Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers
By Ejder Bastug, Medhi Bennis, Muriel Médard, Merouane Debbah. IEEE Communications Magazine, 2017
534 citations recorded by the source corpus.
Subfields: Computer Networks and Communications
View Paper: https://www.semanticscholar.org/paper/46a627d9535277a067b54005c98bd8ffe06bc7c6
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Networks and Communications
- Medhi Bennis
- Merouane Debbah
- Jihong Park
- Walid Saad
- Mingzhe Chen
- Sumudu Samarakoon
- Ursula Challita
- Madhusanka Liyanage
Citations in the corpus
- URLLC-eMBB Slicing to Support VR Multimodal Perceptions over Wireless Cellular Systems (2018, background): “Related Works – The communication and computation resource management of mobile VR networks has recently been investigated in [2], [3], [14]–[16], particularly under a VR social network application [3] and a VR gaming scenario [16].”
- Survey of Fog Computing: Fundamental, Network Applications, and Research Challenges (2018, background): “While most of the solutions for AR/VR allocate computing and communication resources in a centralized manner, these resources must be moved towards the edge of a network to support at least < 13 ms latency to enable real-time visual and auditory information for the VR users [168].”
- A Speculative Study on 6G (2019, background): “Haptic communication adds the sense of ‘touch’ to traditional audio visual communication over the Internet, and is the key to unlock the potential of VAR [6].”
- Survey on Multi-Access Edge Computing for Internet of Things Realization (2018, background): “Furthermore, MEC will allow VR devices to access cloud resources in an on-demand fashion [73].”
- Offloading Schemes in Mobile Edge Computing for Ultra-Reliable Low Latency Communications (2018, methodology): “a VR-video frame of 4K resolution is 4096×2160 pixels with 24 bit/pixel, using a compression ratio of 300:1 [10]).”
- Wireless Edge Computing With Latency and Reliability Guarantees (2019, background): “The idea also relies on the availability of storage capabilities at the edge servers [51].”
- Artificial intelligence in the creative industries: a review (2020, background): “users interacting in the space [243]. AR has also gained interest in augmenting experiences in movie and theatre settings36. A review of current and future trends of AR and VR systems can be found in [244]. The growth of VR, AR and MR technologies is described by Immerse UK in their recent report on”
- Edge-computing-driven Internet of Things: A Survey (2022, background): “Additionally, edge computing can be connected with the cloud for stronger computing capabilities when needed [19].”
- Artificial Neural Networks-Based Machine Learning for Wireless Networks: A Tutorial (2017, background): “In summary, the challenges of operating VR devices over wireless networks [38] include tracking accuracy, low delay, high data”
- Toward Low-Latency and Ultra-Reliable Virtual Reality (2018, background): “The ultimate VR system implies breaking the barrier that separates both worlds by being unable to distinguish between a real and synthetic fictional world [2].”
- Edge computing meets millimeter-wave enabled VR: Paving the way to cutting the cord (2018, background): “However multiple technical challenges need to be investigated to deal with the latency-sensitivity and the resource –communications and computing– intensiveness nature of 4K/8K UHD immersive VR wireless streaming and to realize the vision of interconnected VR [1].”
- Fog Computing: Survey of Trends, Architectures, Requirements, and Research Directions (2018, background): “systems [96]–[98], Augmented and Virtual Reality [99], [134], [135], and healthcare [26], [136], [137].”
- 6G Wireless Systems: Vision, Requirements, Challenges, Insights, and Opportunities (2020, background): “us sensory inputs ranging from 1 to 100 ms [16]. While it takes 10 ms to understand visual information, and up to 100 ms to decode the audio signals, only 1 ms is required to receive a tactile signal [49]. Thus, the tactile internet requires end-to-end latency on the order of 1 ms [16], and sub-ms l”
- A Full Dive Into Realizing the Edge-Enabled Metaverse: Visions, Enabling Technologies, and Challenges (2022, background): “Edge servers are expected to stream VR content to users immersed in the Metaverse with highperformance guarantees in terms of rate, reliability, and latency [81].”
- Machine Learning for Wireless Networks with Artificial Intelligence: A Tutorial on Neural Networks (2017, methodology): “ement such as head movement or eye movement, the tracking accuracy of the VR system will directly affect the user experience. In summary, the challenges of operating VR devices over wireless networks [40] include tracking accuracy, low 58 delay, high data rate, user experience modeling, and effectiv”
- 5G-Advanced Toward 6G: Past, Present, and Future (2023, background): “The work [132] underscores the importance of VR technology as a disruptive user case for 5G, and it presents a list of research avenues (e.”