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1

Boyce, Jill M., Renaud Dore, Adrian Dziembowski, et al. "MPEG Immersive Video Coding Standard." Proceedings of the IEEE 109, no. 9 (2021): 1521–36. http://dx.doi.org/10.1109/jproc.2021.3062590.

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Mieloch, Dawid, Adrian Dziembowski, Marek Domański, Gwangsoon Lee, and Jun Young Jeong. "Color-dependent pruning in immersive video coding." Journal of WSCG 30, no. 1-2 (2022): 91–98. http://dx.doi.org/10.24132/jwscg.2022.11.

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This paper presents the color-dependent method of removing inter-view redundancy from multiview video. The pruning of input views decides which fragments of views are redundant, i.e., do not provide new information about the three-dimensional scene, as these fragments were already visible from different views. The proposed modification of the pruning uses both color and depth and utilizes the adaptive pruning threshold which increases the robustness against the noisy input. As performed experiments have shown, the proposal provides significant improvement in the quality of encoded multiview vi
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Wien, Mathias, Jill M. Boyce, Thomas Stockhammer, and Wen-Hsiao Peng. "Standardization Status of Immersive Video Coding." IEEE Journal on Emerging and Selected Topics in Circuits and Systems 9, no. 1 (2019): 5–17. http://dx.doi.org/10.1109/jetcas.2019.2898948.

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Dziembowski, Adrian, Weronika Nowak, and Jakub Stankowski. "IV-SSIM—The Structural Similarity Metric for Immersive Video." Applied Sciences 14, no. 16 (2024): 7090. http://dx.doi.org/10.3390/app14167090.

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In this paper, we present a new objective quality metric designed for immersive video applications—IV-SSIM. The proposed IV-SSIM metric is an evolution of our previous work—IV-PSNR (immersive video peak signal-to-noise ratio)—which became a commonly used metric in research and ISO/IEC MPEG standardization activities on immersive video. IV-SSIM combines the advantages of IV-PSNR and metrics based on the structural similarity of images, being able to properly mimic the subjective quality perception of immersive video with its characteristic distortions induced by the reprojection of pixels betwe
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Dziembowski, Adrian, Dawid Mieloch, Marek Domański, Gwangsoon Lee, and Jun Young Jeong. "Spatiotemporal redundancy removal in immersive video coding." Journal of WSCG 30, no. 1-2 (2022): 54–62. http://dx.doi.org/10.24132/jwscg.2022.7.

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In this paper, the authors describe two methods designed for reducing the spatiotemporal redundancy of the video within the MPEG Immersive video (MIV) encoder: patch occupation modification and cluster splitting. These methods allow optimizing two important parameters of the immersive video: bitrate and pixelrate. The patch occupation modification method significantly decreases the number of active pixels within texture and depth video produced by the MIV encoder. Cluster splitting decreases the total area needed for storing the texture and depth information from multiple input views, decreasi
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Timmerer, Christian. "MPEG Column: 146th MPEG Meeting in Rennes, France." ACM SIGMultimedia Records 16, no. 2 (2024): 1. https://doi.org/10.1145/3712580.3712584.

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The 146th MPEG meeting was held in Rennes, France from 22-26 April 2024, and the official press release can be found here. It comprises the following highlights: •AI-based Point Cloud Coding: Call for proposals focusing on AI-driven point cloud encoding for applications such as immersive experiences and autonomous driving. •Object Wave Compression: Call for interest in object wave compression for enhancing computer holography transmission. •Open Font Format: Committee Draft of the fifth edition, overcoming previous limitations like the 64K glyph encoding constraint. •Scene Description: Ratifie
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Wien, Mathias, Jill M. Boyce, Thomas Stockhammer, and Wen-Hsiao Peng. "Guest Editorial Immersive Video Coding and Transmission." IEEE Journal on Emerging and Selected Topics in Circuits and Systems 9, no. 1 (2019): 1–4. http://dx.doi.org/10.1109/jetcas.2019.2899531.

