## 7 Conclusions and Future Work  
As virtual reality technology and equipment develop, the demand for immersive experience will continue to grow. We presented two main patterns of immersive experience. One was the pure virtual environment represented by games, in which users can interact. Most of these scenes are created by game engines such as Unity or Unreal. The other was the panoramic video obtained by the processing of real scenes captured by cameras. In this article, we discussed these two kinds of immersive audio and video scenes and provided sample implementation approaches for these two systems.  
We discussed the design and implementation of virtual reality conference environments, outlined the current research status in this field, and analyzed the many challenges. Then, we designed and implemented a simple virtual reality conference room, for which the virtual scene design, audio transmission, and realization of the spatial orientation were described. In the future, research will increasingly focus on how to generate more realistic avatars as well as facial expression optimization. There will be more exploration of the interaction patterns in conference rooms. With the development of virtual reality hardware equipment, new forms of interactions in virtual reality conference rooms may arise. In future work, discussions about the advantages and disadvantages of VR conferencing [8; 35; 55] will continue.  
In this article, we built a panoramic live broadcast system. By designing the system architecture and completing each module, we implemented a panoramic live broadcast system. The delay analysis was presented. In the future, we will do more research based on this system. Today, panoramic video live broadcast is widely used, especially in some live events. How to use a lower network bandwidth to achieve a better playback effect will be the focus of future studies. Since panoramic video is presented as a sphere, the client playing the video needs to project the picture onto the sphere, which imposes certain requirements regarding the rendering speed of the computer. Future research should consider how to improve the rendering speed and reduce the consumption of performance on the premise of ensuring that the picture is not distorted. In addition to vision, the source of immersion of panoramic video should be the sense of the audio space. It is worth paying attention to facilitating users' experience in sensing the audio space in the panoramic video. Specifically, the content that is suitable for a traditional video presentation may not be suitable for panoramic video and vice versa. We should explore more appropriate content for panoramic video, which may also improve demand for panoramic video.  
Conceptualization, H.Z. and J.W.; methodology, H.Z. and J.W.; software, H.Z.; validation, H.Z., J.W. and Z.L. ; formal analysis, H.Z.; investigation, H.Z. and J.W.; resources, J.L.; data curation, H.Z. J.W. and Z.L.; writing--original draft preparation, H.Z.; writing--review and editing, H.Z.; visualization, J.L.; supervision, J.L.; project administration, H.Z.; funding acquisition, J.L. All authors have read and agreed to the published version of the manuscript.  
National Natural Science Foundation of China (grant no. 62071039) and Beijing Natural Science Foundation (grant no. L223033).  
Not applicable.  
The authors wish to thank all participants who volunteered for this study. Informed consent was obtained from all subjects involved in the study.  
The authors declare no conflict of interest.