CONTENTS

Report ITU-R BT.2420-6
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/AR trials
                  4.2.1     Examples content type of VR/AR 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 trials
                  4.3.1     VR in collaboration with TV programmes and events
                  4.3.2     360° VR image system for comparative views
                  4.3.3     360° VR image system with 8K display
                  4.3.4     Capture/display system for VR images with resolution beyond 8K
                  4.3.5     Immersive content to be displayed on a large flat screen
                  4.3.6     Immersive VR display
                  4.3.7     Immersive sound content for VR images
                  4.3.8     Photography-based VR content
                  4.3.9     Light-field HMD system
                  4.3.10     Portable interactive 3D display
        4.4     AR trials
                  4.4.1     Free-viewpoint AR presentation synchronized with a TV programme
                  4.4.2     Watching VR/AR content with remote viewers
                  4.4.3     AR application with CG overlay
                  4.4.4     AR application with visualized emotions
                  4.4.5     Smartphone application for volumetric 3D content
                  4.4.6     Volumetric video format
                  4.4.7     Haptic interfaces
                  4.4.8     Linear loudspeaker array system with sound field synthesis technology
        4.5     Feedback of VR/AR trials
                  4.5.1     Feedback from producers and users
                  4.5.2     Applicability to programme genres
                  4.5.3     Is ‘live’ important?
                  4.5.4     How might VR technologies impact storytelling?
                  4.5.5     Future activities
 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
                  5.2.6     Volumetric video capture
        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