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Salahieh, Basel, Wayne Cochran, and Jill Boyce. "Delivering Object-Based Immersive Video Experiences." Electronic Imaging 2021, no. 18 (2021): 103–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.18.3dia-103.

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Immersive video enables interactive natural consumption of visual content by empowering a user to navigate through six degrees of freedom, with motion parallax and wide-angle rotation. Supporting immersive experiences requires content captured by multiple cameras and efficient video coding to meet bandwidth and decoder complexity constraints, while delivering high quality video to end users. The Moving Picture Experts Group (MPEG) is developing an immersive video (MIV) standard to data access and delivery of such content. One of MIV operating modes is an objectbased immersive video coding whic
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Samelak, Jarosław, Adrian Dziembowski, and Dawid Mieloch. "Advanced HEVC Screen Content Coding for MPEG Immersive Video." Electronics 11, no. 23 (2022): 4040. http://dx.doi.org/10.3390/electronics11234040.

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This paper presents the modified HEVC Screen Content Coding (SCC) that was adapted to be more efficient as an internal video coding of the MPEG Immersive Video (MIV) codec. The basic, unmodified SCC is already known to be useful in such an application. However, in this paper, we propose three additional improvements to SCC to increase the efficiency of immersive video coding. First, we analyze using the quarter-pel accuracy in the intra block copy technique to provide a more effective search of the best candidate block to be copied in the encoding process. The second proposal is the use of til
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Jeong, JongBeom, Dongmin Jang, Jangwoo Son, and Eun-Seok Ryu. "3DoF+ 360 Video Location-Based Asymmetric Down-Sampling for View Synthesis to Immersive VR Video Streaming." Sensors 18, no. 9 (2018): 3148. http://dx.doi.org/10.3390/s18093148.

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Recently, with the increasing demand for virtual reality (VR), experiencing immersive contents with VR has become easier. However, a tremendous amount of calculation and bandwidth is required when processing 360 videos. Moreover, additional information such as the depth of the video is required to enjoy stereoscopic 360 contents. Therefore, this paper proposes an efficient method of streaming high-quality 360 videos. To reduce the bandwidth when streaming and synthesizing the 3DoF+ 360 videos, which supports limited movements of the user, a proper down-sampling ratio and quantization parameter
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Guo, Jia, Shiqiang Li, Jinqi Zhu, Xiang Li, Bowen Sun, and Weijia Feng. "Adaptive Transmission Strategy for Non-Uniform Coding of 360∘ Videos." Electronics 13, no. 16 (2024): 3266. http://dx.doi.org/10.3390/electronics13163266.

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A 360° video offers a more immersive experience, gaining increasing popularity among users. However, enhancing the transmission efficiency of 360° videos under limited bandwidth conditions remains a significant challenge. This paper segments the video into three areas: the attention area, the edge area, and the viewpoint-switching transition area. Based on the segmentation of these three distinct video areas, a novel non-uniform coding transmission method for 360° videos is presented, along with mathematical modeling to define the optimization problem. A heuristic algorithm is subsequently int
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Storch, Iago, Luis A. da Silva Cruz, Luciano Agostini, Bruno Zatt, and Daniel Palomino. "The Impacts of Equirectangular 360-degrees Videos in the Intra-Frame Prediction of HEVC." Journal of Integrated Circuits and Systems 14, no. 1 (2019): 1–10. http://dx.doi.org/10.29292/jics.v14i1.46.

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Recent technological advancements allowed videos to come from a simple sequence of 2D images to be displayed in a flat screen display into spherical representations of one’s surroundings, capable of creating a realistic immersive experience when allied to head-mounted displays. In order to explore the existing infrastructure for video coding, 360-degrees videos are pre-processed and then encoded by conventional video coding standards. However, the flattened version of 360-degrees videos present some peculiarities which are not present in conventional videos, and therefore, may not be properly
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Sampaio, Felipe, Cláudio Diniz, Mateus Grellert, and Sergio Bampi. "A Survey on Approximate Computing and Storage Techniques Applied to Video Coding Systems." Journal of Integrated Circuits and Systems 19, no. 3 (2024): 1–20. https://doi.org/10.29292/jics.v19i3.940.

