论文标题
内容格式和虚拟现实中的经验质量
Content Format and Quality of Experience in Virtual Reality
论文作者
论文摘要
在本文中,我们研究了三种形式的虚拟现实内容生产和消费。也就是说,360个立体视频,3D环境与动态元素的视频广告牌的组合以及完整的3D渲染场景。一方面,基于视频的技术有助于获取内容,但是由于内容是从固定的角度捕获的,因此它们可以限制用户的体验。另一方面,3D内容允许进行观点翻译,但是实时的逼真的渲染并不微不足道,并且具有很高的生产和处理成本。我们还将两个极端的方法与将动态视频元素与3D虚拟环境相结合的方法进行了比较。我们讨论了这些系统的优点和缺点,并与24名参与者一起提供了用户研究的结果。在研究中,我们评估了经验的质量,包括存在的三个版本的电影,包括两个演员,包括存在,模拟疾病和参与者对内容质量的评估。我们发现,在这种情况下,混合视频和3D内容可产生最佳体验。
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.