Proceedings of the 27th Workshop on Network and Operating Systems Support for Digital Audio and Video 2017
DOI: 10.1145/3083165.3083180
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Fixation Prediction for 360° Video Streaming in Head-Mounted Virtual Reality

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Cited by 192 publications
(119 citation statements)
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“…The additional use of techniques for view specification based on e.g. fixation prediction [10] result in additional delays of around 40ms which represents a noticeable perceivable lag in remote collaboration scenarios and reduces the interactive experience. In addition, when the reconstruction is finished or paused and the 3D model does not change for a certain time, the video stream of the renderings still requires a constantly high amount of bandwidth whereas the bandwidth required for streaming the 3D model would immediately drop to zero.…”
Section: Design Choicesmentioning
confidence: 99%
“…The additional use of techniques for view specification based on e.g. fixation prediction [10] result in additional delays of around 40ms which represents a noticeable perceivable lag in remote collaboration scenarios and reduces the interactive experience. In addition, when the reconstruction is finished or paused and the 3D model does not change for a certain time, the video stream of the renderings still requires a constantly high amount of bandwidth whereas the bandwidth required for streaming the 3D model would immediately drop to zero.…”
Section: Design Choicesmentioning
confidence: 99%
“…Saliency and motion map of videos are also available in the dataset. e authors designed a viewport prediction method based on their dataset in [6]. Wu et al [17] provided a dataset with 18 videos watched by 48 participants.…”
Section: Related Workmentioning
confidence: 99%
“…Only the videos that we have created 6. for all videos in the taxonomy, the overlaid version can be found in: h ps://bit.ly/2P1DRR7.…”
mentioning
confidence: 99%
“…In addition to the aforementioned work [6]- [8] which mainly focus on the VR video-level design, researches on investigating the opportunities for mobile VR delivery that can be potentially obtained via efficiently utilizing resources at the mobile edge network (MEN), i.e., communications, computing and caching (3C), are also drawing increasing attention [4], [5], [9]- [11]. Specifically, [4] illustrates the potential gain obtained from utilizing the resources at the MEN via simulation results.…”
Section: Introduction and Frameworkmentioning
confidence: 97%
“…Then, by knowing user's FOV, researches on multi-view and tile-based video streaming are being investigated [7]. Moreover, in order to further improve the quality of experience for tile-based video streaming, motion-prediction-based transmission is also being studied based on dataset collected from real users [8].…”
Section: Introduction and Frameworkmentioning
confidence: 99%