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Palma360: A 360-degree Web-based Multi-device Hypervideo

Published: 17 June 2020 Publication History

Abstract

360-degree videos have recently grown in popularity thanks to the popularization of virtual reality and its adoption by major online video streaming platforms. Being watched on a diverse array of interfaces (virtual reality headsets, computers, mobile devices, etc.), user behavior needs to be analyzed for all these devices. A 360-degree hypervideo production, a virtual tour around the streets of a city, is played in an experiment by 30 users with multiple devices through a web application which collects their behavior following the Experience API standard. The distribution of viewport centers when playing these 360-degree videos is analyzed and compared between device and video types, showing an evident difference in behavior when playing videos of different type.

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  • (2022)Classification of the Video Type and Device Used in 360-Degree Videos from the Trajectories of its Viewers’ Orientations with LSTM Neural Network ModelsProceedings of the 2022 ACM International Conference on Interactive Media Experiences10.1145/3505284.3532975(305-310)Online publication date: 21-Jun-2022

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cover image ACM Conferences
IMX '20: Proceedings of the 2020 ACM International Conference on Interactive Media Experiences
June 2020
211 pages
ISBN:9781450379762
DOI:10.1145/3391614
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Publication History

Published: 17 June 2020

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Author Tags

  1. 360-degree video
  2. Dynamic adaptive streaming over HTTP
  3. Hypervideo
  4. Virtual reality

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Overall Acceptance Rate 69 of 245 submissions, 28%

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  • (2022)Classification of the Video Type and Device Used in 360-Degree Videos from the Trajectories of its Viewers’ Orientations with LSTM Neural Network ModelsProceedings of the 2022 ACM International Conference on Interactive Media Experiences10.1145/3505284.3532975(305-310)Online publication date: 21-Jun-2022

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