Data: |
2020 |
Resum: |
Virtual Reality (VR) popularity is increasing as it is becoming more affordable for end users. Available VR hardware includes low-end inexpensive devices like Google Cardboard and high-end ones like HTC Vive or Oculus Rift, which are more expensive headsets. Using VR as a platform for content delivery allows better user engagement than other traditional methods, as VR headsets remove external distractions. Multi- user VR applications provide shared experiences where users can communicate and interact in the same virtual space. This shared environment, however, introduces challenges regarding network performance, quality of service (QoS) and sessions privacy. This paper presents a multi-user VR application and aims to evaluate network behaviour in a number of scenarios, including real VR headsets (i. e. Oculus Rift), as well as simulated ones. This QoS analysis is important for the understanding of how many VR users can be simultaneously connected with high image quality. |
Ajuts: |
Agència de Gestió d'Ajuts Universitaris i de Recerca 2017/SGR-113 European Commission 870610
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Drets: |
Aquest document està subjecte a una llicència d'ús Creative Commons. Es permet la reproducció total o parcial, la comunicació pública de l'obra i la creació d'obres derivades, sempre que no sigui amb finalitats comercials i que es distribueixin sota la mateixa llicència que regula l'obra original. Cal que es reconegui l'autoria de l'obra original. |
Llengua: |
Anglès |
Col·lecció: |
TRACTION: Opera co-creation for a social transformation |
Document: |
Comunicació de congrés |
Matèria: |
Virtual reality ;
Multi-user ;
Network performance ;
Quality of service |
Publicat a: |
International Wireless Communications & Mobile Computing Conference (IWCMC 2020), 16th : 2020 |