[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3083187.3083190acmconferencesArticle/Chapter ViewAbstractPublication PagesmmsysConference Proceedingsconference-collections
research-article
Public Access

A Measurement Study of Oculus 360 Degree Video Streaming

Published: 20 June 2017 Publication History

Abstract

360 degree video is anew generation of video streaming technology that promises greater immersiveness than standard video streams. This level of immersiveness is similar to that produced by virtual reality devices -- users can control the field of view using head movements rather than needing to manipulate external devices. Although 360 degree video could revolutionize streaming technology, large scale adoption is hindered by a number of factors. 360 degree video streams have larger bandwidth requirements, require faster responsiveness to user inputs, and users may be more sensitive to lower quality streams.; AB@In this paper, we review standard approaches toward 360 degree video encoding and compare these to a new, as yet unpublished, approach by Oculus which we refer to as the offset cubic projection. Compared to the standard cubic encoding, the offset cube encodes a distorted version of the spherical surface, devoting more information (i.e., pixels) to the view in a chosen direction. We estimate that the offset cube representation can produce better or similar visual quality while using less than 50% pixels under reasonable assumptions about user behavior, resulting in 5.6% to 16.4% average savings in video bitrate. During 360 degree video streaming, Oculus uses a combination of quality level adaptation and view orientation adaptation. We estimate that this combination of streaming adaptation in two dimensions can cause over 57% extra segments to be downloaded compared to an ideal downloading strategy, wasting 20% of the total downloading bandwidth.

References

[1]
Akamai's {state of the internet} q1 2016 report. https://www.akamai.com/uk/en/multimedia/documents/state-of-the-internet/akamai-state-of-the-internet-report-q1-2016.pdf.
[2]
Charles Proxy. https://www.charlesproxy.com/.
[3]
Cubic Projection. http://wiki.panotools.org/Cubic_Projection.
[4]
Equirectangular Projection. http://mathworld.wolfram.com/EquirectangularProjection.html.
[5]
Facebook's 2 Billion Acquisition Of Oculus Closes, Now Official. https://techcrunch.com/2014/07/21/facebooks-acquisition-of-oculus-closes-now-official/.
[6]
FFmpeg. http://www.ffmpeg.org/.
[7]
Great Cicle. http://mathworld.wolfram.com/GreatCircle.html.
[8]
Internet Connection Speed Recommendations. https://help.netflix.com/en/node/306.
[9]
Lynxmotion Pan and Tilt Kit / Aluminium. http://www.robotshop.com/en/lynxmotion-pan-and-tilt-kit-aluminium2.html.
[10]
Next-generation video encoding techniques for 360 video and VR. https://code.facebook.com/posts/1126354007399553/next-generation-video-encoding-techniques-for-360-video-and-vr/.
[11]
Nokia OZO. http://ozo.nokia.com.
[12]
OneRepublic - Kids (360 version). https://www.facebook.com/OneRepublic/videos/10154946797263912/.
[13]
SPEEDTEST. http://www.speedtest.net/.
[14]
Under the hood: Building 360 video. https://code.facebook.com/posts/1638767863078802/under-the-hood-building-360-video/.
[15]
Xavier Corbillon, Alisa Devlic, Gwendal Simon, and Jacob Chakareski. Viewport-adaptive navigable 360-degree video delivery. arXiv preprint arXiv:1609.08042, 2016.
[16]
ISO/IEC 23009-1:2014 Information technology -- Dynamic adaptive streaming over HTTP (DASH) -- Part 1: Media presentation description and segment formats. Standard, International Organization for Standardization, May 2014.
[17]
Daisuke Ochi, Yutaka Kunita, Akio Kameda, Akira Kojima, and Shinnosuke Iwaki. Live streaming system for omnidirectional video. In 2015 IEEE Virtual Reality (VR), pages 349--350. IEEE, 2015.
[18]
Feng Qian, Lusheng Ji, Bo Han, and Vijay Gopalakrishnan. Optimizing 360 video delivery over cellular networks. In Proceedings of the 5th Workshop on All Things Cellular: Operations, Applications and Challenges, pages 1--6. ACM, 2016.
[19]
David Salomon. Transformations and projections in computer graphics. Springer Science & Business Media, 2007.
[20]
Kay M Stanney, Ronald R Mourant, and Robert S Kennedy. Human factors issues in virtual environments: A review of the literature. Presence, 7(4):327--351, 1998.
[21]
Zhou Wang, Alan C Bovik, Hamid R Sheikh, and Eero P Simoncelli. Image quality assessment: from error visibility to structural similarity. Image Processing, IEEE Transactions on, 13(4):600--612, 2004.

