At the Nexus of Live and Virtual Reality: Live 4K VR/360 Streaming Experience Depends Upon Real-time, High-Efficiency Encoding and Processing

Since high-end 360°-view cameras are relatively expensive, the best VR/360° video applications are likely to be high-value entertainment and sports, such as must-see concerts and world-class tournaments. ENCODING IS A HEAVY LIFT During the live stream, the media player processes the content into the...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Streaming Media Magazine 2017-07, p.WP58
1. Verfasser: Rehrer, Matthew
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page
container_issue
container_start_page WP58
container_title Streaming Media Magazine
container_volume
creator Rehrer, Matthew
description Since high-end 360°-view cameras are relatively expensive, the best VR/360° video applications are likely to be high-value entertainment and sports, such as must-see concerts and world-class tournaments. ENCODING IS A HEAVY LIFT During the live stream, the media player processes the content into the left and right eye views in a way that simulates the parallax shift that allows the brain to perceive the environment with natural depth perception. Since the left eye/right eye data must be derived from the encoded spherical video, maintaining high resolution and frame rate is critical. The more picture data that can be sent, the more realistic and riveting the VR experience becomes. Since content producers have no way of knowing what angle or aspect of the VR/360° video the viewer will choose to watch, every pixel must be precisely encoded.
format Article
fullrecord <record><control><sourceid>proquest</sourceid><recordid>TN_cdi_proquest_reports_1942155617</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>1942155617</sourcerecordid><originalsourceid>FETCH-proquest_reports_19421556173</originalsourceid><addsrcrecordid>eNqNT8FOAjEUbIwmIvoPL55tbCkF15vRJSQaQkC5kmb3LdQsbe3rEvgI_1kW-ABPM5OZyWQuWEdqJflQSX3Zcp3xJ6Gya3ZD9C2EFjqTHfb7kiCtESa4awh8BR92i2BcCQsbU2NqmKGpbdo_n5z-Oyxmj2ogYJ4imo11K8h3AaNFVyC8YUBXEnwF745NnuwGH2BsV2ueV5Ut2tweclf4su22S9PoCyQ6yFt2VZma8O6MXXY_yj9fxzxE_9MgpWXE4GOipcz6vcOngRyqf4X-ADmFUyE</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>1942155617</pqid></control><display><type>article</type><title>At the Nexus of Live and Virtual Reality: Live 4K VR/360 Streaming Experience Depends Upon Real-time, High-Efficiency Encoding and Processing</title><source>Business Source Complete</source><creator>Rehrer, Matthew</creator><creatorcontrib>Rehrer, Matthew</creatorcontrib><description>Since high-end 360°-view cameras are relatively expensive, the best VR/360° video applications are likely to be high-value entertainment and sports, such as must-see concerts and world-class tournaments. ENCODING IS A HEAVY LIFT During the live stream, the media player processes the content into the left and right eye views in a way that simulates the parallax shift that allows the brain to perceive the environment with natural depth perception. Since the left eye/right eye data must be derived from the encoded spherical video, maintaining high resolution and frame rate is critical. The more picture data that can be sent, the more realistic and riveting the VR experience becomes. Since content producers have no way of knowing what angle or aspect of the VR/360° video the viewer will choose to watch, every pixel must be precisely encoded.</description><identifier>ISSN: 1559-8039</identifier><identifier>EISSN: 1531-7315</identifier><language>eng</language><publisher>Medford: Information Today, Inc</publisher><subject>Bandwidths ; Content creation ; Efficiency ; Internet ; Smartphones ; Streaming media ; Video equipment ; Virtual reality</subject><ispartof>Streaming Media Magazine, 2017-07, p.WP58</ispartof><rights>Copyright Information Today, Inc. Jul/Aug 2017</rights><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>312,778,782,789</link.rule.ids></links><search><creatorcontrib>Rehrer, Matthew</creatorcontrib><title>At the Nexus of Live and Virtual Reality: Live 4K VR/360 Streaming Experience Depends Upon Real-time, High-Efficiency Encoding and Processing</title><title>Streaming Media Magazine</title><description>Since high-end 360°-view cameras are relatively expensive, the best VR/360° video applications are likely to be high-value entertainment and sports, such as must-see concerts and world-class tournaments. ENCODING IS A HEAVY LIFT During the live stream, the media player processes the content into the left and right eye views in a way that simulates the parallax shift that allows the brain to perceive the environment with natural depth perception. Since the left eye/right eye data must be derived from the encoded spherical video, maintaining high resolution and frame rate is critical. The more picture data that can be sent, the more realistic and riveting the VR experience becomes. Since content producers have no way of knowing what angle or aspect of the VR/360° video the viewer will choose to watch, every pixel must be precisely encoded.</description><subject>Bandwidths</subject><subject>Content creation</subject><subject>Efficiency</subject><subject>Internet</subject><subject>Smartphones</subject><subject>Streaming media</subject><subject>Video equipment</subject><subject>Virtual reality</subject><issn>1559-8039</issn><issn>1531-7315</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2017</creationdate><recordtype>article</recordtype><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><recordid>eNqNT8FOAjEUbIwmIvoPL55tbCkF15vRJSQaQkC5kmb3LdQsbe3rEvgI_1kW-ABPM5OZyWQuWEdqJflQSX3Zcp3xJ6Gya3ZD9C2EFjqTHfb7kiCtESa4awh8BR92i2BcCQsbU2NqmKGpbdo_n5z-Oyxmj2ogYJ4imo11K8h3AaNFVyC8YUBXEnwF745NnuwGH2BsV2ueV5Ut2tweclf4su22S9PoCyQ6yFt2VZma8O6MXXY_yj9fxzxE_9MgpWXE4GOipcz6vcOngRyqf4X-ADmFUyE</recordid><startdate>20170701</startdate><enddate>20170701</enddate><creator>Rehrer, Matthew</creator><general>Information Today, Inc</general><scope>0U~</scope><scope>1-H</scope><scope>3V.