Journal article Open Access

TogetherVR: A Framework for Photorealistic Shared Media Experiences in 360-Degree VR

Martin J. Prins; Simon N. B. Gunkel; Hans M. Stokking; Omar A. Niamut

DataCite XML Export

<?xml version='1.0' encoding='utf-8'?>
<resource xmlns:xsi="" xmlns="" xsi:schemaLocation="">
  <identifier identifierType="URL"></identifier>
      <creatorName>Martin J. Prins</creatorName>
      <creatorName>Simon N. B. Gunkel</creatorName>
      <creatorName>Hans M. Stokking</creatorName>
      <creatorName>Omar A. Niamut</creatorName>
    <title>TogetherVR: A Framework for Photorealistic Shared Media Experiences in 360-Degree VR</title>
    <date dateType="Issued">2018-08-01</date>
  <resourceType resourceTypeGeneral="JournalArticle"/>
    <alternateIdentifier alternateIdentifierType="url"></alternateIdentifier>
    <relatedIdentifier relatedIdentifierType="DOI" relationType="IsIdenticalTo">10.5594/JMI.2018.2840618</relatedIdentifier>
    <relatedIdentifier relatedIdentifierType="URL" relationType="IsPartOf"></relatedIdentifier>
    <rights rightsURI="">Creative Commons Attribution 4.0 International</rights>
    <rights rightsURI="info:eu-repo/semantics/openAccess">Open Access</rights>
    <description descriptionType="Abstract">&lt;p&gt;Virtual Reality (VR) and 360-degree video are reshaping the media&lt;br&gt;
landscape, creating a fertile business environment. In 2016 many new&lt;br&gt;
360-degree cameras and VR headsets entered the consumer market.&lt;br&gt;
Distribution platforms are being established and new production studios&lt;br&gt;
are emerging. VR is a hot topic in research and industry, and many new&lt;br&gt;
and exciting interactive VR content and experiences are emerging. The&lt;br&gt;
biggest gap we see in these experiences is the lack of social and shared&lt;br&gt;
aspects of VR usage, as today&amp;rsquo;s VR applications tend to be an isolated&lt;br&gt;
endeavour. In this paper, we present TogetherVR, a web-based&lt;br&gt;
framework for the creation and evaluation of social and shared VR&lt;br&gt;
experiences in which users can communicate with a high degree of&lt;br&gt;
presence and in photo-realistic video quality. We further elaborate on three&lt;br&gt;
multi-user VR cases: watching TV together in VR, social collaboration in&lt;br&gt;
VR, and social VR conferencing in a mixed reality setting.&lt;/p&gt;</description>
      <funderName>European Commission</funderName>
      <funderIdentifier funderIdentifierType="Crossref Funder ID">10.13039/100010661</funderIdentifier>
      <awardNumber awardURI="info:eu-repo/grantAgreement/EC/H2020/762111/">762111</awardNumber>
      <awardTitle>An end-to-end system for the production and delivery of photorealistic social immersive virtual reality experiences</awardTitle>
Views 91
Downloads 156
Data volume 599.4 MB
Unique views 82
Unique downloads 145


Cite as