Identify the average of bitrate for 360 degree video between 4K HEVC and MP4
List of Authors
  • Khairunnisa A. Kadir , Nur Haliza Abdul Wahab

Keyword
  • 360 degree video, Average video bitrate, HEVC

Abstract
  • Augmented Reality (AR) is emerging as a powerful tool in the realm of education, stimulating engagement and enriching the learning process. One particularly captivating facet of AR is the incorporation of 360-degree video, offering an immersive and interactive learning experience. Yet, it carries with it unique challenges, like developing algorithms for video bitrate determination and employing compression techniques suited to 360-degree video. In recent studies, it has been estimated that network bandwidth approximating 400Mbps is needed for streaming a 360-degree video in HD resolution. This investigation intends to delve into these requirements, providing an in-depth exploration of the video bitrate necessities for diverse 360-degree video streaming formats. The goal is to discern the correlation between bitrate reductions and video format compression. The focus of the study is to distinguish the bitrate demands for 360-degree video streaming in both High Efficiency Video Coding (HEVC) and MPEG-4 Part 14 (MP4) formats. The trial encompasses both HEVC and MP4 video codecs and utilizes 4K video resolutions to ensure the analysis is robust and comprehensive. It presents an opportunity for educators and students alike to enhance academic achievement and engagement in online learning environments. By identifying the specific bitrate requirements for different formats, this study paves the way for more efficient and effective use of AR in education.

Reference
  • 1. J. Brewer.Cisco Launches Webex Hologram, An AR Meeting Solution:CISCO The Newsroom. 2021. [Online]. Available: https://newsroom.cisco.com/c/r/newsroom/ en/us/a/y2021/m10/wx1- hologram-release-placeholder.html. [Accessed: Dec. 28,2022].

    2. K. T. Perannagari and S. Chakrabarti, "Factors influencing acceptance of augmented reality in retail: insights from thematic analysis," International Journal of Retail & Distribution Management, vol. 48, no. 1, pp. 18-34, 2020.

    3. R. Shafi, W. Shuai, and M. U. Younus, “360-Degree Video Streaming: A Survey of the State of the Art,” Symmetry, vol. 12, no. 9, p. 1491, Sep. 2020, doi: 10.3390/sym12091491.

    4. E. S. Wong, N. H. A. Wahab, F. Saeed, and N. Alharbi, “360-Degree Video Bandwidth Reduction: Technique and Approaches Comprehensive Review,” Applied Sciences, vol. 12, no. 15, p. 7581, Jul. 2022, doi: 10.3390/app12157581.

    5. J. Reyna, The Potential Of 360-Degree Videos For Teaching, Learning And Research. 2018, pp. 1448-1454.

    6. G. Lampropoulos, V. Barkoukis, K. Burden, and T. Anastasiadis, "360- degree video in education: An overview and a comparative social media data analysis of the last decade," Smart Learning Environments, vol. 8, 09/26 2021, doi: 10.1186/s40561-021-00165-8.

    7. Meta,Introducing Meta: A Social Technology Company. 2021. [Online]. Available: https://about.fb.com/news/2021/10/facebook-company-is-now-meta/. [Accessed: Dec. 29, 2022].

    8. N. Dailey, “JPMorgan opens a Decentraland lounge featuring a tiger as the bank seeks to capitalize on $1 trillion revenue opportunity from the metaverse,” Markets Insider, Feb. 16, 2022. [Online]. Available: https://markets.businessinsider.com/ news/currencies/jpmorgan-decentraland-onyx-lounge-metaverse-virtual-real-estate-crypto-dao-2022-2. [Accessed: Feb. 25,2022].

    9. J. Strickland and C. Pollette , “How Second Life Works,” HowStuffWorks.2021. [Online]. Available: https://computer. howstuffworks.com/internet/socialnetworking/networks/ second-life.htm. [Accessed: Feb. 18,2022].

    10. B. Molina, “Bill Gates predicts our work meetings will move to metaverse in 2-3 years,” USA TODAY, Dec. 10, 2021. [Online]. Available: https://www.usatoday.com/story/tech/ 2021/12/10/bill-gates-metaverse-work-meetings-predictions/6459911001/. [Accessed: Feb. 18, 2022]

    11. N. DeVito and L. Ngalamou, "VR Implementation in User-Interactive Simulation Environments," in IEEE 7th International Conference on Virtual Reality (ICVR), 20-22 May 2021 2021, pp. 172-179, doi: 10.1109/ICVR51878.2021.9483817.

