A major challenge for the next decade is to design virtual, augmented, and mixed reality systems (VR at large) for real-world use cases such as healthcare, creative technology, e-education, and high-risk missions. This requires immersive systems to operate at scale, in a personalised manner, remaining bandwidth-tolerant whilst meeting quality and latency criteria. This can be accomplished only by a fundamental revolution of the coding/streaming/rendering chain that has to put the interactive user at the heart of the system rather than at the end of the chain.
User Behaviour Analysis in Immersive Systems
Do we understand how people interact with technology? Can we model users’ behaviour in immersive systems, inferring the correlation between users’ interactivity and the VR content?