A survey on adaptive 360 video streaming: Solutions, challenges and opportunities

A Yaqoob, T Bi, GM Muntean - IEEE Communications Surveys …, 2020 - ieeexplore.ieee.org
Omnidirectional or 360° video is increasingly being used, mostly due to the latest
advancements in immersive Virtual Reality (VR) technology. However, its wide adoption is …

Measuring visual fatigue and cognitive load via eye tracking while learning with virtual reality head-mounted displays: A review

AD Souchet, S Philippe, D Lourdeaux… - International Journal of …, 2022 - Taylor & Francis
ABSTRACT Virtual Reality Head-Mounted Displays (HMDs) reached the consumer market
and are used for learning purposes. Risks regarding visual fatigue and high cognitive load …

Virtual and augmented reality: Advancing research in consumer marketing

M Wedel, E Bigné, J Zhang - International Journal of Research in …, 2020 - Elsevier
Virtual reality (VR) and augmented reality (AR) technologies are having a profound impact
on a variety of marketing practices and are attracting increasing attention from marketing …

Presence and immersion in virtual reality

MI Berkman, E Akan - Encyclopedia of computer graphics and games, 2024 - Springer
A game engine (Gregory 2018) is a software engine/framework mainly designed to develop
video games while providing built-in libraries, tools, and/or components for game …

Affective computing in virtual reality: emotion recognition from brain and heartbeat dynamics using wearable sensors

J Marín-Morales, JL Higuera-Trujillo, A Greco… - Scientific reports, 2018 - nature.com
Affective Computing has emerged as an important field of study that aims to develop
systems that can automatically recognize emotions. Up to the present, elicitation has been …

Extended reality (XR) remote research: A survey of drawbacks and opportunities

J Ratcliffe, F Soave, N Bryan-Kinns… - Proceedings of the …, 2021 - dl.acm.org
Extended Reality (XR) technology-such as virtual and augmented reality-is now widely used
in Human Computer Interaction (HCI), social science and psychology experimentation …

Gaming in virtual reality: What changes in terms of usability, emotional response and sense of presence compared to non-immersive video games?

F Pallavicini, A Pepe, ME Minissi - Simulation & Gaming, 2019 - journals.sagepub.com
Background. Virtual reality can provide innovative gaming experiences for present and
future game players. However, scientific knowledge is still limited about differences between …

A survey on 360 video streaming: Acquisition, transmission, and display

CL Fan, WC Lo, YT Pai, CH Hsu - Acm Computing Surveys (Csur), 2019 - dl.acm.org
Head-mounted displays and 360° videos have become increasingly more popular,
delivering a more immersive viewing experience to end users. Streaming 360° videos over …

Immersive media experience: a survey of existing methods and tools for human influential factors assessment

MA Moinnereau, AA de Oliveira Jr, TH Falk - Quality and User Experience, 2022 - Springer
Virtual reality (VR) applications, especially those where the user is untethered to a computer,
are becoming more prevalent as new hardware is developed, computational power and …

A survey on 360-degree video: Coding, quality of experience and streaming

F Chiariotti - Computer Communications, 2021 - Elsevier
Abstract The commercialization of Virtual Reality (VR) headsets has made immersive and
360-degree video streaming the subject of intense interest in the industry and research …