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OTT and VR Trending Haoping Yu Futurewei Technologies

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Page 1: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

OTT and VR Trending

Haoping Yu

Futurewei Technologies

Page 2: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

2

OTT and VR Representing Biggest Trends in Digital Media Today

NBC Rio Olympics Games Coverage

@ every single event

2000 hours

@Traditional TV4500 hours

@OTT and Live streaming

80+ hours@VR 360-video

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3

OTT and TV Competing in Viewing Time

17581678

1098

1388

0

200

400

600

800

1000

1200

1400

1600

1800

2000

2014Q4 2015Q4

Traditional TV OTT

Min

Video viewing among 18-34-Year-Olds(weekly viewing time)

58%

42%broadcasting

streaming video

Time spent in front of the television screen at home

More and more youths’ traditional TV

viewing has migrated to OTT

Consumers now spend 42% of TV time

with OTT services

Data source: Marketing Charts’ newest study, and Diffusion Group, July 2016

Page 4: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

4

Reach of Mobile is up, But Traffic over Fixed Broadband is

Overwhelming

55.40%

28.80%23.70%

0.00%

10.00%

20.00%

30.00%

40.00%

50.00%

60.00%

smartphonevideo

PC video tablet video

Weekly reach of streaming video users

Higher weekly reach for

smartphone video

72%

18%

10%

PC video

tablet video

smartphonevideo

Time spent by streaming video users

More time spent by

PC video users

99%

1%

broadband

3G/4G

Time spent by streaming video users

Fixed broadband is mainstream

for video traffic, because of cost

and experience

Data source: Marketing Charts’ newest study, and Huawei iLab, July 2016

Page 5: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

5

User Habit of OTT: Blowout and Gushing

26.97

19.54

12.64

6.21

0

5

10

15

20

25

30

first day a week later a monthlater

3 monthlater

million

View trend of top hot video

Blowout views for OTT happens

when new video goes online (Youtube)

550

2100

0

500

1000

1500

2000

2500

usual big event

Live streaming trend

Tidal effect of live streaming

made by “Big Event” (Twitch)

Most viewing happens during

evening leisure time, and weekend

is higher than weekday.

(China market)

OTT views in 24 hours

thousandmillion

0

2

4

6

8

10

12

14

16

18

0 2 4 6 8 10 12 14 16 18 20 22

weekday weekend

Page 6: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

6

49.59%

50.41%

1 year ago

last year

HD Format Prevailing in OTT with 4K Content Increased Rapidly

0.22%

80.84%

18.94%

4K

HD

SD

HD content increased to 80.84% from

last year’s 73.36% among all OTT

video

95.45%

4.55%

HD

SD

More than 95.45% of live streaming

channels on TWITCH are HD up to

1080P

The 4K video uploaded to Youtube this

year accounts for more than 50% of its

total 4K video titles

HD is mainstream in OTT 4K content increased rapidly HD leading in live streaming

Page 7: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

7

Network Requirements for OTT

Bandwidth for a typical OTT video service

Data source: Huawei iLab, July 2016

Mbps • VBR video requires higher

network bandwidth than the

average bitrate for playing

smoothly, usually by a factor

• Network bandwidth required

for “loading time <1s” is

higher than the bandwidth just

for smooth playback

0.30 0.61 1.17 2.16

5.07

13.92

1.3 2.23.8

6.5

10.8

21.9

1.4 1.8

5

8.8

25.8

46.1

0.00

5.00

10.00

15.00

20.00

25.00

30.00

35.00

40.00

45.00

50.00

360p 480p 720p 1080p 1440p 2160p(4K)

avg bitrate smooth playback loading time < 1s

Page 8: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

8

Why VR matters?

VR 360 VideoSingle user with “simple” interaction without “touching”, see only

Free View-Point VideoMoving around, “simple” interaction without “touching”, see only

VR

Computer Graphics based VRSingle user with comprehensive interaction

Light Field TechnologyMultiple user with comprehensive interaction

• A new media type offering “presence”

experience via Immersive video

Spatial/directional audio

User interaction, interactive view

navigation and browsing

• Different formats and system solutions

bring profound impacts to the business

and landscape of many industries Entertainment

gaming

journalism

education

healthcare

military

fashion, etc.

Page 9: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

9

360 Video: Front-runner of On-line VR Applications

Succeed in live streaming big events such as NBA, US Open (Golf), ICC (soccer), etc.

Produce Consume

8000+ new videos in 2016

1000+ 360 video

400+ 360 video with 4K resolution

1 M+ active usersSamsung Gear

205,000+ daily hitsTrending 360 videos

• What’s 360-video? recording of a complete 360

degree panorama surrounding

a fixed view point

viewer can see any view in

every direction

it gives an all-the-way around

effect

• Multiple viewing options Head mounted device (HMD)

Smartphone

Tablet

computer monitor

TV or display wall

Trends for 360 video in 2016

Page 10: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

10

Low QoE: Culprit for Short VR 360 Consumption Time

Poor video quality is a main factor causing discomfort and sickness. With current condition,

it was hard for users to watch VR 360 video continuously more than 20 minutes

4K VR 360 Video Only has 10 pixels per

degree

3840 960

960

1920

8K and above is necessary for VR

4K @ VR = 240p @ TV

Page 11: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

11

Online VR 360 Videos Mostly Short for Just a Few Minutes

• 76.56% < 5 minutes

• Majority of 360 videos longer than 60

minutes are converted from traditional video,

where the video is shown in the front view

and black shown on the side and back.