    12. A. Somrak, I. Humar, M. S. Hossain, M. F. Alhamid, M. A. Hossain, and J. Guna, "Estimating VR Sickness and user experience using different HMD technologies: An evaluation study," Future Generation Computer Systems, vol. 94, pp. 302-316, 2019/05/01/ 2019, doi: https://doi.org/10.1016/j.future.2018.11.041.

    13. M. E. Osman, "Global impact of COVID-19 on education systems: the emergency remote teaching at Sultan Qaboos University," Journal of Education for Teaching, vol. 46, no. 4, pp. 463-471, 2020/08/07 2020, doi: 10.1080/02607476.2020.1802583.

    14. S. G. Huber and C. Helm, "COVID-19 and schooling: evaluation, assessment and accountability in times of crises—reacting quickly to explore key issues for policy, practice and research with the school barometer," Educational Assessment, Evaluation and Accountability, vol. 32, no. 2, pp. 237-270, 2020/05/01 2020, doi: 10.1007/s11092- 020-09322-y.

    15. M. Hassan, "Online Teaching Challenges during COVID-19 Pandemic," International Journal of Information and Education Technology, vol. 11, pp. 41-46, 01/01 2021, doi: 10.18178/ijiet.2021.11.1.1487.

    16. S. Sannikov, F. Zhdanov, P. Chebotarev, and P. Rabinovich, "Interactive Educational Content Based on Augmented Reality and 3D Visualization," Procedia Computer Science, vol. 66, pp. 720-729, 2015/01/01/ 2015, doi: https://doi.org/10.1016/ j.procs.2015.11.082.

    17. D. He, C. Westphal, and J. J. Garcia-Luna-Aceves, Network Support for AR/VR and Immersive Video Application: A Survey. 2018, pp. 359-369.

    18. H. Theelen, A. van den Beemt, and P. den Brok, "Using 360-degree videos in teacher education to improve preservice teachers' professional interpersonal vision," Journal of Computer Assisted Learning,vol. 35, no. 5, pp. 582-594, 2019/10/01 2019, doi: https://doi.org/10.1111/jcal.12361.

    19. M. Feurstein, Exploring the Use of 360-degree Video for Teacher-Training Reflection in Higher Education: A Case Study. 2019

    20. A. Shahzad, R. Hassan, A. Y. Aremu, A. Hussain, and R. N. Lodhi, "Effects of COVID-19 in E-learning on higher education institution students: the group comparison between male and female," Quality & Quantity, vol. 55, no. 3, pp. 805-826, 2021/06/01 2021, doi: 10.1007/s11135-020-01028-z.

    21. M. Hosseini and V. Swaminathan, Adaptive 360 VR Video Streaming: Divide and Conquer. 2016, pp. 107-110.

    22. C. Concolato et al., "Adaptive Streaming of HEVC Tiled Videos Using MPEG-DASH," IEEE Transactions on Circuits and Systems for Video Technology, vol. 28, no. 8, pp. 1981-1992, 2018, doi: 10.1109/TCSVT.2017.2688491.

    23. R. Skupin, Y. Sanchez, Y. K. Wang, M. M. Hannuksela, J. Boyce, and M. Wien, "Standardization status of 360 degree video coding and delivery," in IEEE Visual Communications and Image Processing (VCIP), 10-13 Dec. 2017 2017, pp. 1-4, doi: 10.1109/VCIP.2017.8305083.

    24. R. Shadiev, L. Yang, and Y. Huang, "A review of research on 360- degree video and its applications to education," Journal of Research on Technology in Education, vol. 54, pp. 1-16, 07/29 2021, doi: 10.1080/15391523.2021.1928572.

    25. G. Lampropoulos, V. Barkoukis, K. Burden, and T. Anastasiadis, "360- degree video in education: An overview and a comparative social media data analysis of the last decade," Smart Learning Environments, vol. 8, no. 1, pp. 20, 2021, doi: 10.1186/s40561-021-00165-8.

    26. P. Rosendahl and I. Wagner, "360° videos in education – A systematic literature review on application areas and future potentials," Education and Information Technologies, 2023, doi: 10.1007/s10639-022-11549- 9.

    27. S. N. B. Gunkel, H. M. Stokking, M. J. Prins, N. v. d. Stap, F. B. t. Haar, and O. A. Niamut, "Virtual reality conferencing: multi-user immersive VR experiences on the web," in 9th ACM Multimedia Systems Conference, Amsterdam, Netherlands, 2018, doi:10.1145/3204949.3208115.

    28. A. Yaqoob, T. Bi, and G. M. Muntean, "A Survey on Adaptive 360° Video Streaming: Solutions, Challenges and Opportunities," IEEE Communications Surveys & Tutorials, vol. 22, no. 4, pp. 2801-2838, 2020, doi: 10.1109/COMST.2020.3006999.