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Video coding standards are the key enablers of recent video applications, such as video conferencing, video on demand, and immersive video. The recent standards have become more efficient in compressing such video data with higher quality for the user over the years. However, the computational effort of video encoders has also increased due to the new coding tools and the support of higher video resolutions and frame rates. The design of dedicated hardware accelerators, associated with approximate computing and storage techniques, has been used today to deal with such an increase in the comput
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Timmerer, Christian. "MPEG Column: 142nd MPEG Meeting in Antalya, Türkiye." ACM SIGMultimedia Records 15, no. 2 (2023): 1. https://doi.org/10.1145/3708973.3708978.

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The 142nd MPEG meeting was held as a face-to-face meeting in Antalya, Türkiye, and the official press release can be found here and comprises the following items: •MPEG issues Call for Proposals for Feature Coding for Machines •MPEG finalizes the 9th Edition of MPEG-2 Systems •MPEG reaches the First Milestone for Storage and Delivery of Haptics Data •MPEG completes 2nd Edition of Neural Network Coding (NNC) •MPEG completes Verification Test Report and Conformance and Reference Software for MPEG Immersive Video •MPEG finalizes work on metadata-based MPEG-D DRC Loudness Leveling The press releas
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Veeraswamy, Mr D. "3D-Based Compression Framework for High Quality Video Streaming." International Journal for Research in Applied Science and Engineering Technology 13, no. 4 (2025): 2628–36. https://doi.org/10.22214/ijraset.2025.68746.

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Video compression plays a pivotal role in managing the storage and transmission of multimedia content, especially in bandwidth-constrained environments. Nowadays, volumetric video has emerged as an attractive multimedia application, which provides highly immersive watching experiences. How- ever, streaming the volumetric video demands prohibitively high bandwidth. Thus, effectively compressing its underlying point cloud frames is essential to deploying the volumetric videos. The existing compression techniques are either 3D-based or 2D-based, but they still have drawbacks when being deployed i
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Park, Dohyeon, Sung-Gyun Lim, Kwan-Jung Oh, Gwangsoon Lee, and Jae-Gon Kim. "Nonlinear Depth Quantization Using Piecewise Linear Scaling for Immersive Video Coding." IEEE Access 10 (2022): 4483–94. http://dx.doi.org/10.1109/access.2022.3140537.

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Zhang, Peng, Tony Thomas, Tao Zhuo, Wei Huang, and Hanqiao Huang. "Object coding based video authentication for privacy protection in immersive communication." Journal of Ambient Intelligence and Humanized Computing 8, no. 6 (2016): 871–84. http://dx.doi.org/10.1007/s12652-016-0401-4.

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18

LIM, Sung-Gyun, Dong-Ha KIM, Kwan-Jung OH, Gwangsoon LEE, Jun Young JEONG, and Jae-Gon KIM. "Wider Depth Dynamic Range Using Occupancy Map Correction for Immersive Video Coding." IEICE Transactions on Information and Systems E106.D, no. 5 (2023): 1102–5. http://dx.doi.org/10.1587/transinf.2022edl8077.

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19

Timmerer, Christian. "MPEG column: 128th MPEG meeting in Geneva, Switzerland." ACM SIGMultimedia Records 11, no. 4 (2019): 1. http://dx.doi.org/10.1145/3530839.3530846.

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The 128th MPEG meeting concluded on October 11, 2019 in Geneva, Switzerland with the following topics: •Low Complexity Enhancement Video Coding (LCEVC) Promoted to Committee Draft •2nd Edition of Omnidirectional Media Format (OMAF) has reached the first milestone •Genomic Information Representation --- Part 4 Reference Software and Part 5 Conformance Promoted to Draft International Standard The corresponding press release of the 128th MPEG meeting can be found here: https://mpeg.chiariglione.org/meetings/128. In this report we will focus on video coding aspects (i.e., LCEVC) and immersive medi
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Timmerer, Christian. "MPEG column: 125th MPEG meeting in Marrakesh, Morocco." ACM SIGMultimedia Records 11, no. 1 (2019): 1. http://dx.doi.org/10.1145/3458462.3458467.

