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Dr. Jérôme Royan / Impact of Human Factors for Mixed Reality contents: / # How to improve QoS and QoE ? # 11/05/2017

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Page 1: New / Impact of Human Factors for Mixed Reality contents: / # How … · 2017. 5. 11. · › 360° Video streaming Video streaming technology 360°, 2048 pixels 360°, 1080 pixels

Dr. Jérôme Royan

/ Impact of Human Factors for Mixed Reality contents: /# How to improve QoS and QoE ? #

11/05/2017

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Definitions

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› « The Virtual reality is a scientific and technical domain exploiting computing and behavioralinterfaces in order to simulate in a virtual world the behavior of 3D entities that are interacting in real time with each other and with one or more users in a pseudo-natural immersion through sensory-motor channels.”

French Virtual Reality Treatise

Virtual Reality definition

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› AR systems having the following 3 characteristics :

Augmented Reality definition

Special Effect

Head Up Display

Virtual Reality

Combine real and virtual

Interactive in Real Time

Registeredin 3D

Augmented Reality

Ronald T. Azuma, « A Survey of Augmented Reality », 1997

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Evolved Milgram continuum

Reality

Real Environment

Virtual EnvironmentMixed Reality

Augmented Reality Augmented Virtuality Virtual Reality

360°/3DoF

3DoF++

6DoF

Full Interactive

Flat°/0DoF

Interactivity Level

Adobe VR 6DoF

8i Volumetric Video

3D

rend

ering

eng

ine

Vid

eop

layerFX

Animation movie2D movie

360 video 360 animation video360 FX video

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Human Factors&

VR/AR

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› Motion Sickness

Visual / vestibular cues conflicts

Visual movement

Visual cortex

StaticpostureInternal ear

Cerebellum

Area postrema

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› When does this happen ?• Virtual and real acceleration are inconsistent

- Real navigation space smaller than virtual space- Motion-to-photon latency > ~17ms

Visual / vestibular cues conflicts

Smart VR content design

Scale 1:1(e.g. Job Simulator)

Teleportation(e.g. Robo Recall)

Self-perception(e.g. Nimble Sense)

Peripheral field of view filters

Black filter(e.g. UbisoftEagle Flight)

Peripheral Grid(e.g. Google Earth VR)

Static reference frame

(e.g. Sony RIGS)

› Some solutions :

Head Movement

Tracking Rendering Timewarp

VR Display

Motion-to-Photon Latency

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› Usual subjective method

Virtual Reality Sickness Evaluation

• Objective • Automatic• Continuous• Non-intrusive

› b<>com approach• Learning VR sickness level based on

physiological signals

VR Sickness Level

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› Convergence / Accommodation conflicts

Pure visual conflicts

DisplayLens

Virtual accommodation distance

Point of Convergence

Convergence distance

VR Head Mounted Display

Virtual Screen

Virtual Screen

Micro display LensMirror

Semi-transparent mirror

Virtual accommodation distance

Point of Convergence

Convergence and potentially real

accommodation distance

AR Head Mounted Display

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› What is ideal field of view and resolution ?

Tunnel vision & screen door-effects

~210°

Human Visual Acuity :• 10/10 = 1 arc min = 1/60 degree

o Pixels can be distinguished at 1/60° degree

• 150°x130° -> 9000x7800 pixels per eyeo And perhaps more with radial distortion due to

lenses

Vertical field of view ~130°

The ideal VR/AR HMD :• Field of view : 2 x 150° x 130°• Resolution : 2 x 9000 x 7800 pixels • Frequency : at least 120Hz• Photon-To-Motion Latency : < 17ms

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› Visual issues• Misalignment eye / lens / screen

- Can change scale perception in VR- Hand-eye calibration required for good registration with AR HMD

• Chromatic aberrations• Binocular rivalry

› Visual / Audio Consistency• Sound sources have to be well registered with visual objects

that emit them› Etc.

Other issues

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Technical Impact

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› 360° Video streaming

Video streaming technology

360°, 2048 pixels

360°

, 10

80 p

ixel

s

~90°, ~512p

~1

00

°, ~

30

0p

TodayHTC Vive, Oculus CV1

360°, ~21 600 pixels

360°, ~21 600 pixels

~150°, ~9000p

~1

30

°, ~7

80

0p

FutureX2 (stereo)

› Region of Interest, foveal & zero-latency compression

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› Future untethered HMD

Video streaming technology

Head Movement

Tracking Rendering2x9000x7800@120

Timewarp

VR Display

Zero latency Encoding

(ratio 1:4)

Zero latency Decoding

HMD side Computer Side

~470Gbps

~120Gbps

< ~

17m

s

› Perspectives to handle high-def untethered HMD • Foveal based compression• Very high wireless bandwidth

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Conclusion

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› Taking into account Human factors is the key to VR generalization.

› The Production of comfortable 3D videos has been extremely, and will become a nightmare concerning immersive contents such as VR.

› But it terms of user experience, it will be worth it !› 360° Video will become more and more interactive.

Conclusion

Immersive content adoption

Pro ConsGood QoE

Useful

Costly

Sickness

GadgetMany

contents

??

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Merci / Thanks/ [email protected] /