2021
DOI: 10.1016/j.comcom.2021.06.029
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A survey on 360-degree video: Coding, quality of experience and streaming

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Cited by 53 publications
(16 citation statements)
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References 98 publications
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“…However, most works focused specifically on XR still consider simple applications, such as interactive data visualization [21], and do not provide much insight on the more complex scenarios. There is an extensive literature on immersive video streaming [22], but it has been mostly focused on passive applications in which the user is only a viewer, with different QoE and encoding considerations.…”
Section: State Of the Artmentioning
confidence: 99%
“…However, most works focused specifically on XR still consider simple applications, such as interactive data visualization [21], and do not provide much insight on the more complex scenarios. There is an extensive literature on immersive video streaming [22], but it has been mostly focused on passive applications in which the user is only a viewer, with different QoE and encoding considerations.…”
Section: State Of the Artmentioning
confidence: 99%
“…Tile-based adaptive streaming has been widely investigated in omnidirectional content and more recently also for volumetric content [ 115 , 116 ]. We remind the reader of several excellent review papers on adaptive streaming for immersive communications [ 10 , 11 , 117 ]. In the following, we mainly focus on the recent advances that made usage of machine learning tools.…”
Section: Learning-based Transmissionmentioning
confidence: 99%
“…From a more technical perspective, a complete overview of the latest developments on immersive and 360 • video streaming can be found in [11], where the author aims at providing a complete overview on four of the most important challenges in this field, namely: omnidirectional video coding and compression, subjective and objective QoE and the factors that can affect it, saliency measurement and Field-of-View (FoV) prediction, and adaptive streaming of immersive 360 • videos. As stressed in [11], finding a proper way to measure the user's QoE may be difficult. This is especially important with respect to the design of telecommunication infrastructures able to optimize the experience of the user, and to guarantee constant and stable service quality.…”
Section: State Of the Artmentioning
confidence: 99%
“…In this paper, we will focus on examples related to the video gaming world (even though equivalent conclusions can be drawn for different XR applications), where the user interacts with the application using a keyboard or joypad, and the results of such actions are immediately seen on the PC or TV screen. Through Head Mounted Devices (HMDs), when playing with videogames supporting VR, users can also react by moving their heads and, for instance, depending on where the head is pointing, the application streams distinct portions of the environment [11].…”
Section: Introductionmentioning
confidence: 99%