Page 33 - AC/E Digital Culture Annual Report
P. 33
tent is being created for many different genres. The areas in which 360o video is currently being used include sports (live), musical performances, virtual tourism, educational content, adult content, fiction, news and documentaries, and eSports video streams.
User-generated content (UGC) is expected to be the second big wave of content, in the form of short videos in a context associated with messages intended to be shared and consumed in social networks, even live. Personal devices (smartphones and tablets) with multi-view autostereoscopic display will permit users to enjoy the contents described above if they are not ready to use specific VR hardware.
For virtual reality to have a major social impact with the application of immersive technology
in sectors such as education, healthcare and industry, etc., depends on its capacity to solve problems and provide a seamless, uniform and comfortable experience for the user, in our opinion, and to address the challenges and meet the needs of interaction.
The success of immersive technology depends on:
• Robust algorithms to create 3D volumetric contents from multiple cameras, stereo cameras, smartphones with multiple cam- eras and/or depth cameras, multiple robotic cameras (e.g. drones); hybrid approaches that combine local preprocessing and cloud- based synthesis; configurations without calibration.
• New formats for rendering 3D volumetric media, balancing compression processing requirements, the efficiency of the latter, bandwidth and handling capacities. (UGC holographic communication will require handling capabilities similar to current visual messaging, such as embellishment, stickers and comments, background changes, fun skins and transformations, etc.).
• Distribution of efficient 3D content. Trans- mitting holographic video will pose signif- icant bandwidth challenges. Research will be required on new network solutions that transmit personalized holographic videos based on their perception to users through CDN, taking into account bandwidth, latency and processing loads both locally and in the cloud.
• Human-machine interaction. Many forms
of human-machine interaction will be developed in the near future, facilitating a broader range of activities and experiences for users. The key issues will be how users can be linked to and manage the content and the access platform, adaptation to its digital representation and the transfer of ex- perience between the virtual world and the real world. New developments are expected for avatars and robots, haptic sensors, brain computer interfaces (BCI), enhanced sense of presence (ESP), detection and monitor- ing, quality of experience (QoE), monitoring and audience analysis.
• Use of multiple audiovisual capture sensors to generate multi-angle content when cre- ating free viewpoint video for consumption through VR and AR. Capture opportunities include video, audio and depth (radar, sonar, lidar) and could incorporate remote controlled autonomous land vehicles, drones and balloons, all governed by rules and capture strategies for robotic camera equipment.
• Content orchestration tools to manage multiple and heterogeneous devices fed through multiple heterogeneous networks to create interactive and immersive experi- ences.
AC/E DIGITAL CULTURE ANNUAL REPORT 2018
33
Digital Trends in Culture