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The original blog post can be found at the Bitmovin Techblog and has been modified/updated here to focus on and highlight research aspects. The 125th MPEG meeting concluded on January 18, 2019 in Marrakesh, Morocco with the following topics: Network-Based Media Processing (NBMP) - MPEG promotes NBMP to Committee Draft stage 3DoF+ Visual - MPEG issues Call for Proposals on Immersive 3DoF+ Video Coding Technology MPEG-5 Essential Video Coding (EVC) - MPEG starts work on MPEG-5 Essential Video Coding ISOBMFF - MPEG issues Final Draft International Standard of Conformance and Reference software fo
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Hsu, Chih-Fan, Tse-Hou Hung, and Cheng-Hsin Hsu. "Optimizing Immersive Video Coding Configurations Using Deep Learning: A Case Study on TMIV." ACM Transactions on Multimedia Computing, Communications, and Applications 18, no. 1 (2022): 1–25. http://dx.doi.org/10.1145/3471191.

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Immersive video streaming technologies improve Virtual Reality (VR) user experience by providing users more intuitive ways to move in simulated worlds, e.g., with 6 Degree-of-Freedom (6DoF) interaction mode. A naive method to achieve 6DoF is deploying cameras at numerous different positions and orientations that may be required based on users’ movement, which unfortunately is expensive, tedious, and inefficient. A better solution for realizing 6DoF interactions is to synthesize target views on-the-fly from a limited number of source views. While such view synthesis is enabled by the recent Tes
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Takamura, Seishi. "58-1:Invited Paper: New Developments in Video Coding towards Immersive Visual Experience." SID Symposium Digest of Technical Papers 48, no. 1 (2017): 857–59. http://dx.doi.org/10.1002/sdtp.11757.

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23

Lim, Sung-Gyun, Hyun-Ho Kim, and Yong-Hwan Kim. "Adaptive Patch-Wise Depth Range Linear Scaling Method for MPEG Immersive Video Coding." IEEE Access 11 (2023): 133440–50. http://dx.doi.org/10.1109/access.2023.3336892.

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Timmerer, Christian. "MPEG Column: 129th MPEG Meeting in Brussels, Belgium." ACM SIGMultimedia Records 12, no. 1 (2020): 1. http://dx.doi.org/10.1145/3548555.3548559.

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The 129th MPEG meeting concluded on January 17, 2020 in Brussels, Belgium with the following topics: •Coded representation of immersive media - WG11 promotes Network-Based Media Processing (NBMP) to the final stage •Coded representation of immersive media - Publication of the Technical Report on Architectures for Immersive Media •Genomic information representation - WG11 receives answers to the joint call for proposals on genomic annotations in conjunction with ISO TC 276/WG 5 •Open font format - WG11 promotes Amendment of Open Font Format to the final stage •High efficiency coding and media d
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Li, Xiang, Junfeng Nie, Xinmiao Zhang, et al. "MNCATM: A Multi-Layer Non-Uniform Coding-Based Adaptive Transmission Method for 360° Video." Electronics 13, no. 21 (2024): 4200. http://dx.doi.org/10.3390/electronics13214200.

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With the rapid development of multimedia services and smart devices, 360-degree video has enhanced the user viewing experience, ushering in a new era of immersive human–computer interaction. These technologies are increasingly integrating everyday life, including gaming, education, and healthcare. However, the uneven spatiotemporal distribution of wireless resources presents significant challenges for the transmission of ultra-high-definition 360-degree video streaming. To address this issue, this paper proposes a multi-layer non-uniform coding-based adaptive transmission method for 360° video
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Alvarez-Mesa, Mauricio, Sergio Sanz-Rodr'guez, Chi Ching Chi, Maciej Glowiak, and Roland Haring. "8K/16K Video and 3D Audio Coding and Playback for Large-Screen Immersive Spaces." SMPTE Motion Imaging Journal 130, no. 1 (2021): 50–58. http://dx.doi.org/10.5594/jmi.2020.3036711.

