5. Conclusion
This last article described the formats, profiles and standards used for file-based or streaming distribution over networks, illustrating this with two case studies. It then analyzed aspects linked to the use of immersive audiovisual products, such as interfaces and sensory discomfort. Following a panorama of applications and use cases, he assessed the factors of video and audio quality, as well as those of quality of experience. The hype and excitement, particularly in the years 2016-2018, around the experimentation and use of 360° video and 3D audio in various fields including broadcasting, has however highlighted the factors hindering or preventing the development of immersive audiovisual applications and systems
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Bibliography
- (1) - Report ITU-R BT.2420-0 - Collection of usage scenarios and current statuses of advanced ilmmersive audio-visual systems. - https://www.itu.int/dms_pub/itu-r/opb/rep/R-REP-BT.2420-2018-PDF-E.pdf (2018).
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