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Network Support for AR/VR and Immersive Video Application: A Survey

Dongbiao He, Cedric Westphal, J. J. Garcia-Luna-Aceves
2018 Proceedings of the 15th International Joint Conference on e-Business and Telecommunications  
The advent of 5G Networks will improve the network performance, but it is unclear it will be sufficient to provide new applications delivering augmented reality and virtual reality services.  ...  This experience will only be satisfying when the network infrastructure is able to support these applications. Current networks however, are still having a hard time streaming high quality videos.  ...  Edge computing is expected to be an effective solution to deliver 360 degree virtual reality videos over networks. Cache is one of underlying resources for enabling these applications.  ... 
doi:10.5220/0006941705250535 dblp:conf/icete/HeWG18 fatcat:pucnum62nrddhbbwpn52cu2ata

Networked VR: State of the Art, Solutions, and Challenges

Jinjia Ruan, Dongliang Xie
2021 Electronics  
The networking of virtual reality applications will play an important role in the emerging global Internet of Things (IoT) framework and it is expected to provide the foundation of the expected 5G tactile  ...  In addition to a thorough summary of recent progress, we also present an outlook of future developments in the quality of immersive experience networks and unified data set measurement in VR video transmission  ...  We consider adaptive streaming of omnidirectional/360-degree video content of virtual reality (VR) to be a challenging task.  ... 
doi:10.3390/electronics10020166 fatcat:s2hmmr6dqrcztkft2r7uqmnq44

A Review on Methods and Systems for Remote Collaboration

Romina Druta, Cristian Druta, Paul Negirla, Ioan Silea
2021 Applied Sciences  
For example, technical assistance for commissioning or adjusting the parameters of some complex machines/installations had to be postponed.  ...  Due to the appearance of COVID-19 in 2019, person-to-person interactions were drastically reduced. The impact of these restrictions on the economic environment was significant.  ...  The funders had no role in the design of the study; in the collection, analyses, or interpretation of data; in the writing of the manuscript, or in the decision to publish the results.  ... 
doi:10.3390/app112110035 doaj:cb1085b838b246f2ab74104354278962 fatcat:lbjwapgh5jalvjznujj6pvcrey

Fog Computing as an Enabler for Immersive Media: Service Scenarios and Research Opportunities

Dongho You, Tung V. Doan, Roberto Torre, Mahshid Mehrabi, Alexander Kropp, Vu Nguyen, Hani Salah, Giang T. Nguyen, Frank H. P. Fitzek
2019 IEEE Access  
INDEX TERMS Fog computing, radio access networks, immersive media, free-viewpoint video, 360-degree video, virtual reality, augmented reality.  ...  Immersive media services, such as augmented reality and virtual reality (AR/VR), a 360degree video, and free-viewpoint video (FVV), are popular today.  ...  Specifically, the ideal end-to-end (E2E) latency for a seamless VR experience is less than 10 ms, including video rendering and refreshing the video on the head-mounted display (HMD) [3] .  ... 
doi:10.1109/access.2019.2917291 fatcat:3hx5x56nazgcjprxx5f4g5wzrq

Video Caching, Analytics and Delivery at the Wireless Edge: A Survey and Future Directions

Behrouz Jedari, Gopika Premsankar, Gazi Illahi, Mario Di Francesco, Abbas Mehrabi, Antti Yla-Jaaski
2020 IEEE Communications Surveys and Tutorials  
Future wireless networks will provide highbandwidth, low-latency, and ultra-reliable Internet connectivity to meet the requirements of different applications, ranging from virtual reality to the Internet  ...  Hence, a large number of recent works have studied the implications of video analysis and streaming through edge-C3.  ...  Augmented Reality and Continuous Mobile Vision Augmented reality (AR) and continuous vision applications display an overlay of virtual information on live videos streamed from devices such as head-mounted  ... 
doi:10.1109/comst.2020.3035427 fatcat:ialgflav5nao3fwptbmyvtfhpa

Performance Analysis of an Adaptive Rate Scheme for QoE-Assured Mobile VR Video Streaming

Thi My Chinh Chu, Hans-Jürgen Zepernick
2022 Computers  
The emerging 5G mobile networks are essential enablers for mobile virtual reality (VR) video streaming applications assuring high quality of experience (QoE) at the end-user.  ...  In this paper, we consider a network architecture for mobile VR video streaming applications consisting of a server that holds the VR video content, a mobile edge virtualization with prefetching (MVP)  ...  Further, better immersive experiences compared to conventional videos can be achieved for VR videos by watching this type of stimuli on a head-mounted display (HMD).  ... 
doi:10.3390/computers11050069 fatcat:kfyufy3cd5hgvgw6pqqwqocd4i

2018 Index IEEE Transactions on Visualization and Computer Graphics Vol. 24

2019 IEEE Transactions on Visualization and Computer Graphics  
., TVCG Jan. 2018 351-360 Guan, H., see Chen, W., 2636-2648 Guerrero, P., see Hecher, M., TVCG Aug. 2018 2327-2338 Gueunet, C., see Tierny, J., TVCG Jan. 2018 832-842 Gulberti, A., see Janeh, O.  ...  , TVCG Oct. 2018 2663-2674 Guo, H., see Zhang, J., TVCG Jan. 2018 954-963 Guo, K., Xu, F., Wang, Y., Liu, Y., and Dai, Q., Errata to "Robust Non-Rigid Motion Tracking and Surface Reconstruction Using  ...  Broll, W., þ, TVCG July 2018 2266-2267 MRTouch: Adding Touch Input to Head-Mounted Mixed Reality.  ... 
doi:10.1109/tvcg.2018.2885445 fatcat:xtccdnalwfhudp3qdxofz4kqpi