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Heirich, Marissa S., Lanja S. Sinjary, Maisa S. Ziadni, et al. "Use of Immersive Learning and Simulation Techniques to Teach and Research Opioid Prescribing Practices." Pain Medicine 20, no. 3 (2018): 456–63. http://dx.doi.org/10.1093/pm/pny171.

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Abstract Introduction Unsafe opioid prescribing practices to treat acute and chronic pain continue to contribute to the opioid overdose crisis in the United States, a growing public health emergency that harms patients and their communities. Poor opioid prescribing practices stem in part from a lack of education and skills training surrounding pain and opioid management. Methods As part of the Clinical Pain Medicine Fellowship at Stanford University, physicians were given the opportunity to participate in a pilot program to practice opioid management in a live, simulated interaction. Twenty-se
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Wien, Mathias. "MPEG Visual Quality Assessment Advisory Group." ACM SIGMultimedia Records 13, no. 3 (2021): 1. http://dx.doi.org/10.1145/3578495.3578498.

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The perceived visual quality is of utmost importance in the context of visual media compression, such as 2D, 3D, immersive video, and point clouds. The trade-off between compression efficiency and computational/implementation complexity has a crucial impact on the success of a compression scheme. This specifically holds for the development of visual media compression standards which typically aims at maximum compression efficiency using state-of-the-art coding technology. In MPEG, the subjective and objective assessment of visual quality has always been an integral part of the standards develo
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Borderie, Joceran, and Nicolas Michinov. "Identifying Flow in Video Games." International Journal of Gaming and Computer-Mediated Simulations 8, no. 3 (2016): 19–38. http://dx.doi.org/10.4018/ijgcms.2016070102.

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The flow, or optimal experience, is a highly focused mental state leading to immersion and high performance. Although flow theory has been widely applied to research on videogames, methods based on behavior observation to identify flow states are limited in this domain. The aim of the present study was to develop a new method to detect flow episodes occurring during a gaming session from observation of players' behaviors and analysis of game replays. The authors developed an optimal experience behavior pattern and a related coding scheme. In-depth interviews were then conducted to determine wh
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Wu, Liwei, Yilin Zhang, Justin Leung, Jingyi Gao, April Li, and Jian Zhao. "Planar or Spatial: Exploring Design Aspects and Challenges for Presentations in Virtual Reality with No-coding Interface." Proceedings of the ACM on Human-Computer Interaction 8, ISS (2024): 70–92. http://dx.doi.org/10.1145/3698128.

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The proliferation of virtual reality (VR) has led to its increasing adoption as an immersive medium for delivering presentations, distinct from other VR experiences like games and 360-degree videos by sharing information in richly interactive environments. However, creating engaging VR presentations remains a challenging and time-consuming task for users, hindering the full realization of VR presentation's capabilities. This research aims to explore the potential of VR presentation, analyze users' opinions, and investigate these via providing a user-friendly no-coding authoring tool. Through a
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Ratican, Jeremiah, and James Hutson. "Video game development 3.0: AI-driven collaborative co-creation." Metaverse 5, no. 2 (2024): 2904. https://doi.org/10.54517/m2904.

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<p class="MsoNormal">The evolution of game development has transitioned from manual coding (Software 1.0) to data-driven Artificial Intelligence (AI) (Software 2.0), and now to a more advanced stage—video game development 3.0. This phase is characterized by AI-driven processes leveraging large language models (LLMs), neural networks, and other AI techniques that autonomously generate code, content, and narratives. This paper explores the foundational technologies underpinning this paradigm shift, including customizable AI modules, dynamic asset creation, and intelligent non player charac
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Soysal, Yi̇lmaz. "Managing A Discursive Journey for Classroom Inquiry: Examination of a Teacher’s Discursive Moves." Journal of Science Learning 4, no. 4 (2021): 394–411. http://dx.doi.org/10.17509/jsl.v4i4.32029.

