2021/02/16 by Federico Chiariotti, Chiariotti, Federico · 3 citations
Computer Science · Engineering · #Coding (social sciences) #Computer network #Computer science #FOS: Computer and information sciences #FOS: Electrical engineering #Human–computer interaction #Image and Video Processing (eess.IV) #Image and Video Quality Assessment #Multimedia #Multimedia (cs.MM) #Networking and Internet Architecture (cs.NI) #Quality of experience #Quality of service #Telecommunications #Video streaming #Virtual Reality Applications and Impacts #Virtual reality #Visual Attention and Saliency Detection #cs.MM #cs.NI #eess.IV #electronic engineering #information engineering
paper · pdf · doi:10.48550/arxiv.2102.08192
published in arXiv (Cornell University) (Cornell University) · Submitted to Elsevier Computer Communications
arxiv created 2021/02/16 · openalex publication_date 2021/02/16 · arxiv updated 2021/02/17 · openalex created_date 2022/07/25 · openalex updated_date 2026/07/28
The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same, immersive video presents a set of specific challenges that need to be addressed. In this survey, we present the latest developments in the relevant literature on four of the most important ones: (i) omnidirectional video coding and compression, (ii) subjective and objective Quality of Experience (QoE) and the factors that can affect it, (iii) saliency measurement and Field of View (FoV) prediction, and (iv) the adaptive streaming of immersive 360-degree videos. The final objective of the survey is to provide an overview of the research on all the elements of an immersive video streaming system, giving the reader an understanding of their interplay and performance.