• Title/Summary/Keyword: 360 video

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Comparison of satisfaction, interest, and experience awareness of 360° virtual reality video and first-person video in non-face-to-face practical lectures in medical emergency departments (응급구조학과 비대면 실습 강의에서 360° 가상현실 영상과 1인칭 시점 영상의 만족도, 흥미도, 경험인식 비교)

  • Lee, Hyo-Ju;Shin, Sang-Yol;Jung, Eun-Kyung
    • The Korean Journal of Emergency Medical Services
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    • v.24 no.3
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    • pp.55-63
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    • 2020
  • Purpose: This study aimed to establish effective training strategies and methods by comparing the effects of 360° virtual reality video and first-person video in non-face-to-face practical lectures. Methods: This crossover study, implemented May 18-31, 2020, included 27 participants. We compared 360° virtual reality video and first-person video. SPSS version 25.0 was used for statistical analysis. Results: The 360° virtual reality video had a higher score of experience recognition (p=.039), vividness (p=.045), presence (p=.000), fantasy factor (p=.000) than the first-person video, but no significant difference was indicated for satisfaction (p=.348) or interest (p=.441). Conclusion: 360° virtual reality video and first-person video can be used as training alternatives to achieve the standard educational objectives in non-face-to-face practical lectures.

A Study on Projection Conversion for Efficient 3DoF+ 360-Degree Video Streaming

  • Jeong, Jong-Beom;Lee, Soonbin;Jang, Dongmin;Kim, Sungbin;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.24 no.7
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    • pp.1209-1220
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    • 2019
  • The demand for virtual reality (VR) is rapidly increasing. Providing the immersive experience requires much operation and many data to transmit. For example, a 360-degree video (360 video) with at least 4K resolution is needed to offer an immersive experience to users. Moreover, the MPEG-I group defined three degrees of freedom plus (3DoF+), and it requires the transmission of multiview 360 videos simultaneoulsy. This could be a burden for the VR streaming system. Accordingly, in this work, a bitrate-saving method using projection conversion is introduced, along with experimental results for streaming 3DoF+ 360 video. The results show that projection conversion of 360 video with 360lib shows a Bjontegaard delta bitrate gain of as much as 11.4%.

Implementation of 360 VR Tiled Video Player with Eye Tacking based Foveated Rendering (시점 추적 기반 Foveated Rendering을 지원하는 360 VR Tiled Video Player 구현)

  • Kim, Hyun Wook;Yang, Sung Hyun
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.795-801
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    • 2018
  • In these days, various technologies to provide a service of high quality of 360 VR media contents is being studied and developed. However, rendering high-quality of media images is very difficult with the limited resources of HMD (Head Mount Display). In this paper, we designed and implemented a 360 VR Player for high quality 360 tiled video image render to HMD. Furthermore, we developed multi-resolution-based Foveated Rendering technology. By conducting several experiments, We have confirmed that it improved the performance of video rendering far more than existing tiled video rendering technology.

Quality of Experience Experiment Method and Statistical Analysis for 360-degree Video with Sensory Effect

  • Jin, Hoe-Yong;Kim, Sang-Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.7
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    • pp.1063-1072
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    • 2020
  • This paper proposes an experimental method for measuring the quality of experience to measure the influence of the participants' immersion, satisfaction, and presence according to the application of sensory effects to 360-degree video. Participants of the experiment watch 360-degree videos using HMD and receive sensory effects using scent diffusing devices and wind devices. Subsequently, a questionnaire was conducted on the degree of immersion, satisfaction, and present feelings for the video you watched. By analyzing the correlation of the survey results, we found that the provision of sensory effects satisfies the 360-degree video viewing, and the experimental method was appropriate. In addition, using the P.910 method, a result was derived that was not suitable for measuring the quality of the immersion and presence of 360-degree video according to the provision of sensory effects.

Geometry Padding for Segmented Sphere Projection (SSP) in 360 Video (360 비디오의 SSP를 위한 기하학적 패딩)

  • Kim, Hyun-Ho;Myeong, Sang-Jin;Yoon, Yong-Uk;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.24 no.1
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    • pp.25-31
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    • 2019
  • 360 video is attracting attention as immersive media, and is also considered in VVC (Versatile Video Coding), which is being developed in JVET (Joint Video Expert Team) as a new video coding standard of post-HEVC. A 2D image projected from 360 video for its compression may has discontinuities between the projected faces and inactive regions, and they may cause the visual artifacts in the reconstructed video as well as decrease of coding efficiency. In this paper, we propose a method of efficient geometric padding to reduce these discontinuities and inactive regions in the projection format of SSP (Segmented Sphere Projection). Experimental results show that the proposed method improves subjective quality compared to the existing padding of SSP that uses copy padding with minor loss of coding gain.

