TY - JOUR
T1 - Content format and quality of experience in virtual reality
AU - Debarba, Henrique Galvan
AU - Montagud, Mario
AU - Chagué, Sylvain
AU - Herrero, Javier Garcia Lajara
AU - Lacosta, Ignacio
AU - Langa, Sergi Fernandez
AU - Charbonnier, Caecilia
N1 - Funding Information:
This work was funded by the European Commission as part of the H2020 program, under the grant agreement 762111, VRTogether.
Publisher Copyright:
© 2022, The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature.
PY - 2022
Y1 - 2022
N2 - In this paper, we investigate three forms of virtual reality (VR) content production and consumption. Namely, pre-rendered 360 stereoscopic video, full real-time rendered 3D scenes, and the combination of a real-time rendered 3D environment with a pre-rendered video billboard used to present the central elements of the scene. We discuss the advantages and disadvantages of these content formats and describe the production of a piece of VR cinematic content for the three formats. The cinematic segment presented the interaction between two actors, which the VR user could watch from the virtual room next-door, separated from the action by a one-way mirror. To compare the three content formats, we carried out an experiment with 24 participants. In the experiment, we evaluated the quality of experience, including presence, simulation sickness and the participants’ assessment of content quality, for each of the three versions of the cinematic segment. We found that, in the context of our cinematic segment, combining video and 3D content produced the best experience. We discuss our results, including their limitations and the potential applications.
AB - In this paper, we investigate three forms of virtual reality (VR) content production and consumption. Namely, pre-rendered 360 stereoscopic video, full real-time rendered 3D scenes, and the combination of a real-time rendered 3D environment with a pre-rendered video billboard used to present the central elements of the scene. We discuss the advantages and disadvantages of these content formats and describe the production of a piece of VR cinematic content for the three formats. The cinematic segment presented the interaction between two actors, which the VR user could watch from the virtual room next-door, separated from the action by a one-way mirror. To compare the three content formats, we carried out an experiment with 24 participants. In the experiment, we evaluated the quality of experience, including presence, simulation sickness and the participants’ assessment of content quality, for each of the three versions of the cinematic segment. We found that, in the context of our cinematic segment, combining video and 3D content produced the best experience. We discuss our results, including their limitations and the potential applications.
KW - Content formats
KW - Quality of experience
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85126034778&partnerID=8YFLogxK
U2 - 10.1007/s11042-022-12176-9
DO - 10.1007/s11042-022-12176-9
M3 - Journal article
AN - SCOPUS:85126034778
SN - 1380-7501
JO - Multimedia Tools and Applications
JF - Multimedia Tools and Applications
ER -