A new challenge

Behavioural analysis of 6-DOF user when consuming immersive media

Conference Paper (2021)
Author(s)

Silvia Rossi (University College London, Centrum Wiskunde & Informatica (CWI))

Irene Viola (Centrum Wiskunde & Informatica (CWI))

Laura Toni (University College London)

P.S. Cesar Garcia (TU Delft - Multimedia Computing, Centrum Wiskunde & Informatica (CWI))

Multimedia Computing
DOI related publication
https://doi.org/10.1109/ICIP42928.2021.9506525
More Info
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Publication Year
2021
Language
English
Multimedia Computing
Pages (from-to)
3423-3427
ISBN (electronic)
9781665441155

Abstract

Thanks to recent advances in computer graphics, wearable technology, and connectivity, Virtual Reality (VR) has landed in our daily life. A key novelty in VR is the role of the user, which has turned from merely passive to entirely active. Thus, improving any aspect of the coding–delivery–rendering chain starts with the need for understanding user behaviour. To do so, we investigate the navigation trajectories of users within a 6-Degrees-of-Freedom (DoF) VR environment. Specifically, we investigate the main differences and similarities between 3 and 6-DoF navigation through existing methodologies adopted to study user behaviour in 3-DoF settings. Our simulation results, based on real navigation paths of users while displaying dynamic volumetric media in 6-DoF conditions, show the limitations of clustering algorithms for 3-DoF in assessing user similarity in 6-DoF. Given these observations, we state the need for developing new solutions for the analysis of 6-DoF trajectories.

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