A study on lighting angle for improvement of 360 degree video quality in metaverse (메타버스에서 360° 영상 품질향상을 위한 조명기 투사각연구)

  • Kim, Joon Ho;An, Kyong Sok;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.499-505
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    • 2022
  • Recently, the metaverse has been receiving a lot of attention. Metaverse means a virtual space, and various events can be held in this space. In particular, 360-degree video, a format optimized for the metaverse space, is attracting attention. A 360-degree video image is created by stitching images taken with multiple cameras or lenses in all 360-degree directions. When shooting a 360-degree video, a variety of shooting equipment, including a shooting staff to take a picture of a subject in front of the camera, is displayed on the video. Therefore, when shooting a 360-degree video, you have to hide everything except the subject around the camera. There are several problems with this shooting method. Among them, lighting is the biggest problem. This is because it is very difficult to install a fixture that focuses on the subject from behind the camera as in conventional image shooting. This study is an experimental study to find the optimal angle for 360-degree images by adjusting the angle of indoor lighting. We propose a method to record 360-degree video without installing additional lighting. Based on the results of this study, it is expected that experiments will be conducted through more various shooting angles in the future, and furthermore, it is expected that it will be helpful when using 360-degree images in the metaverse space.

Real-Time Compressed Video Acquisition System for Stereo 360 VR (Stereo 360 VR을 위한 실시간 압축 영상 획득 시스템)

  • Choi, Minsu;Paik, Joonki
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.965-973
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    • 2019
  • In this paper, Stereo 4K@60fps 360 VR real-time video capture system which consists of video stream capture, video encoding and stitching module is been designed. The system captures stereo 4K@60fps 360 VR video by stitching 6 of 2K@60fps stream which are captured through HDMI interface from 6 cameras in real-time. In video capture phase, video is captured from each camera using multi-thread in real-time. In video encoding phase, raw frame memory transmission and parallel encoding are used to reduce the resource usage in data transmission between video capture and video stitching modules. In video stitching phase, Real-time stitching is secured by stitching calibration preprocessing.

Implementing Renderer for Viewport Dependent 360 Video (사용자 시점 기반 360 영상을 위한 렌더러 구현)

  • Jang, Dongmin;Son, Jang-Woo;Jeong, JongBeom;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.747-759
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    • 2018
  • In this paper, we implement viewport dependent tile partitioning for high quality 360 video transmission and rendering method to present a HMD (Head Mounted Display) screen for 360 video quality evaluation. As a method for high-quality video transmission based on a user's viewport, this paper introduces MCTS (Motion Constrained Tile Sets) technique for solving the motion reference problem and EIS (Extraction Information Sets) SEI including pre-configured tile information, and extractor that extracts tiles. In addition, it explains tile extraction method based on user's viewport and implementation contents of the method of expressing on an HMD. Therefore, if 360 video is transferred by the proposed implementation which only transfers video from the user viewport area, it is possible to express higher quality video with lower bandwidth while avoiding unnecessary image transmission.

A Study on the High Quality 360 VR Tiled Video Edge Streaming (방송 케이블 망 기반 고품질 360 VR 분할 영상 엣지 스트리밍에 관한 연구)

  • Kim, Hyun-Wook;Yang, Jin-Wook;Yoon, Sang-Pil;Jang, Jun-Hwan;Park, Woo-Chool
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.43-52
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    • 2019
  • 360 Virtual Reality(VR) service is getting attention in the domestic streaming market as 5G era is upcoming. However, existing IPTV-based 360 VR video services use upto 4K 360 VR video which is not enough to satisfy customers. It is generally required that over 8K resolution is necessary to meet users' satisfaction level. The bit rate of 8K resolution video exceeds the bandwidth of single QAM channel(38.817mbps), which means that it is impossible to provide 8K resolution video via the IPTV broadcast network environment. Therefore, we suggest and implement the edge streaming system for low-latency streaming to the display devices in the local network. We conducted experiments and confirmed that 360 VR streaming with a viewport switching delay less than 500ms can be achieved while using less than 100mbps of the network bandwidth.

Experiment Method for Measuring Quality of Experience for 360-degree Video with Sensorial Effects (360도 동영상 감각효과에 대한 사용자경험품질 측정 실험 방법)

  • Jeong, Min Hyuk;Kim, Sang Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.1
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    • pp.113-116
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    • 2020
  • This paper proposes a Quality of Experience (QoE) evaluation experiment to measure the effects of 360-degree video and sensory effects on the subject's degree of immersion, satisfaction, and sense of presence. The test subject responds to a questionnaire about the degree of immersion, satisfaction, and sense of presence after experiencing a 360-degree video accompanied by sensory effects while wearing a head-mounted display (HMD) with a scent diffusion device. As a result of the response analysis, it was confirmed that the proposed experimental method is suitable for measuring the subject's degree of immersion, satisfaction, and sense of presence about 360-degree video and sensory effects. On the other hand, inserting a gray screen for comparison experiments while watching a 360-degree video was found to cause a significant decrease in immersion and realism.