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Content Format and Quality of Experience in Virtual Reality

  • Henrique Galvan Debarba
    ,
  • Mario Montagud
    ,
  • Sylvain Chagué
    ,
  • Javier Lajara
    ,
  • Ignacio Lacosta
    ,
  • Sergi Fernandez Langa
Research Output:
Contribution to conference - NOT published in proceeding or journal
Paper

Open access

Publication Information

Output type

Research Output:
Contribution to conference - NOT published in proceeding or journal
Paper

Original language

English

Publication milestones

  • Published - 11/08/2020

Publication status

Published - 11/08/2020

Abstract

In this paper, we investigate three forms of virtual reality content production and consumption. Namely, 360 stereoscopic video, the combination of a 3D environment with a video billboard for dynamic elements, and a full 3D rendered scene. On one hand, video based techniques facilitate the acquisition of content, but they can limit the experience of the user since the content is captured from a fixed point of view. On the other hand, 3D content allows for point of view translation, but real-time photorealistic rendering is not trivial and comes at high production and processing costs. We also compare the two extremes with an approach that combines dynamic video elements with a 3D virtual environment. We discuss the advantages and disadvantages of these systems, and present the result of a user study with 24 participants. In the study, we evaluated the quality of experience, including presence, simulation sickness and participants' assessment of content quality, of three versions of a cinematic segment with two actors. We found that, in this context, mixing video and 3D content produced the best experience.