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Podborski, D. (author), Thomas, E. (author), Hannuksela, M.M. (author), Oh, S. (author), Stockhammer, T. (author), Pham, S. (author)
Virtual reality (VR) has gained a lot of attention due to market availability of consumer devices. A challenge for wider use is the ability to stream VR content to the user. This paper looks at aspects of 360° video streaming and the considerations for possible solutions. The primary focus lies on current efforts to develop standards for...
article 2018
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Prins, M.J. (author), Gunkel, S.N.B. (author), Stokking, H.M. (author), Niamut, O.A. (author)
Virtual reality (VR) and 360° video are reshaping the media landscape, creating a fertile business environment. In the past years, many new 360° cameras and VR headsets entered the consumer market. Distribution platforms are being established and new production studios are emerging. VR is a hot topic in research and industry, and many new and...
article 2018
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van Deventer, M.O. (author), Dufourd, J.C. (author), Oh, S. (author), Lim, S.Y. (author), Lim, Y. (author), Chandramouli, K. (author), Koenen, R. (author)
The proliferation of new capabilities in affordable smart devices capable of capturing, processing, and rendering audiovisual media content triggers a need for coordination and orchestration between these devices and their capabilities and of the content flowing from and to such devices. The upcoming Moving Picture Experts Group (MPEG) Media...
article 2018