Immersive Video

Overview

Immersive Video is promising to revolutionize the video experience. What began with just 360-degree video has evolved into video with data overlays (XR and AR) and even interactive video. Rather than just a unidirectional delivery of video to a device, such as 360-degree video to a heads-up display, immersive video represents a bi-directional connection between the device: video is being streamed and data, about the user’s interaction within the immersive experience, is being sent to servers where it can further affect the video. This part of the streaming industry is undergoing rapid change across the value-chain. Technologies, business models, and end-user experiences are evolving regularly. It’s clear that the video and broadcast industries need to better understand what is happening in order to make informed decisions about the direction, strategy, and possible implementation of immersive video solutions. In this study group, participating members and selected outside parties will seek to understand and document the immersive video industry in an effort to identify opportunities for developing best practices and other technology solutions.

Objectives

The Streaming Video Technology Alliance Immersive Video Study Group has three objectives. First, to understand the immersive video market and how it is impacting traditional video experiences. Second, to capture the state of immersive video technologies, the players, and use-cases. And, third, to catalog existing standards efforts.

Presentations

Below are presentations delivered during working group sessions. Click on the presentation name to open it (many files are for members only and will require authentication) and a presenter name to view their profile. Note: if a presenter’s profile is not public, it will redirect to their LinkedIn page.

360-degree Video PoC Details and Timeline

  

Presented by Jason Thibeault

Carlsbad F2F: VR Study Group Slides

  

Presented by Sanjay Mishra

VR Study Group Session

  

Presented by Brian Stevenson

Presented by George Jijiashvili

Presented by Ravid Hadar

Presented by Sanjay Mishra

Presented by Thierry Fautier

Immersive Video Study Group Session - Summary of 2022 PoC Progress

  

Presented by Ravid Hadar

Immersive Video Study Group Session

  

Presented by Sanjay Mishra

Immersive Video Study Group Session - XR Version 2 Document Discussion

  

Presented by Brian Stevenson

VR Study Group Compira Labs Telemetry for PoC

  

Presented by Ravid Hadar

XR at NVIDIA: Virtual World Building, Photoreal Rendering, and Interactive Streaming

  

Presented by David Weinstein

VR Study Group QUIC for VR Discussion

  

Presented by Brian Stevenson

VR Study Group Session

  

Presented by Sanjay Mishra

VR Study Group TiledMedia Update

  

Presented by Sanjay Mishra

VR Study Group Extended Reality White Paper Version 2 Discussion

  

Presented by Brian Stevenson

Immersive Video Study Group Session Presentation

  

Presented by Sanjay Mishra

Immersive Video Study Group Session PoC Report

  

Presented by Ravid Hadar

Immersive Video Study Group Session XRv2 Update

  

Presented by Brian Stevenson

Immersive Video Study Group Session

  

Presented by Brian Stevenson

Presented by Sanjay Mishra

Immersive Video Study Group Compira Labs Testing

  

Presented by Ravid Hadar

VR Study Group Introduction to Network Edge Monitoring

  

Presented by Brian Stevenson

VR Study Group Network Edge Monitoring Presentation

  

Presented by Ravid Hadar

VR Study Group PoC Results and plans for 2022

  

Presented by Thierry Fautier

VR Study Group Session Agenda and 5G Plans

  

Presented by Sanjay Mishra

VR Study Group XR Document Update

  

Presented by Brian Stevenson

Streaming Video Alliance VR Trial (VRIF)

  

Presented by Thierry Fautier

VR Group SVA Lisbon Presentation

  

Presented by Brian Stevenson

VR PoC

  

Presented by Sanjay Mishra

Documents

Published

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SVTA1012: The State of VR/360-Degree Video

VR/360-degree video is an exciting evolution of traditional video content and both entertainment companies and traditional businesses are exploring its uses. While consumer adoption of VR video is still at the beginning of the adoption curve, many content owners and marketers are looking to this innovative medium to differentiate themselves in a crowded content market, to tell new, engaging stories, or deliver product/brand messaging. This market report looks at the technology, challenges, and approaches currently available to content creators with VR/360-degree video.

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SVTA1025: eXtended Reality Brief

Extended Reality (XR) is becoming deeply ingrained in the consumer entertainment space and represents an interesting opportunity to provide immersive video experiences for the creators of premium entertainment and gaming content. This document looks at the XR use cases that are currently being deployed in both the entertainment and enterprise sectors and examines some of the technologies being leveraged today.

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SVTA1027: QUIC Tech Brief

The SVTA QUIC Tech Brief examines some of the differences and improvements between TCP and QUIC and provides an overview of HTTP/3. It examines the deployment model and summarizes some of the pros and cons that streaming providers need to consider before QUIC adoption.

Draft

Note that to download draft documents, you must be an employee of an active member company with an ARO account. If you are part of a member company and don’t yet have an ARO account, you can request one here.

This group does not currently have any draft documents.

Participating Companies