A new challenge: Behavioural analysis of 6-DoF user when consuming immersive media
Thanks to recent advances in computer graphics, wearable technology, and connectivity, Virtual Reality (VR) has landed in our daily life. A key novelty in VR is the role of the user, which has turned from merely passive to entirely active. Thus, improving any aspect of the coding-delivery-rendering chain starts with the need for understanding user behaviour. To do so, we investigate the navigation trajectories of users within a 6-Degrees-of-Freedom (DoF) VR environment. Specifically, we investigate the main differences and similarities between 3 and 6-DoF navigation through existing methodologies adopted to study user behaviour in 3-DoF settings. Our simulation results, based on real navigation paths of users while displaying dynamic volumetric media in 6-DoF conditions, show the limitations of clustering algorithms for 3-DoF in assessing user similarity in 6-DoF. Given these observations, we state the need for developing new solutions for the analysis of 6-DoF trajectories.
|ICIP 2021 : 2021 IEEE International Conference on Image Processing|
|Organisation||Distributed and Interactive Systems|
Rossi, S, Viola, I, Toni, L, & César Garcia, P.S. (2021). A new challenge: Behavioural analysis of 6-DoF user when consuming immersive media. In Proceedings of IEEE International Conference on Image Processing (pp. 3423–3427). doi:10.1109/ICIP42928.2021.9506525