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This study presents an analysis of teacher discursive moves (TDMs) that aid students in altering their thinking and talking systems. The participants were a science who handled the immersion inquiry activities. The primary data source was the video recorded in the classroom. This video-based data was analyzed through systematic observation in two phases comprising coding and counting to reveal the mechanics of the discursive journey. Three assertions were made for the dynamics of the discursive journey. First, the teacher enacted a wide range of TDMs incorporating dialogically/monologically or
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Messias, Adria Maria, and Fernanda Moreto Impolcetto. "Atividades circenses na educação física: possibilidades e limites para a educação infantil." MOTRICIDADES: Revista da Sociedade de Pesquisa Qualitativa em Motricidade Humana 5, no. 1 (2021): 96–105. http://dx.doi.org/10.29181/2594-6463-2021-v5-n1-secesp-p96-105.

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Resumo O objetivo do estudo foi analisar as possibilidades e os limites que emergiram da implementação de uma Unidade Didática de Atividades Circenses. De natureza qualitativa, do tipo Pesquisa Participante, foi realizada com uma turma da 2ª etapa da Educação Infantil. Como instrumento de construção dos dados utilizou-se o Diário de Campo, norteado por um roteiro para a realização dos registros observados durante as aulas. Os dados construídos foram tratados por meio da análise de categorias de codificação - codificação simples. Os principais resultados evidenciaram que: 1) diversos recursos (
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Dziembowski, Adrian, Dawid Mieloch, Jun Young Jeong, and Gwangsoon Lee. "Immersive Video Postprocessing for Efficient Video Coding." IEEE Transactions on Circuits and Systems for Video Technology, 2023, 1. http://dx.doi.org/10.1109/tcsvt.2023.3243381.

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Yang, Xu, Minfeng Huang, Lei Luo, Hongwei Guo, and Ce Zhu. "Efficient Panoramic Video Coding for Immersive Metaverse Experience." IEEE Network, 2023, 1. http://dx.doi.org/10.1109/mnet.2023.3319958.

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Schwarz, Sebastian, Nahid Sheikhipour, Vida Fakour Sevom, and Miska M. Hannuksela. "Video coding of dynamic 3D point cloud data." APSIPA Transactions on Signal and Information Processing 8 (2019). http://dx.doi.org/10.1017/atsip.2019.24.

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Abstract Due to the increased popularity of augmented (AR) and virtual (VR) reality experiences, the interest in representing the real world in an immersive fashion has never been higher. Distributing such representations enables users all over the world to freely navigate in never seen before media experiences. Unfortunately, such representations require a large amount of data, not feasible for transmission on today's networks. Thus, efficient compression technologies are in high demand. This paper proposes an approach to compress 3D video data utilizing 2D video coding technology. The propos
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Jeong, Jong-Beom, Soonbin Lee, and Eun-Seok Ryu. "DATRA-MIV: Decoder-Adaptive Tiling and Rate Allocation for MPEG Immersive Video." ACM Transactions on Multimedia Computing, Communications, and Applications, February 19, 2024. http://dx.doi.org/10.1145/3648371.

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The emerging immersive video coding standard moving picture experts group (MPEG) immersive video (MIV) which is ongoing standardization by MPEG-Immersive (MPEG-I) group, enables six degrees of freedom (6DoF) in a virtual reality (VR) environment that represents both natural and computer-generated scenes using multi-view video compression. The MIV eliminates the redundancy between multi-view videos and merges the residuals into multiple pictures, called an atlas. Thus, bitstreams with encoded atlases are generated and corresponding number of decoders are needed, which is challenging for the lig
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Gutiérrez, Jesús, Pablo Pérez, Marta Orduna, et al. "Subjective evaluation of visual quality and simulator sickness of short 360 videos: ITU-T Rec. P.919." IEEE TRANSACTIONS ON MULTIMEDIA, July 5, 2021. https://doi.org/10.1109/TMM.2021.3093717.

