Introduction

Ahmet Kondoz, Tasos Dagiuklas

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

Abstract

A significant amount of effort has been made by the research community towards achieving immersive multi-view entertainment. Most of the effort has been targeted at content acquisition and rendering/display technologies, or at delivery of pre-encoded content rather than live content. A key feature of immersive communication is the ability for participants to interact with the remote environment, and to detect and evaluate that interaction via their senses [1]. Thus, immersive communication is evolving in a variety of directions. One possible goal is to emulate reality, in which case high fidelity, realistic renderings are important and spatial relationships must be maintained. Another possible goal is to achieve a state of immersive communication that goes beyond reality, for example, enabling millions of people to attend a lecture or a music concert in which everyone has a front row seat [1, 2].

Original languageEnglish
Title of host publicationNovel 3D Media Technologies
PublisherSpringer New York LLC
Pages1-7
Number of pages7
ISBN (Electronic)9781493920266
ISBN (Print)9781493920259
DOIs
Publication statusPublished - 1 Jan 2015
Externally publishedYes

Bibliographical note

Publisher Copyright:
© Springer Science+Business Media New York 2015.

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