11 research outputs found

    360° mulsemedia experience over next generation wireless networks - a reinforcement learning approach

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    The next generation of wireless networks targets aspiring key performance indicators, like very low latency, higher data rates and more capacity, paving the way for new generations of video streaming technologies, such as 360° or omnidirectional videos. One possible application that could revolutionize the streaming technology is the 360° MULtiple SEnsorial MEDIA (MULSEMEDIA) which enriches the 360° video content with other media objects like olfactory, haptic or even thermoceptic ones. However, the adoption of the 360° Mulsemedia applications might be hindered by the strict Quality of Service (QoS) requirements, like very large bandwidth and low latency for fast responsiveness to the users, inputs that could impact their Quality of Experience (QoE). To this extent, this paper introduces the new concept of 360° Mulsemedia as well as it proposes the use of Reinforcement Learning to enable QoS provisioning over the next generation wireless networks that influences the QoE of the end-users

    360° mulsemedia experience over next generation wireless networks - a reinforcement learning approach

    Get PDF
    The next generation of wireless networks targets aspiring key performance indicators, like very low latency, higher data rates and more capacity, paving the way for new generations of video streaming technologies, such as 360° or omnidirectional videos. One possible application that could revolutionize the streaming technology is the 360° MULtiple SEnsorial MEDIA (MULSEMEDIA) which enriches the 360° video content with other media objects like olfactory, haptic or even thermoceptic ones. However, the adoption of the 360° Mulsemedia applications might be hindered by the strict Quality of Service (QoS) requirements, like very large bandwidth and low latency for fast responsiveness to the users, inputs that could impact their Quality of Experience (QoE). To this extent, this paper introduces the new concept of 360° Mulsemedia as well as it proposes the use of Reinforcement Learning to enable QoS provisioning over the next generation wireless networks that influences the QoE of the end-users

    MEMBANGUN KELAYAKAN E-TOURISM BERBASIS VIDEO PANORAMA 360 DALAM RANGKA STRATEGI PUSH PROMOTE UNTUK MENGEKSPLORASI DAYA TARIK DESTINASI

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    Penelitian ini membahas mengenai faktor-faktor pembentuk konten kreatif berbasis video 360 dalam rangka membangun strategi push promote di sektor pariwisata. Sampel penelitian ini sebanyak 81 calon wisatawan potensial yang ada di kota Semarang, teknik pengambilan sampel dilakukan dengan teknik random sampling. Penelitian ini menunjukkan faktor-faktor pembentuk konten kreatif berbasis video 360 dalam rangka membangun strategi push promote di sektor pariwisata dengan menggunakan pendekatan multivariat berupa analisis faktor pada calon wisatawan potensial yang menghasilkan fakta ilmiah bahwa terdapat empat faktor. Faktor pertama yaitu factor articulate host yang terdiri dari articulate intonation (loading factor 0,711), structured articulation (loading factor 0,776), persuasive articulation (loading factor 0,699), articulate identity (loading factor 0,595). Faktor kedua adalah factor visual frame characteristic yang terdiri dari camera focus (loading factor 0,516), visual saturation (loading factor 0,772), visual brightness (loading factor 0,683), dan animation effect (loading factor 0,770). Faktor ketiga yaitu factor point of view yang terdiri dari angle view (loading factor 0,638), object-oriented view (loading factor 0,787), distance view (loading factor 0,730), dan lettering view (loading factor 0,578). Faktor keempat yaitu factor adventure simulation content terdiri dari 360 technical simulation (loading factor 0,729), 360 destination simulation (loading factor 0,717), identity simulation (loading factor 0,895) dan quality simulation (loading factor 0,571)

    A rapid prototyping tool to produce 360° video-based immersive experiences enhanced with virtual/multimedia elements

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    While the popularity of virtual reality (VR) grows in a wide range of application contexts – e.g. entertainment, training, cultural heritage and medicine –, its economic impact is expected to reach around 15bn USD, by the year of 2020. Within VR field, 360° video has been sparking the interest of development and research communities. However, editing tools supporting 360° panoramas are usually expensive and/or demand programming skills and/or advanced user knowledge. Besides, application approaches to quickly and intuitively set up such 360° video-based VR environments complemented with diverse types of parameterizable virtual assets and multimedia elements are still hard to find. Thereby, this paper aims to propose a system specification to simply and rapidly configure immersive VR environments composed of surrounding 360° video spheres that can be complemented with parameterizable multimedia contents – namely 3D models, text and spatial sound –, whose behavior can be either time-range or user-interaction dependent. Moreover, a preliminary prototype that follows a substantial part of the previously mentioned specification and implements the enhancement of 360° videos with time-range dependent virtual assets is presented. Preliminary tests evaluating usability and user satisfaction were also carried out with 30 participants, from which encouraging results were achieved.This work was financed by project “CHIC – Cooperative Holistic View on Internet and Content” (N° 24498), financed the European Regional Development Fund (ERDF) through COMPETE2020 - the Operational Programme for Competitiveness and Internationalisation (OPCI)

    El vídeo 360º monoscópico

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    Treballs Finals del Grau de Comunicació Audiovisual, Facultat de Biblioteconomia i Documentació, Universitat de Barcelona, Curs 2016-2017, Tutor: Carlos AguilarAspectos básicos a tener en cuenta para realizar un vídeo 360º con éxito
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