Tech-
invite
3GPP
space
IETF
space
21
22
23
24
25
26
27
28
29
31
32
33
34
35
36
37
38
4‑5x
Content for
TR 26.918
Word version: 18.0.0
0…
2…
6…
7…
8…
8
Latency and synchronization aspects
8.1
Interaction latency
8.2
Audio/Video synchronization
8.3
Report of one listening experiment for derivation of Motion-to-Sound Latency Detection Thresholds
9
Gap Analysis, Recommended Objectives and Candidate solutions for VR Use Cases
9.1
Introduction
9.2
UE consumption of managed and third-party VR content
9.3
VR services including UE generated content
9.4
Quality of experience of VR
10
Conclusion
10.1
Conclusion on Ambisonics audio aspects
10.2
Subjective tests for VR audio systems evaluations
10.3
Conclusion on QoE aspects
10.4
Conclusion on VR streaming
A
Encoding configuration parameters for viewport-independent video quality evaluation
B
Test instructions for viewport-independent video quality evaluation
C
Simulator Sickness Questionnair (SSQ)
$
Change history
8
Latency and synchronization aspects
p. 108
8.1
Interaction latency
p. 108
8.1.1
Introduction
p. 108
8.1.2
Video interaction (Motion-to-photon) latency
p. 108
8.1.3
Audio interaction (Motion-to-sound) latency
p. 109
8.2
Audio/Video synchronization
p. 109
8.3
Report of one listening experiment for derivation of Motion-to-Sound Latency Detection Thresholds
p. 109
8.3.1
Introduction
p. 109
8.3.1.1
Motion to Sound Latency definition and impacts to VR QoE.
p. 109
8.3.1.2
Motion to Sound Latency Detection Thresholds and its meaning for 3GPP purposes
p. 110
8.3.1.3
Results of previous experiments to determine M2S Latency Detection Thresholds
p. 110
8.3.1.4
Analysis of previous experiments results and methodology
p. 111
8.3.2
Test methodology
p. 112
8.3.2.1
Apparatus
p. 112
8.3.2.2
Subjects
p. 113
8.3.2.3
Task
p. 113
8.3.2.4
Participant's motion instructions
p. 113
8.3.2.5
Stimuli
p. 113
8.3.2.6
Test environment
p. 113
8.3.3
Results and listeners feedback
p. 114
8.3.4
Conclusions
p. 114
9
Gap Analysis, Recommended Objectives and Candidate solutions for VR Use Cases
p. 114
9.1
Introduction
p. 114
9.2
UE consumption of managed and third-party VR content
p. 115
9.2.1
Gap Analysis
p. 115
9.2.2
Recommended Objectives
p. 116
9.2.3
Candidate Solutions
p. 118
9.2.3.1
Summary
p. 118
9.2.3.2
OMAF 3D Audio Baseline Profile
p. 118
9.2.3.3
Viewport-Independent baseline media profile
p. 118
9.2.3.4
Viewport-Dependent baseline media profile
p. 119
9.2.3.5
Metadata for highlight region description
p. 119
9.3
VR services including UE generated content
p. 119
9.3.1
Gap Analysis
p. 119
9.3.2
Recommended Objectives
p. 120
9.3.3
Candidate Solutions
p. 121
9.4
Quality of experience of VR
p. 121
9.4.1
Introduction
p. 121
9.4.2
Network impact on quality of experience (QoE)
p. 122
9.4.3
Content impact on quality of experience
p. 122
9.4.4
Device impact on quality of experience
p. 122
10
Conclusion
p. 122
10.1
Conclusion on Ambisonics audio aspects
p. 122
10.2
Subjective tests for VR audio systems evaluations
p. 123
10.3
Conclusion on QoE aspects
p. 123
10.4
Conclusion on VR streaming
p. 124
A
Encoding configuration parameters for viewport-independent video quality evaluation
p. 125
B
Test instructions for viewport-independent video quality evaluation
p. 126
C
Simulator Sickness Questionnair (SSQ)
p. 126
$
Change history
p. 129