Changes in content consumption patterns of audiences has revealed an ever-increasing appetite for richer and more engaging experiences. From live-streaming to interactive branching stories, there is a growing trend of users seeking personalised experiences. Object-based media experiences provide more meaningful encounters for the young and old; tailoring these to their interest, and making them part of the story. However, creating and distributing these experiences at scale to audiences is challenging to content-providers due to device and experience heterogeneity introducing complexity in the delivery chain. In this demo, we demonstrate how using cross-platform approaches, game-engine-like runtimes, and cloud-based rendering can be combined to provide universal access to rich immersive experiences. A cross-platform runtime and build-process is used to develop experience presentation capabilities and target multiple device platforms from a single code-base. Where low-computing availability prohibits the execution of such experiences, cloud-based rendering is harnessed to still achieve playback on low-end devices without significant loss in quality of experience.
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CITATION STYLE
Carter, J., Ramdhany, R., Lomas, M., Pearce, T., Shephard, J., & Sparks, M. (2020). Universal access for object-based media experiences. In MMSys 2020 - Proceedings of the 2020 Multimedia Systems Conference (pp. 382–385). Association for Computing Machinery, Inc. https://doi.org/10.1145/3339825.3393590