Encoding immersive sessions for online, interactive VR analytics
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ORIGINAL ARTICLE
Encoding immersive sessions for online, interactive VR analytics Bruno Fanini1,2 · Luigi Cinque2 Received: 6 February 2019 / Accepted: 13 September 2019 © Springer-Verlag London Ltd., part of Springer Nature 2019
Abstract Capturing and recording immersive VR sessions performed through HMDs in explorative virtual environments may offer valuable insights on users’ behavior, scene saliency and spatial affordances. Collected data can support effort prioritization in 3D modeling workflow or allow fine-tuning of locomotion models for time-constrained experiences. The web with its recent specifications (WebVR/WebXR) represents a valid solution to enable accessible, interactive and usable tools for remote VR analysis of recorded sessions. Performing immersive analytics through common browsers however presents different challenges, including limited rendering capabilities. Furthermore, interactive inspection of large session records is often problematic due to network bandwidth or may involve computationally intensive encoding/decoding routines. This work proposes, formalizes and investigates flexible dynamic models to volumetrically capture user states and scene saliency during running VR sessions using compact approaches. We investigate image-based encoding techniques and layouts targeting interactive and immersive WebVR remote inspection. We performed several experiments to validate and assess proposed encoding models applied to existing records and within networked scenarios through direct server-side encoding, using limited storage and computational resources. Keywords Virtual reality · Immersive analytics · Session encoding · Data quantization · WebVR · WebXR
1 Introduction Within cultural heritage, architecture and other fields, headmounted displays (HMDs) are often employed in public spaces (museums, exhibits, etc.) to offer users immersive explorations of virtual environments, although limited by a number of constraints (e.g., short timings, serialization, etc.). Virtual 3D environments created for standard or nonstereoscopic visualization generally require vast re-adaption for immersive VR experiences consumed in public exhibits or on the web. Therefore, designing and crafting immersive virtual environments (IVEs) for such experiences may Electronic supplementary material The online version of this article (https://doi.org/10.1007/s10055-019-00405-w) contains supplementary material, which is available to authorized users. * Bruno Fanini [email protected] Luigi Cinque [email protected] 1
CNR ISPC/ITABC, Rome, Italy
Department of Computer Science, Sapienza University, Rome, Italy
2
present bottlenecks and huge efforts in terms of 3D modeling and/or optimization tasks. Depending on locomotion models employed and spatial constraints, unexpected elements of the 3D scene may capture users’ attention. In this sense, we may require an in-depth investigation of spatial affordances and saliency for a given 3D scene when explored through an HMD, in order to improve the overall im
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