Methodology for accurately assessing the quality perceived by users on 360VR contents

D URING the last few years, the interest for Virtual Reality (VR) has grown exponentially. Everyday, more and more VR-related applications appear, and the number of VR-ready devices, particularly of head-mounted displays (HMD), is quickly expanding, as they become appealing and affordable to an increasing number of users. One of the most common VR applications is the visualization via streaming of 360 videos in non-interactive environments, covering a wide range of applications such as education
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