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Abstract Recently an impressive development in immersive technologies, such as Augmented Reality (AR), Virtual Reality (VR) and 360 degrees video, has been witnessed. However, methods for quality assessment have not been keeping up. This paper studies quality assessment of 360 degrees video from the cross-lab tests (involving ten laboratories and more than 300 participants) carried out by the Immersive Media Group (IMG) of the Video Quality Experts Group (VQEG). These tests were addressed to assess and validate subjective evaluation methodologies for 360 degrees video. Audiovisual quality, sim
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Lee, Jinho, Gun Bang, Jungwon Kang, Mehrdad Teratani, Gauthier Lafruit, and Haechul Choi. "Performance analysis of multiview video compression based on MIV and VVC multilayer." ETRI Journal, February 2024. http://dx.doi.org/10.4218/etrij.2023-0309.

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AbstractTo represent immersive media providing six degree‐of‐freedom experience, moving picture experts group (MPEG) immersive video (MIV) was developed to compress multiview videos. Meanwhile, the state‐of‐the‐art versatile video coding (VVC) also supports multilayer (ML) functionality, enabling the coding of multiview videos. In this study, we designed experimental conditions to assess the performance of these two state‐of‐the‐art standards in terms of objective and subjective quality. We observe that their performances are highly dependent on the conditions of the input source, such as the
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Lee, Gwangsoon, Sangwoon Kwak, Hong-chang Shin, Bong Ho Lee, and Won-sik Cheong. "Partial Access using Group-based MPEG Immersive Video Coding Technology." Proceedings of the International Display Workshops, December 7, 2023, 1351. http://dx.doi.org/10.36463/idw.2023.1351.

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Sugito, Yasuko, Shinya Iwasaki, Kazuhiro Chida, et al. "Video bit-rate requirements for 8K 120-Hz HEVC/H.265 temporal scalable coding: experimental study based on 8K subjective evaluations." APSIPA Transactions on Signal and Information Processing 9 (2020). http://dx.doi.org/10.1017/atsip.2020.4.

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Abstract 8K video parameters were designed to provide an immersive experience; meanwhile, special considerations are necessary to assess the entire screen subjectively. This paper studies the video bit-rate required for 8K 119.88-Hz (120-Hz) and 59.94-Hz (60-Hz) the high efficiency video coding (HEVC)/H.265 temporal scalable coding based on subjective evaluation experiments. To investigate the appropriate bit-rate for both 8K 120- and 60-Hz videos for broadcasting purposes, we compress 8K 120-Hz test sequences using software that emulates our real-time HEVC encoder and conduct two types of exp
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Baraldo, Matteo, Francesca Dolcetti, and Paola Di Giuseppantonio Di Franco. "Enriching Qualitative Inquiry: Exploring Immersive Technologies in Place-Based Research." International Journal of Qualitative Methods 24 (March 2025). https://doi.org/10.1177/16094069251331352.

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Three-sixty video-ethnography is a growing field of research, offering novel insights into the complex interactions between individuals and their environments. Despite its potential, the application of 360-degree video in qualitative research remains underexplored. The study presented here aims to bridge this gap, by discussing an approach to data collection and visual analysis, grounded in a multimodal epistemological framework for in-depth qualitative exploration of place-based interactions. Specifically, the paper investigates the integration of 360-degree videos and Virtual Reality Head-Mo
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43

Ilola, Lauri, Lukasz Kondrad, Sebastian Schwarz, and Ahmed Hamza. "An Overview of the MPEG Standard for Storage and Transport of Visual Volumetric Video-Based Coding." Frontiers in Signal Processing 2 (April 29, 2022). http://dx.doi.org/10.3389/frsip.2022.883943.

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The increasing popularity of virtual, augmented, and mixed reality (VR/AR/MR) applications is driving the media industry to explore the creation and delivery of new immersive experiences. One of the trends is volumetric video, which allows users to explore content unconstrained by the traditional two-dimensional window of director’s view.The ISO/IEC joint technical committee 1 subcommittee 29, better known as the Moving Pictures Experts Group (MPEG), has recently finalized a group of standards, under the umbrella of Visual Volumetric Video-based Coding (V3C). These standards aim to efficiently
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44

Garus, Patrick, Felix Henry, Joel Jung, Thomas Maugey, and Christine Guillemot. "Immersive Video Coding: Should Geometry Information be Transmitted as Depth Maps?" IEEE Transactions on Circuits and Systems for Video Technology, 2021, 1. http://dx.doi.org/10.1109/tcsvt.2021.3100006.

