CONTENTS

Policy on Intellectual Property Right (IPR)
 1     Introduction
 2     Technical background and glossary
        2.1     Overview
        2.2     Forms of AISM Systems
        2.3     Presentation Modes
        2.4     Modes of Interactivity
 3     ITU-R related use cases
        3.1     Overview
        3.2     The Infinite Seat VR Broadcast
        3.3     Linear Narrative Cinematic VR Broadcast
        3.4     Free Viewpoint Television
        3.5     Integration of TV and AR
        3.6     Haptic AR Broadcast
        3.7     HMD-based Content Consumption
                  3.7.1     Private VR Television
                  3.7.2     Enriched VR Television
        3.8     Supporting Visually or Hearing-Impaired Audience Members
 4     Broadcaster VR Productions and Trials
        4.1     Overview
        4.2     Content Types in VR trials
                  4.2.1     Examples content type of VR trials
                  4.2.2     Sport and Sport Highlights
                  4.2.3     News
                  4.2.4     Documentaries
                  4.2.5     Television Shows
                  4.2.6     TV series, Episodic
                  4.2.7     Animation
                  4.2.8     Music Videos
                  4.2.9     Concert Experiences
                  4.2.10     Special Event Content
                  4.2.11     Features Films or Promo Teaser
        4.3     VR/AR trials
                  4.3.1     VR trials
                  4.3.2     AR trials
                  4.3.3     Feedback of VR/AR trials
 5     Challenges
        5.1     Possibilities of AISM
        5.2     Production challenges
                  5.2.1     Format for programme exchange of AISM programme material
                  5.2.2     Evaluation of quality of AISM experience for broadcast applications
                  5.2.3     Production guidelines
                  5.2.4     Projection mappings
                  5.2.5     Production workflow and authoring tools
        5.3     Delivery challenges
                  5.3.1     High transmission rates
                  5.3.2     VR distribution format
        5.4     Consumption challenges
                  5.4.1     General
                  5.4.2     Sensory sickness (kinetosis)
                  5.4.3     Content presentation
                  5.4.4     VR consumer platforms
 6     Work of ITU-T on Virtual Reality
        6.1     ITU-T Study Group 16
        6.2     ITU-T Study Group 12
 7     Activities of other SDOs and VR groups
        7.1     Activities of other SDOs
        7.2     Activities of VR industry groups
Bibliography