2020 54th Asilomar Conference on Signals, Systems, and Computers 2020
DOI: 10.1109/ieeeconf51394.2020.9443328
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6DOF Virtual Reality Dataset and Performance Evaluation of Millimeter Wave vs. Free-Space-Optical Indoor Communications Systems for Lifelike Mobile VR Streaming

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Cited by 11 publications
(5 citation statements)
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“…Currently, the research on immersive interactive networks is still in its infancy. Several existing studies include the network architecture, KPIs, and vision of the tactile Internet [91], [662], [663], enabling technologies of the human bond communication [664], possible technologies and optimization schemes for immersive services [665], and the adaptation of high-speed wireless communication protocols for the haptic data transmission [666]. However, there are still a lot of blanks to be filled.…”
Section: B Challenges To Approach the 6g Visionmentioning
confidence: 99%
“…Currently, the research on immersive interactive networks is still in its infancy. Several existing studies include the network architecture, KPIs, and vision of the tactile Internet [91], [662], [663], enabling technologies of the human bond communication [664], possible technologies and optimization schemes for immersive services [665], and the adaptation of high-speed wireless communication protocols for the haptic data transmission [666]. However, there are still a lot of blanks to be filled.…”
Section: B Challenges To Approach the 6g Visionmentioning
confidence: 99%
“…Previous studies [16], [17], [18], [19] have shown that edge computing enables advanced VR Six Degrees of Freedom (6DoF) experiences by supporting the deployment of computeintensive services. Chakareski et al [16] investigate edgebased 6DoF VR streaming over millimeter-Wave to offer high available spectrum and data rates for VR HMDs. Hou et 1 https://www.meta.com/ch/en/quest/products/quest-2/ al.…”
Section: Related Workmentioning
confidence: 99%
“…It has been pointed out that an E2E latency of more than 5 ms for advanced VR applications would lead to cybersickness [4], [5]. To put this challenge in perspective, a display running at 60 Hz, 90 Hz, and 120 Hz is updated every 16.67 ms, 11.11 ms, and 8.33 ms, respectively [6]. Even considering that extreme communication requirements, e.g., latency and throughput, will be achieved by 6G networks, the constrained computation and energy impose restrictions on processing 6DoF content on VR HMDs [7].…”
Section: Introductionmentioning
confidence: 99%
“…Currently, the research on immersive interactive networks is still in its infancy. Several existing studies include the network architecture, KPIs, and vision of the tactile Internet [91], [661], [662], enabling technologies of the human bond communication [663], possible technologies and optimization schemes for immersive services [664], and the adaptation of high-speed wireless communication protocols for the haptic data transmission [665]. However, there are still a lot of blanks to be filled.…”
Section: Future Research Directions and Challengesmentioning
confidence: 99%