Cited By

View all
  • (2024)A Review of Immersive Technologies, Knowledge Representation, and AI for Human-Centered Digital ExperiencesElectronics10.3390/electronics1302026913:2(269)Online publication date: 7-Jan-2024
  • (2024)VertexShuffle-Based Spherical Super-Resolution for 360-Degree VideosACM Transactions on Multimedia Computing, Communications, and Applications10.1145/364931520:9(1-17)Online publication date: 23-Feb-2024
  • (2024)A First Look at Immersive Telepresence on Apple Vision ProProceedings of the 2024 ACM on Internet Measurement Conference10.1145/3646547.3689006(555-562)Online publication date: 4-Nov-2024
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
MMSys'17: Proceedings of the 8th ACM on Multimedia Systems Conference
June 2017
407 pages
ISBN:9781450350020
DOI:10.1145/3083187
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 20 June 2017

Permissions

Request permissions for this article.

Check for updates

Badges

  • Best Student Paper

Author Tags

  1. 360 degree video streaming
  2. adaptive streaming
  3. offset cubic projection
  4. visual quality

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

Conference

MMSys'17
Sponsor:
MMSys'17: Multimedia Systems Conference 2017
June 20 - 23, 2017
Taipei, Taiwan

Acceptance Rates

MMSys'17 Paper Acceptance Rate 13 of 47 submissions, 28%;
Overall Acceptance Rate 176 of 530 submissions, 33%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)210
  • Downloads (Last 6 weeks)30
Reflects downloads up to 17 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2024)A Review of Immersive Technologies, Knowledge Representation, and AI for Human-Centered Digital ExperiencesElectronics10.3390/electronics1302026913:2(269)Online publication date: 7-Jan-2024
  • (2024)VertexShuffle-Based Spherical Super-Resolution for 360-Degree VideosACM Transactions on Multimedia Computing, Communications, and Applications10.1145/364931520:9(1-17)Online publication date: 23-Feb-2024
  • (2024)A First Look at Immersive Telepresence on Apple Vision ProProceedings of the 2024 ACM on Internet Measurement Conference10.1145/3646547.3689006(555-562)Online publication date: 4-Nov-2024
  • (2024)Deep Viewpoint Prediction in 360º Video with Data Distribution Adaptation2024 16th International Conference on Wireless Communications and Signal Processing (WCSP)10.1109/WCSP62071.2024.10826980(1318-1323)Online publication date: 24-Oct-2024
  • (2024)Cross-Layer Video Synthesizing and Antenna Allocation Scheme for Multi-View Video Provisioning Under Massive MIMO NetworksIEEE Transactions on Mobile Computing10.1109/TMC.2022.322777023:1(327-340)Online publication date: Jan-2024
  • (2024)Real-Time Immersive Aerial Video Streaming: A Comprehensive Survey, Benchmarking, and Open ChallengesIEEE Open Journal of the Communications Society10.1109/OJCOMS.2024.34557635(5680-5705)Online publication date: 2024
  • (2024)Networked Metaverse Systems: Foundations, Gaps, Research DirectionsIEEE Open Journal of the Communications Society10.1109/OJCOMS.2024.34260985(5488-5539)Online publication date: 2024
  • (2024)Vanti: A Novel Interaction Design for Immersive VR Walking Tours2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct64951.2024.00145(501-504)Online publication date: 21-Oct-2024
  • (2024) NSM 2 : Network Slice Management and Monitoring Using Machine Learning For AR/VR Applications 2024 IEEE International Symposium on Broadband Multimedia Systems and Broadcasting (BMSB)10.1109/BMSB62888.2024.10608350(1-7)Online publication date: 19-Jun-2024
  • (2024)A comprehensive review of quality of experience for emerging video servicesSignal Processing: Image Communication10.1016/j.image.2024.117176(117176)Online publication date: Jul-2024
  • Show More Cited By

View Options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media