KOREA ELECTRONICS TECHNOLOGY INSTITUTE (20240283901). LOW-LATENCY 360 VR STREAMING SYSTEM AND METHOD FOR ESTIMATING REGION OF INTEREST OF USER simplified abstract

From WikiPatents
Jump to navigation Jump to search

LOW-LATENCY 360 VR STREAMING SYSTEM AND METHOD FOR ESTIMATING REGION OF INTEREST OF USER

Organization Name

KOREA ELECTRONICS TECHNOLOGY INSTITUTE

Inventor(s)

Jun Hwan Jang of Goyang-si (KR)

Woo Chool Park of Incheon (KR)

Jin Wook Yang of Uijeongbu-si (KR)

Sang Pil Yoon of Seoul (KR)

Min Su Choi of Seoul (KR)

Jun Suk Lee of Seoul (KR)

Su Ho Song of Pyeongtaek-si (KR)

Bon Jae Koo of Suwon-si (KR)

LOW-LATENCY 360 VR STREAMING SYSTEM AND METHOD FOR ESTIMATING REGION OF INTEREST OF USER - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240283901 titled 'LOW-LATENCY 360 VR STREAMING SYSTEM AND METHOD FOR ESTIMATING REGION OF INTEREST OF USER

The abstract describes a method for low-latency 360 virtual reality (VR) streaming that estimates a region of interest (ROI) of a user based on device pose information.

  • Receiving device pose information from a user device
  • Extracting an ROI of a user based on the device pose information
  • Generating ROI tile information corresponding to the ROI
  • Generating ROI estimation tile information for changing the ROI position
  • Requesting high-quality and low-quality tile streams from a streaming server
  • Decoding and rendering the tile streams for the user device

Potential Applications: - Virtual reality gaming - Virtual tours and experiences - Remote training and education - Teleconferencing and virtual meetings

Problems Solved: - Low-latency streaming for VR applications - Efficient estimation of user ROI - Seamless transition between different ROI positions

Benefits: - Enhanced user experience in VR environments - Reduced latency for real-time interactions - Improved quality of streamed content

Commercial Applications: Title: "Enhanced Virtual Reality Streaming Technology for Immersive Experiences" This technology can be used in gaming, entertainment, education, and communication industries to provide high-quality VR experiences to users.

Prior Art: Research on low-latency VR streaming methods and user ROI estimation techniques can provide insights into existing technologies in this field.

Frequently Updated Research: Stay updated on advancements in VR streaming technologies, user interaction in virtual environments, and real-time rendering techniques for immersive experiences.

Questions about VR Streaming Technology: 1. How does this method improve the user experience in virtual reality applications? - This method enhances the user experience by providing low-latency streaming and accurate estimation of the user's region of interest. 2. What are the key challenges in implementing low-latency VR streaming methods? - The challenges include maintaining high-quality streaming while minimizing latency, optimizing ROI estimation algorithms, and ensuring seamless transitions between different ROI positions.


Original Abstract Submitted

a low-latency 360 virtual reality (vr) streaming method for estimating a region of interest (roi) of a user is proposed. the method may include receiving device pose information from a user device, extracting an roi of a user, based on the device pose information, and generating roi tile information corresponding to the rot. the method may also include generating roi estimation tile information corresponding to a position at which the roi is to be changed, and requesting, from a streaming server, a tile corresponding to the roi tile information and the roi estimation tile information to receive a high-quality tile stream and a low-quality tile stream of full video that includes a low-quality full video tile stream. the method may further include decoding and rendering the high-quality tile stream and the low-quality full video tile stream and providing the rendered video to the user device.