76.56%

14.14%

4.61%

2.88%1.81%

<5 minutes

5~10minutes

10~20minutes

20~60minutes

>60minutes

Statistics of VR 360 video time

Page 12: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

12

How to Speed up Wide Adoption of VR 360

TV Screen with VR 360 video function Head Mounted Device

Smaller view-angle:30~60 degrees

More Pixels per Degree:>30(4K)

Weak immersion, less discomfort and sickness

Larger view-angle:>90 degrees

More Pixels per Degree:<15(4K)

Strong immersion, discomfort and sickness currently

VR 360 video complimentary to TV broadcast, especially for sports, music events, and news report

Compromise solution: balance immersive sensation with discomfort and sickness, reduce view-angle to improve picture quality

VR on TVs in family room for the near-term demand

Page 13: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

13

VR 360 Video Trials: living for Sports

BT, Sky, and LiveLike conducted a series of broadcast for VR 360 video

BT Sport and LiveLike together broadcast NBA FA Cup live in VR 360 video

BT Sport had near-live streaming test on Facebook and Youtube

Sky tested VR streaming APP over social media

Page 14: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

14

Inserting “Short” VR 360 Video in Traditional Mainstream TV

Programs Before 2020

VR 360 video viewing time reach to normal status in 2025?

• Goldman Sacks predicts users of VR entertainment video in

2025 up to the Netflix user level.

Enhance TV viewing experience by mixing up-to 20 minutes of VR 360

content in the mainstream TV programs before 2020• consumer can choose either TV or HMD to view the “combined”

program• VR 360 video can be inserted during breaks in sport events or intermission

for music events

Current one-time

viewing <20 minutes

VR one-time viewing:

<20 minutes (short clip)

normal length of video

programs

NOW

2020

VR one-time

viewing:

Normal length as

traditional video

programs

2025

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15

Live VR over Social Network Transforming Communication

• Teamed up with Facebook, NextVR, LiveLikeVR, Greenfish

Labs, and others pushing to make live sports VR/360° viewing

more social with avatars, spatial audio, and other interactive

features

• Virtual view-room and “Avatar” a virtual sports bar or a lunge; Each user is represented by an

Avatar;

Users or “Avatars” can interact to each others while watching.

When users talk to each other, the spatial audio in VR 360 will

change accordingly.

• With addition of Avatar and support of network, the future of VR

opens up to social activity and communication Sports live streaming,Online application

Virtual space,sharing and communication over social network

VR 360 video、Spatial and directional audio, virtual space and

Avatar、Sharing over Social Network

Page 16: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

16

Standards Activities on VR 360 Video

Workshop on VR (May 27, 2016)

SubjectVirtual Reality –what needs to be done and by whom?

Demand• Quality of experience-deciding factor for success

• Strong demand for QoE metric

Conclusion• VR: not only a format, but a system that includes

A/V/User-interaction

• DVB should act relatively quickly on VR, otherwise

DVB may be irrelevant

AHG on VR (June 2016)

SubjectVR-an important work item for the next few years

Demandstudy requirements and use-cases

Conclusion• Develop VR standards in the areas of file

format, audio/video processing and

compression, system and transport

Joint Video Exploration Team

of ITU-VCEG and MPEG

Conclusion• Added 360-video in the requirements for the

next generation video coding standards beyond HEVC/H.265

• AHG to study the coding efficiency on

360-video

Focus on QoE , Standardization and Coding Efficiency

Page 17: OTT and VR Trending10.00 15.00 20.00 25.00 30.00 35.00 40.00 45.00 50.00 360p 480p 720p 1080p 1440p 2160p(4K) avg bitrate smooth playback loading time < 1s 8 Why VR matters? VR 360

17

Current Network Requirements for VR 360 Video

Bandwidth for some VR 360 video streaming servicesMbps

0.8 1.42.5

4.7

11

29.7

1.32.3

4.5

9.5

21.4

47.1

0

5

10

15

20

25

30

35

40

45

50

360s 480s 720s 1080s 1440s 2160s(4K)

smooth playback loading time < 1s

Data source: Huawei iLab, July 2016

• Network bandwidth required for

streaming VR 360 video over

internet

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18

Outlook of Future Network Requirements for VR 360 Video

• “Omni-view” streaming: most

used todayPro: small latency

Con: high bitrate, poor quality

Current First generation Mid-term Long VR

Time Now~2 year 2 ~3 years 3~5 years 5~10 years

video resolution 4K VR-360 video (2D)(total resolution 3840*1920)

8K VR-360 video (2D)(total resolution 7680*3840)

12K VR-360 (2D)(total resolution11520*5760)

24K VR-360 (3D)(total resolution 23040*11520)

Single-Eye resolution 960*960(HMD, viewing angle 90°)

1920*1920(HMD, viewing angle 90°)

3840*3840(advanced HMD, viewing angle 120°)

7680*7680 (advanced HMD, viewing angle 120°)

PPD (average viewer) 11 21 32 64

Frame rate 30 30 60 120

Bit-depth 8 8 10(HDR) 12

Compression Ratio 165:1 (AVC/H.264) 165:1 (AVC/H.264) 215:1 (HEVC) 350:1(3D) (NGCodec)

Bitrate (Mbps) 16 64 279 3.29x1000

Bandwidth 25Mbps 100Mbps 418Mbps 4.93Gbps

• “View-dependent” adaptive streamingPro: “low” bitrate, good quality

Con: high system complexity

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Copyright©2016 Huawei Technologies Co., Ltd. All Rights Reserved.

The information in this document may contain predictive statements including, without limitation, statements regarding the future financial

and operating results, future product portfolio, new technology, etc. There are a number of factors that could cause actual results and

developments to differ materially from those expressed or implied in the predictive statements. Therefore, such information is provided for

reference purpose only and constitutes neither an offer nor an acceptance. Huawei may change the information at any time without notice.