Content format and quality of experience in virtual reality

Henrique Galvan Debarba*, Mario Montagud, Sylvain Chagué, Javier Garcia Lajara Herrero, Ignacio Lacosta, Sergi Fernandez Langa, Caecilia Charbonnier

*Corresponding author for this work

Research output: Contribution to journalJournal articleResearchpeer-review

2 Citations (Scopus)
43 Downloads (Pure)


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.

Original languageEnglish
JournalMultimedia Tools and Applications
Publication statusE-pub ahead of print - 2022

Bibliographical note

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.


  • Content formats
  • Quality of experience
  • Virtual reality


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