Abstract

Experience sharing among multiple users in virtual reality (VR) is one of the key applications in next generation wireless systems. In this VR application, one object can be reproduced as a virtual object based on recorded/captured multiple real-time images from multiple observation points. At this time, VR applications require a lot of bandwidth to provide seamless services to users in wireless links, and thus, a certain level of data rates should be maintained. As the number of users increases, the server allocates more data rates to users on top of the limited bandwidth in wireless networks. At this time, users who utilize the VR streaming services will suffer from a lower quality, due to the limited bandwidth. This paper reports the measurement study and also analyzes the fluctuations in terms of the data rates as the number of users increases while sharing point cloud information in real-time authorized reality environments over IEEE 802.11ac wireless networks. Moreover, it measures and analyzes fluctuations in terms of frames-per-second and Jitters, which are practical quality reduction indicators.

Highlights

  • Virtual reality (VR) has become a technology that helps our daily lives [1]

  • This paper identifies fluctuations in terms of data rates when point cloud information is shared in real-time authorized reality environments over IEEE 802.11ac wireless networks

  • The correlation coefficient is −0.835, which shows a strong negative correlation between Jitter and FPS. This shows that each indicator is correlated and there is the minimum amount of the data rate that can maintain optimal communication depending on the number of users connected

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Summary

Introduction

Virtual reality (VR) has become a technology that helps our daily lives [1]. From a simple example of catching a virtual monster in a real backyard setting, to an application that places virtual furniture in a room via a smartphone equipped with radar sensors, it is widely used in augmented reality (AR) [2]. This paper identifies fluctuations in terms of data rates when point cloud information is shared in real-time authorized reality environments over IEEE 802.11ac wireless networks. This paper conducts the measurement study for real-world VR streaming services (i.e., streaming from servers to end-users) in terms of data rates, FPS, and Jitters with the Unity software library. This paper analyzes the FPS and Jitter fluctuations based on the data rate dynamics over IEEE 802.11ac wireless networks. To the best of our knowledge, this work is the first to conduct a measurement study for defining the fundamental limits of VR streaming over IEEE 802.11ac wireless links.

Related Work
Measurement and Experimental Setup
Measurement Results–Data Rate
Measurement Results—Jitter
Measurement Results–FPS
Measurement Results—Performance Indicator Analysis
Conclusions and Discussion
Full Text
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