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Choi, Yongho, The Van Le, Gun Bang, Jinho Lee, and Jin Young Lee. "Efficient immersive video coding using specular detection for high rendering quality." Multimedia Tools and Applications, March 9, 2024. http://dx.doi.org/10.1007/s11042-024-18815-7.

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46

Xun, Wei, and Songlin Zhang. "Optimized Multiuser Panoramic Video Transmission in VR: A Machine Learning‐Driven Approach." Computer Animation and Virtual Worlds 36, no. 3 (2025). https://doi.org/10.1002/cav.70060.

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ABSTRACTIn this paper, we propose a machine learning‐driven model to optimize panoramic video transmission for multiple users in virtual reality environments. The model predicts users' future field of view (FOV) using historical head orientation data and video saliency information, enabling targeted video delivery based on individual perspectives. By segmenting panoramic videos into tiles and applying a pyramid coding scheme, we adaptively transmit high‐quality content within users' FOVs while utilizing lower‐quality transmissions for peripheral regions. This approach effectively reduces bandw
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Graziosi, D., O. Nakagami, S. Kuma, A. Zaghetto, T. Suzuki, and A. Tabatabai. "An overview of ongoing point cloud compression standardization activities: video-based (V-PCC) and geometry-based (G-PCC)." APSIPA Transactions on Signal and Information Processing 9 (2020). http://dx.doi.org/10.1017/atsip.2020.12.

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Abstract This article presents an overview of the recent standardization activities for point cloud compression (PCC). A point cloud is a 3D data representation used in diverse applications associated with immersive media including virtual/augmented reality, immersive telepresence, autonomous driving and cultural heritage archival. The international standard body for media compression, also known as the Motion Picture Experts Group (MPEG), is planning to release in 2020 two PCC standard specifications: video-based PCC (V-CC) and geometry-based PCC (G-PCC). V-PCC and G-PCC will be part of the I
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Cai, Yangang, Xufeng Li, Yueming Wang, and Ronggang Wang. "An Overview of Panoramic Video Projection Schemes in the IEEE 1857.9 Standard for Immersive Visual Content Coding." IEEE Transactions on Circuits and Systems for Video Technology, 2022, 1. http://dx.doi.org/10.1109/tcsvt.2022.3165878.

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Sobocinski, Marta, Daryn Dever, Megan Wiedbusch, Foysal Mubarak, Roger Azevedo, and Sanna Järvelä. "Capturing self‐regulated learning processes in virtual reality: Causal sequencing of multimodal data." British Journal of Educational Technology, September 30, 2023. http://dx.doi.org/10.1111/bjet.13393.

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AbstractThis study examines the embodied ways in which learners monitor their cognition while learning about exponential functions in an immersive virtual reality (VR) based game, Pandemic by Prisms of Reality. Traditionally, metacognitive monitoring has been assessed through behavioural traces and verbalised instances. When learning in VR, learners are fully immersed in the learning environment, actively manipulating it based on affordances designed to support learning, offering insights into the relationship between physical interaction and metacognition. The study collected multimodal data
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Chen, Peilin, Shiqi Wang, and Zhu Li. "Occupancy Map Guided Attributes Artifacts Removal for Video-based Point Cloud Compression." ACM Transactions on Multimedia Computing, Communications, and Applications, September 25, 2024. http://dx.doi.org/10.1145/3697351.

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Point clouds offer realistic three-dimensional (3-D) representations of objects and scenes at the expense of large data volumes. To represent such data compactly in real-world applications, Video-based Point Cloud Compression (V-PCC) converts their texture into two-dimensional (2-D) attributes and occupancy maps before applying lossy video compression. Unfortunately, the coding artifacts introduced in the decoded attribute maps eventually degrade the quality of the reconstructed point cloud, thereby influencing its immersive experience. This paper proposes a deep learning-based attribute map e
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