Proceedings of the 14th Annual International Conference on Mobile Systems, Applications, and Services 2016
DOI: 10.1145/2906388.2906418
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Cited by 116 publications
(17 citation statements)
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References 26 publications
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“…Indeed, supporting the high-data-rate wireless connectivity with low latency necessitated for such data-intensive applications calls for more advanced solutions than merely increasing the available bandwidth [4]. Meanwhile, improving caching and computing capabilities at end-users has been deemed highly effective in increasing the transmission efficiency [7]- [9]. As such, upcoming mobile broadband applications rely heavily on asynchronous content reuse [10], and hence, proactive caching of popular content at the end-users could relieve network congestion and bandwidth consumption during peak traffic demand times [11].…”
Section: Introductionmentioning
confidence: 99%
“…Indeed, supporting the high-data-rate wireless connectivity with low latency necessitated for such data-intensive applications calls for more advanced solutions than merely increasing the available bandwidth [4]. Meanwhile, improving caching and computing capabilities at end-users has been deemed highly effective in increasing the transmission efficiency [7]- [9]. As such, upcoming mobile broadband applications rely heavily on asynchronous content reuse [10], and hence, proactive caching of popular content at the end-users could relieve network congestion and bandwidth consumption during peak traffic demand times [11].…”
Section: Introductionmentioning
confidence: 99%
“…For example, some studies reduce the rendering delay by introducing the cache layer of panoramic images, and adopt the mechanism of multi-level index table to speed up the search of corresponding FOV images. 11 Some studies focus on hierarchical collaborative rendering of foreground part and background part. The background part with high predictability but heavy rendering load is deployed on the server for pre-rendering, and the foreground part with difficult to predict but light rendering load is deployed on the terminal device for real-time rendering.…”
Section: Related Workmentioning
confidence: 99%
“…In the context of metaverse VR applications, apart from many studies on its enabling technologies [18,27,38,48] such as AR/VR [1,24,26,29,30,34,42], motion sensing [3], and platform governance [9,10,19], their architectural problems and scalability issues to be solved by metaverse developers (e.g., bandwidth consumptions with increasing number of users, CPU/GPU utilization of terminal device, and rendering cost of user avatars) have been studied in [13,14]. The authors of [14] have also pointed out that one critical scalability issue that could be solved by changing the operational architecture of metaverses is that the consumptions of user bandwidth and CPU/GPU resources currently depend on the number of active users, thus, can introduce high overhead on the VR headset -one potential solution is remote rendering, i.e., rendering application graphics on the cloud server instead of on user VR devices.…”
Section: Related Workmentioning
confidence: 99%