    29. C.-L. Fan, W.-C. Lo, Y.-T. Pai, and C.-H. Hsu, "A Survey on 360° Video Streaming: Acquisition, Transmission, and Display," ACM Computer Survey, vol. 52, no. 4, pp.71, 2019, doi: 10.1145/3329119.

    30. M. Tang and V. W. S. Wong, "Online Bitrate Selection for Viewport Adaptive 360-Degree Video Streaming," IEEE Transactions on Mobile Computing, vol. 21, no. 7, pp. 2506-2517, 2022, doi: 10.1109/TMC.2020.3038710.

    31. S. Mangiante, G. Klas, A. Navon, G. Zhuang, J. Ran, and M. Silva, VR is on the Edge: How to Deliver 360° Videos in Mobile Networks, 2017, pp. 30-35.

    32. Y. Siriwardhana, P. Porambage, M. Liyanage, and M. Ylianttila, "A Survey on Mobile Augmented Reality With 5G Mobile Edge Computing: Architectures, Applications, and Technical Aspects," IEEE Communications Surveys & Tutorials, vol. PP, 02/01 2021, doi: 10.1109/COMST.2021.3061981.

    33. J. Ruan and D. Xie, "Networked VR: State of the Art, Solutions, and Challenges," Electronics, vol. 10, no. 2, doi: 10.3390/electronics10020166.

    34. A. Grzelka, A. Dziembowski, D. Mieloch, O. Stankiewicz, J. Stankowski, and M. Domański, "Impact of Video Streaming Delay on User Experience with Head-Mounted Displays," in Picture Coding Symposium (PCS), 12-15 Nov. 2019, pp. 1-5, doi:10.1109/PCS48520.2019.8954527.

    35. K. Mania, B. D. Adelstein, S. R. Ellis, and M. I. Hill, "Perceptual sensitivity to head tracking latency in virtual environments with varying degrees of scene complexity," presented at the Proceedings of the 1st Symposium on Applied perception in graphics and visualization, Los Angeles, California, USA, 2004, doi:10.1145/1012551.1012559.

    36. R. Albert, A. Patney, D. Luebke, and J. Kim, "Latency Requirements for Foveated Rendering in Virtual Reality," ACM Transaction Application Perception, vol. 14, no. 4, pp. 25, 2017, doi: 10.1145/3127589.

    37. M. Chen, W. Saad, and C. Yin, "Virtual Reality Over Wireless Networks: Quality-of-Service Model and Learning-Based Resource Management," IEEE Transactions on Communications, vol. 66, no. 11, pp. 5621-5635, 2018, doi: 10.1109/TCOMM.2018.2850303.

    38. K. Doppler, E. Torkildson, and J. Bouwen, "On wireless networks for the era of mixed reality," in European Conference on Networks and Communications (EuCNC), 12-15 June 2017, pp. 1-5, doi: 10.1109/EuCNC.2017.7980745.

    39. R. Ju et al., "Ultra Wide View Based Panoramic VR Streaming," in Workshop on Virtual Reality and Augmented Reality Network, Los Angeles, CA, USA, 2017, doi:10.1145/3097895.3097899.

    40. Y. Bao, H. Wu, T. Zhang, A. A. Ramli, and X. Liu, "Shooting a moving target: Motion-prediction-based transmission for 360-degree videos," in IEEE International Conference on Big Data (Big Data), 5-8 Dec. 2016, pp. 1161-1170, doi: 10.1109/BigData.2016. 7840720.

    41. X. Corbillon, F. D. Simone, and G. Simon, "360-Degree Video Head Movement Dataset," in 8th ACM on Multimedia Systems Conference, Taipei, Taiwan, 2017, doi:10.1145/3083187.3083215.

    42. Jeanlf.MP4Box.2022. [Online]. Available: https://github.com/gpac/gpac/wiki/MP4Box. [Accessed: Mar.28,2022].

    43. Jeanlf.MP4Client.2022. [Online]. Available: https:// github.com/gpac/gpac/wiki/MP4 Client-Intro. [Accessed: Mar.28,2022].

    44. D. Lee, M. Choi, and J. Lee, "Prediction of Head Movement in 360- Degree Videos Using Attention Model”.2021. Sensors, vol. 21, no. 11, doi: 10.3390/s21113678.

    45. C. Griwodz et al., Efficient Live and on-Demand Tiled HEVC 360 VR Video Streaming. (2018), pp. 81-88, doi: 10.1109/ISM.2018.00022.