The following documents contain provisions which, through reference in this text, constitute provisions of the present document.
[1]
TR 21.905: "Vocabulary for 3GPP Specifications".
[2]
TR 26.918: "Virtual Reality (VR) media services over 3GPP".
[3]
TS 26.118: "3GPP Virtual reality profiles for streaming applications".
[4]
[5]
[6]
TR 22.842: "Study on Network Controlled Interactive Service in 5GS".
[7]
TR 26.247: "Transparent end-to-end Packet-switched Streaming Service (PSS); Progressive Download and Dynamic Adaptive Streaming over HTTP (3GP-DASH)".
[8]
TS 23.501: "System Architecture for the 5G System".
[9]
Schuemie, Martijn J., Peter Van Der Straaten, Merel Krijn, and Charles A.P.G. Van Der Mast. "Research on Presence in Virtual Reality: A Survey." CyberPsychology & Behavior, Vol. 4, No. 2. April 2001.
[10]
Ching, Teo Choong. "The Concept of Presence in Virtual Reality." Medium. 27 August 2016.
[11]
Sparks, Matt. "Don't Break the Spell: Creating Presence in Virtual Reality" Learning Solutions Magazine, 17 July 2017.
[12]
TS 26.501: "5G Media Streaming Architecture".
[13]
TS 22.173: "IP Multimedia Core Network Subsystem (IMS) Multimedia Telephony Service and supplementary services; Stage 1".
[14]
TS 26.114: "IP Multimedia Subsystem (IMS); Multimedia Telephony; Media handling and interaction".
[15]
TR 22.891: "Feasibility Study on New Services and Markets Technology".
[16]
[17]
[18]
Rolland, Jannick & Holloway, Richard & Fuchs, Henry. (1994). Comparison of optical and video see-through, head-mounted displays. Proceedings of SPIE - The International Society for Optical Engineering. 10.1117/12.197322.
[19]
"Cloud Gaming: Architecture and Performance", Ryan Shea and Jiangchuan Liu, Simon Fraser University; Edith C.-H. Ngai, Uppsala University; Yong Cui, Tsinghua University; IEEE Network-July/August 2013.
[20]
M. Claypool and K. Claypool. Latency and player actions in online games. Communications of the ACM, 49(11):40-45, 2006.
[21]
Quax, P., Monsieurs, P., Lamotte, W., De Vleeschauwer, D., and Degrande, N. Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game. In Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games (New York, NY, USA, 2004), NetGames '04, ACM, pp. 152-156.
[22]
Chen, K.-t., Huang, P., Wang, G.-s., Huang, C.-y., and Lei, C.-l. On the Sensitivity of Online Game Playing Time to Network QoS. Proceedings of IEEE INFOCOM 2006 00, c (2006).
[23]
TS 23.501: "System architecture for the 5G System (5GS)".
[24]
TS 38.300: "NR; Overall description; Stage-2".
[25]
TS 22.173: "IP Multimedia Core Network Subsystem (IMS) Multimedia Telephony Service and supplementary services; Stage 1".
[26]
TS 26.114: "IP Multimedia Subsystem (IMS); Multimedia telephony; Media handling and interaction".
[27]
TR 23.758: "Study on application architecture for enabling Edge Applications"
[28]
TR 23.748: "Study on enhancement of support for Edge Computing in 5G Core network (5GC)".
[29]
TS 23.558: "Architecture for enabling Edge Applications (EA)".
[30]
Recommendation ITU-T H.264 (04/2017): "Advanced video coding for generic audiovisual services" | ISO/IEC 14496-10:2014: "Information technology - Coding of audio-visual objects - Part 10: Advanced Video Coding".
[31]
Recommendation ITU-T H.265 (12/2016): "High efficiency video coding" | ISO/IEC 23008-2:2015: "High Efficiency Coding and Media Delivery in Heterogeneous Environments - Part 2: High Efficiency Video Coding".
[32]
TS 26.116: "Television (TV) over 3GPP services; Video profiles".
[33]
Jens-Rainer Ohm, Gary J. Sullivan, Heiko Schwarz, Thiow Keng Tan, and Thomas Wiegand, "Comparison of the Coding Efficiency of Video Coding Standards-Including High Efficiency Video Coding (HEVC)" IEEE TRANSACTIONS ON CIRCUITS AND SYSTEMS FOR VIDEO TECHNOLOGY, VOL. 22, NO. 12, DECEMBER 2012.
[34]
T.K. Tan, M. Mrak, R. Weerakkody, N. Ramzan, V. Baroncini, G.J. Sullivan, J.-R. Ohm, K.D. McCann, "HEVC subjective video quality test results", IBC2014 Conference, 2014.
[35]
Thiow Keng Tan; Rajitha Weerakkody; Marta Mrak; Naeem Ramzan; Vittorio Baroncini, Jens-Rainer Ohm, Gary J. Sullivan, "Video Quality Evaluation Methodology and Verification Testing of HEVC Compression Performance" IEEE Transactions on Circuits and Systems for Video Technology, Volume: 26 , Issue: 1 , Jan. 2016.
[37]
ISO/IEC 23090-2: "Information technology - Coded representation of immersive media - Part 2: Omnidirectional media format"
[38]
S. Schwarz et al., "Emerging MPEG Standards for Point Cloud Compression," in IEEE Journal on Emerging and Selected Topics in Circuits and Systems, vol. 9, no. 1, pp. 133-148, March 2019.
[39]
[40]
Long Qian, Alexander Barthel, Alex Johnson, Greg Osgood, Peter Kazanzides, Nassir Navab, and Bernhard Fuerst, "Comparison of optical see-through head-mounted displays for surgical interventions with object-anchored 2D-display", Int J Comput Assist Radiol Surg. 2017 Jun; 12(6): 901-910,
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5891507/.
[41]
TS 22.261: "Service requirements for the 5G system".
[42]
[43]
Slater, Mel and Martin Usoh. "Body Centred Interaction in Immersive Virtual Environments." Body centred interaction in immersive virtual environments. In N. M. Thalmann & D. Thalmann (Eds.), Artificial Life and Virtual Reality (pp. 125-148). New York: John Wiley. 1994.