eXtended Reality, Deep Dive into Emergent Technology and its Practical Value

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The working group is currently writing the document. This is a collaborative approach using Google Docs.

Start:

March 1, 2023

Estimated Completion:

June 30, 2024
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  • Extended Reality Paper, Version 2

Problem Statement

The pace of XR innovation is relentless and CSP’s and Content Owners are feeling overwhelmed. They know that they must to something, but what. This document will attempt to clear up some of the confusion around XR technology and the “overloaded” terms that are gathered under the XR umbrella.

Project Description

The pace of XR innovation is snowballing and deployments are growing exponentially. But what is XR, what use cases is it solving, what new experiences is it providing and more importantly, how can CSP’s and Content owners begin to leverage and profit from it.   XR (extended reality) is a catchall term for several different but related technologies. It rolls together similar acronyms like VR (virtual reality), AR (augmented reality), and MR (mixed reality).   This document is intended to a guide for CSP’s and Content Owners who are contemplating deploying XR technologies to drive entertainment experiences.   It will examine the evolution and the future of immersive user experiences, and the technological approaches and building blocks required to render them. It will examine open SDK’s, evolving standards and commercial authoring/rendering engines and platforms, and finally look at how these technologies are converging in the entertainment space.   The document will conclude with a set of recommendations and a call to action that can be us as a guide by CSP’s, Content Owners, Social Media Platforms and Vendors as a guide to and an approach to getting started in XR.

Project Type

Document

Project Leads

Advisors

Draft Documents

Estimated Publication Date: Q2 2023

(DRAFT) SVTA1057: eXtended Reality (XR), Deep Dive into Emergent Technology and its Practical Value

The pace of XR innovation is snowballing and deployments are growing exponentially. But what is XR, what use cases is it solving, what new experiences is it providing and more importantly, how can CSP’s and Content owners begin to leverage and profit from it. XR (extended reality) is a catchall term for several different but related technologies. It rolls together similar acronyms like VR (virtual reality), AR (augmented reality), and MR (mixed reality). This document is intended to a guide for CSP’s and Content Owners who are contemplating deploying XR technologies to drive entertainment experiences.


Goals and Objectives

  • Create a technical white paper that provides practical guide outlining
  • XR Experiences
  • Technologies and devices that support these experiences
  • The Evolution of Standards that are required to deliver these experiences
  • Convergence between xR and Entertainment
  • The document will provide CSL’s and Content owners a good grounding in what is required to enable “Entertainment XR” as part of their business.

Project Scope

This document will be comprised of 4 main sections:   Section 1 will address use cases and user functionality specifically related to the Media and Entertainment Space. It will examine how the xR experiences has evolved over the last 8 years, it will look at current user experiences for immersive content, and it will speculate how these experiences will evolve in the future.   Section 2 will address the technologies that are currently being used and developed to support current and future experiences. It will predominantly focus on Point Cloud Compression (projection based like V-PCC, or graph based including G-PCC, S-PCC and LIDAR), and address Mesh Base Technologies (Video as a Texture in Mesh, Mesh as an Overlay and Mesh as the Content. It will also examine the new edge infrastructures required to deliver these services and the new generation of devices required to consume them.   Section 3 will examine standards and platforms, while section 4 will look at how Media, Entertainment and XR are converging from a technical perspective.   The focus of this document will be technology. This document will not address business cases, business models and the financial aspects of XR.

Contributors

The following members have contributed to this project. Click on their name to visit their profile. If they have not published their profile, the link will redirect to their LinkedIn profile.

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