# Streaming Virtual Reality Content

arXiv: https://arxiv.org/abs/1612.08350 · HTML: https://mlsanity.com/paper/1612.08350/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 26 Dec 2016.

## Built on by (most cited first, 1 of 1)

- [SalyPath360: Saliency and Scanpath Prediction Framework for Omnidirectional Images](https://mlsanity.com/paper/2201.00096/) (2022)

## Abstract (arXiv)

The recent rise of interest in Virtual Reality (VR) came with the availability of commodity commercial VR prod- ucts, such as the Head Mounted Displays (HMD) created by Oculus and other vendors. To accelerate the user adoption of VR headsets, content providers should focus on producing high quality immersive content for these devices. Similarly, multimedia streaming service providers should enable the means to stream 360 VR content on their platforms. In this study, we try to cover different aspects related to VR content representation, streaming, and quality assessment that will help establishing the basic knowledge of how to build a VR streaming system.