</scope><scope>4T-</scope><scope>7RQ</scope><scope>7WY</scope><scope>7WZ</scope><scope>7XB</scope><scope>87Z</scope><scope>883</scope><scope>8AL</scope><scope>8FE</scope><scope>8FG</scope><scope>8FK</scope><scope>8FL</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BEZIV</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FRNLG</scope><scope>F~G</scope><scope>GNUQQ</scope><scope>HCIFZ</scope><scope>JQ2</scope><scope>K60</scope><scope>K6~</scope><scope>K7-</scope><scope>L.-</scope><scope>L.0</scope><scope>M0C</scope><scope>M0F</scope><scope>M0N</scope><scope>P5Z</scope><scope>P62</scope><scope>PQBIZ</scope><scope>PQBZA</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>PYYUZ</scope><scope>Q9U</scope><scope>U9A</scope></search><sort><creationdate>20170701</creationdate><title>At the Nexus of Live and Virtual Reality: Live 4K VR/360 Streaming Experience Depends Upon Real-time, High-Efficiency Encoding and Processing</title><author>Rehrer, Matthew</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-proquest_reports_19421556173</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2017</creationdate><topic>Bandwidths</topic><topic>Content creation</topic><topic>Efficiency</topic><topic>Internet</topic><topic>Smartphones</topic><topic>Streaming media</topic><topic>Video equipment</topic><topic>Virtual reality</topic><toplevel>online_resources</toplevel><creatorcontrib>Rehrer, Matthew</creatorcontrib><collection>Global News &amp; ABI/Inform Professional</collection><collection>Trade PRO</collection><collection>ProQuest Central (Corporate)</collection><collection>Docstoc</collection><collection>Career &amp; Technical Education Database</collection><collection>ABI/INFORM Collection</collection><collection>ABI/INFORM Global (PDF only)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>ABI/INFORM Global (Alumni Edition)</collection><collection>ABI/INFORM Trade &amp; Industry (Alumni Edition)</collection><collection>Computing Database (Alumni Edition)</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ABI/INFORM Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Business Premium Collection</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>Business Premium Collection (Alumni)</collection><collection>ABI/INFORM Global (Corporate)</collection><collection>ProQuest Central Student</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Computer Science Collection</collection><collection>ProQuest Business Collection (Alumni Edition)</collection><collection>ProQuest Business Collection</collection><collection>Computer Science Database</collection><collection>ABI/INFORM Professional Advanced</collection><collection>ABI/INFORM Professional Standard</collection><collection>ABI/INFORM Global</collection><collection>ABI/INFORM Trade &amp; Industry</collection><collection>Computing Database</collection><collection>Advanced Technologies &amp; Aerospace Database</collection><collection>ProQuest Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest One Business</collection><collection>ProQuest One Business (Alumni)</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>ABI/INFORM Collection China</collection><collection>ProQuest Central Basic</collection><jtitle>Streaming Media Magazine</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Rehrer, Matthew</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>At the Nexus of Live and Virtual Reality: Live 4K VR/360 Streaming Experience Depends Upon Real-time, High-Efficiency Encoding and Processing</atitle><jtitle>Streaming Media Magazine</jtitle><date>2017-07-01</date><risdate>2017</risdate><spage>WP58</spage><pages>WP58-</pages><issn>1559-8039</issn><eissn>1531-7315</eissn><abstract>Since high-end 360°-view cameras are relatively expensive, the best VR/360° video applications are likely to be high-value entertainment and sports, such as must-see concerts and world-class tournaments. ENCODING IS A HEAVY LIFT During the live stream, the media player processes the content into the left and right eye views in a way that simulates the parallax shift that allows the brain to perceive the environment with natural depth perception. Since the left eye/right eye data must be derived from the encoded spherical video, maintaining high resolution and frame rate is critical. The more picture data that can be sent, the more realistic and riveting the VR experience becomes. Since content producers have no way of knowing what angle or aspect of the VR/360° video the viewer will choose to watch, every pixel must be precisely encoded.</abstract><cop>Medford</cop><pub>Information Today, Inc</pub></addata></record>
fulltext fulltext
identifier ISSN: 1559-8039
ispartof Streaming Media Magazine, 2017-07, p.WP58
issn 1559-8039
1531-7315
language eng
recordid cdi_proquest_reports_1942155617
source Business Source Complete
subjects Bandwidths
Content creation
Efficiency
Internet
Smartphones
Streaming media
Video equipment
Virtual reality
title At the Nexus of Live and Virtual Reality: Live 4K VR/360 Streaming Experience Depends Upon Real-time, High-Efficiency Encoding and Processing
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-15T21%3A22%3A20IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=At%20the%20Nexus%20of%20Live%20and%20Virtual%20Reality:%20Live%204K%20VR/360%20Streaming%20Experience%20Depends%20Upon%20Real-time,%20High-Efficiency%20Encoding%20and%20Processing&rft.jtitle=Streaming%20Media%20Magazine&rft.au=Rehrer,%20Matthew&rft.date=2017-07-01&rft.spage=WP58&rft.pages=WP58-&rft.issn=1559-8039&rft.eissn=1531-7315&rft_id=info:doi/&rft_dat=%3Cproquest%3E1942155617%3C/proquest%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=1942155617&rft_id=info:pmid/&rfr_iscdi=true