providing an unprecedented feeling of presence, the VR medium makes for a powerful instrument in a broad range of goals and genres. To harness such a potential, it is however crucial for the creator to have a precise assessment of the user's experience: a QoE model.

Project completed - Extended with project ACTIVATE

Principal Investigator
Project's partner(s)
  • Sébastien AUBERT, CEO, Adastra Films

  • Thierry COLLARD, Ecole Supérieure de Réalisation Audiovisuelle (ESRA) 

Duration

January 2017- December 2017