Live three-dimensional content for augmented reality

F. Farbiz, A.D. Cheok, Liu Wei, Zhou ZhiYing, Xu Ke, S. Prince, M. Billinghurst, H. Kato
2005 IEEE transactions on multimedia  
The equivalent virtual view of the live model is then generated and rendered into the scene at interactive speeds.  ...  Using this system, we capture live human models and present them via the augmented reality interface at a remote location.  ...  ACKNOWLEDGMENT Early stages of this work used a purchased camera capture software available from Zaxel Inc. USA www.zaxel.com  ... 
doi:10.1109/tmm.2005.846787 fatcat:cpac2bqelfb3jpftxydmiadcve

Table of Contents

2018 2018 IEEE International Symposium on Multimedia (ISM)  
Technology), Sheng-Lyang Jang (National Penghu University of Science and Technology), and Jyun-Jhih Wang (National Penghu University of Science and Technology) Edge-Assisted Rendering of 360° Videos Streamed  ...  to Head-Mounted Virtual Reality 44 Wen-Chih Lo (National Tsing Hua University), Chih-Yuan Huang (National Tsing Hua University), and Cheng-Hsin Hsu (National Tsing Hua University) Multi-modal Image Retrieval  ... 
doi:10.1109/ism.2018.00004 fatcat:itdeitfrvfcabi3bnp772wfzte

Front Matter: Volume 11049

Phooi Yee Lau, Kazuya Hayase, Qian Kemao, Wen-Nung Lie, Yung-Lyul Lee, Sanun Srisuk, Lu Yu
2019 International Workshop on Advanced Image Technology (IWAIT) 2019  
padding inactive regions for rotated sphere projection of 360 video 11049 3P Refocusing the real-world using the optical see-through head-mounted display 11049 3Q Boundary handling for video-based light  ...  access for virtual reality COMPUTER VISION I 0O A system to support kinematic analysis by visualizing human motion with CG 11049 0P Multi-posture human extraction using coarse-to-fine method and human  ... 
doi:10.1117/12.2530762 fatcat:lwxupqdakfhtdjxznvtohfj7di

Procedural animations in interactive art experiences – A state of the art review [article]

C. Tollola
2021 arXiv   pre-print
Display mediums such as virtual reality, augmented reality, mixed reality, and robotics are overviewed in the context of art experiences such as visual art museums, park or historic site tours, live concerts  ...  of procedural animation in spatially augmented reality (SAR) exhibitions.  ...  and laser projectors real-time, providing visitors to the museum a dark walk into a mixed and augmented reality without the use of head-mounted displays.  ... 
arXiv:2105.09153v1 fatcat:owdafgew2jf7de7n6xipkuy4da

D5.1- Market analysis report

Pascal Perrot, Laurence Leopold, Romain Alcaras
2018 Zenodo  
This deliverable describes the market for audio-visual immersive products and provides a set of recommendations as input for the use cases and the exploitation and innovation transfer activities in T.5.1  ...  Recently, Ambisonics has been adopted by the VR industry to deliver 360 audio for 360 videos, gaming and virtual reality experiences.  ...  Motion sensors are then placed at the edge of this space. The HMD is connected to a powerful computer capable of rendering the virtual environment in real-time: images are not pre-rendered.  ... 
doi:10.5281/zenodo.3529594 fatcat:63cz2h5djzhf5dp6tswnnenu2y

Increasing the Quality of 360 Video Streaming by Transitioning between Viewport Quality Adaptation Mechanisms [article]

Christian Koch, Arne-Tobias Rak, Michael Zink, Ralf Steinmetz, Amr Rizk
2019 arXiv   pre-print
It allows user to change their field-of-view (FoV) based on head movement, which enables them to freely select an area anywhere from the sphere the video is (virtually) projected to.  ...  Amongst the various VR applications, 360 video streaming is currently one of the most popular ones.  ...  ACKNOWLEDGMENTS This work has been funded by the German Research Foundation (DFG) as part of the projects C3 and B4 in the Collaborative Research Center (SFB) 1053 MAKI.  ... 
arXiv:1910.02397v1 fatcat:5hkn6gocpvdhvn3nxomphmy53m

From Capturing to Rendering: Volumetric Media Delivery with Six Degrees of Freedom

Jeroen van der Hooft, Maria Torres Vega, Tim Wauters, Christian Timmerer, Ali C. Begen, Filip De Turck, Raimund Schatz
2020 IEEE Communications Magazine  
Significant research efforts have been made to meet the low-latency and high-bandwidth requirements set forward by interactive applications such as remote surgery and virtual reality.  ...  Recent research made six degrees of freedom (6DoF) for immersive media possible, where users may both move their head and change their position within a scene.  ...  Any interested user, whether they are a participant or an audience member, needs to be able to stream the resulting content and, through the use of a head-mounted display (HMD), move freely within the  ... 
doi:10.1109/mcom.001.2000242 fatcat:axld4ejorfhpbirj27ltfasudm

Future multimedia user interfaces

Blair MacIntyre, Steven Feiner
1996 Multimedia Systems  
While mouse and window-based user interfaces provide access to 2D graphics, video, and sound, virtual environments not only involve interactive 3D graphics, but further address all our senses through the  ...  We provide an overview of two emerging areas of user-interface research that will play major roles in future multimedia systems: virtual environments and ubiquitous computing.  ...  Processors If video is to play a larger role in ubiquitous computing and virtual environments, real-time manipulation of video streams must be possible.  ... 
doi:10.1007/s005300050027 fatcat:founbkymxzc4hm475xsqsyjube
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