Presentation Title

An analysis of Real Time 360° Video Streaming

Presenter Information

Rama Krishna ThelagathotiFollow

Advisor Information

Spyridon Mastorakis

Presentation Type

Oral Presentation

Start Date

26-3-2021 12:00 AM

End Date

26-3-2021 12:00 AM

Abstract

As the internet is evolving to new horizons, there is a significant shift from streaming standard mono directional videos to omnidirectional directional videos aka 360° videos. Latest advancements in the head mounted devices such as Virtual Reality (VR) headsets has taken 360° video streaming to next level where watching 360° video with a VR headset creates an immersive experience to the viewers. This unique experience is fascinating millions of people across the world to fall in love with 360° videos. Currently, 360° videos are being hosted by the commercial platforms like YouTube and Facebook Live. Also, there are several 360° video supported players such as Oculus, Samsung Gear. However, unlike in non-360° streaming use case, streaming 360° videos demands substantial bandwidth because they are high in resolution. Typical 360° videos are in resolution between 2K (2048x1024 pixels) and 4K (4096x2048 pixels) and a minimum connection speed is 25 Mbps is required to watch a 4K video. Furthermore, when such a high resolution videos are transmitted over the internet, they are susceptible to suffer from latency issues. Since, 360° videos are watched for immersive experience, short delay can also affects user’s perceived quality in video playback. Hence, 360° videos has to meet stringent latency deadlines. The aim of this research is to study various dimensions in streaming 360° video and playback in VR headset. Particularly, simulating 360° video streaming setup in lab computers using Facebook Oculus Quest VR headset.

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Mar 26th, 12:00 AM Mar 26th, 12:00 AM

An analysis of Real Time 360° Video Streaming

As the internet is evolving to new horizons, there is a significant shift from streaming standard mono directional videos to omnidirectional directional videos aka 360° videos. Latest advancements in the head mounted devices such as Virtual Reality (VR) headsets has taken 360° video streaming to next level where watching 360° video with a VR headset creates an immersive experience to the viewers. This unique experience is fascinating millions of people across the world to fall in love with 360° videos. Currently, 360° videos are being hosted by the commercial platforms like YouTube and Facebook Live. Also, there are several 360° video supported players such as Oculus, Samsung Gear. However, unlike in non-360° streaming use case, streaming 360° videos demands substantial bandwidth because they are high in resolution. Typical 360° videos are in resolution between 2K (2048x1024 pixels) and 4K (4096x2048 pixels) and a minimum connection speed is 25 Mbps is required to watch a 4K video. Furthermore, when such a high resolution videos are transmitted over the internet, they are susceptible to suffer from latency issues. Since, 360° videos are watched for immersive experience, short delay can also affects user’s perceived quality in video playback. Hence, 360° videos has to meet stringent latency deadlines. The aim of this research is to study various dimensions in streaming 360° video and playback in VR headset. Particularly, simulating 360° video streaming setup in lab computers using Facebook Oculus Quest VR headset.