3,434 research outputs found
Learning-based Prediction, Rendering and Association Optimization for MEC-enabled Wireless Virtual Reality (VR) Network
Wireless-connected Virtual Reality (VR) provides immersive experience for VR
users from any-where at anytime. However, providing wireless VR users with
seamless connectivity and real-time VR video with high quality is challenging
due to its requirements in high Quality of Experience (QoE) and low VR
interaction latency under limited computation capability of VR device. To
address these issues,we propose a MEC-enabled wireless VR network, where the
field of view (FoV) of each VR user can be real-time predicted using Recurrent
Neural Network (RNN), and the rendering of VR content is moved from VR device
to MEC server with rendering model migration capability. Taking into account
the geographical and FoV request correlation, we propose centralized and
distributed decoupled Deep Reinforcement Learning (DRL) strategies to maximize
the long-term QoE of VR users under the VR interaction latency constraint.
Simulation results show that our proposed MEC rendering schemes and DRL
algorithms substantially improve the long-term QoE of VR users and reduce the
VR interaction latency compared to rendering at VR device
A survey on haptic technologies for mobile augmented reality
Augmented Reality (AR) and Mobile Augmented Reality (MAR) applications have
gained much research and industry attention these days. The mobile nature of
MAR applications limits users' interaction capabilities such as inputs, and
haptic feedbacks. This survey reviews current research issues in the area of
human computer interaction for MAR and haptic devices. The survey first
presents human sensing capabilities and their applicability in AR applications.
We classify haptic devices into two groups according to the triggered sense:
cutaneous/tactile: touch, active surfaces, and mid-air, kinesthetic:
manipulandum, grasp, and exoskeleton. Due to the mobile capabilities of MAR
applications, we mainly focus our study on wearable haptic devices for each
category and their AR possibilities. To conclude, we discuss the future paths
that haptic feedbacks should follow for MAR applications and their challenges
CloudAR: A Cloud-based Framework for Mobile Augmented Reality
Computation capabilities of recent mobile devices enable natural feature
processing for Augmented Reality (AR). However, mobile AR applications are
still faced with scalability and performance challenges. In this paper, we
propose CloudAR, a mobile AR framework utilizing the advantages of cloud and
edge computing through recognition task offloading. We explore the design space
of cloud-based AR exhaustively and optimize the offloading pipeline to minimize
the time and energy consumption. We design an innovative tracking system for
mobile devices which provides lightweight tracking in 6 degree of freedom
(6DoF) and hides the offloading latency from users' perception. We also design
a multi-object image retrieval pipeline that executes fast and accurate image
recognition tasks on servers. In our evaluations, the mobile AR application
built with the CloudAR framework runs at 30 frames per second (FPS) on average
with precise tracking of only 1~2 pixel errors and image recognition of at
least 97% accuracy. Our results also show that CloudAR outperforms one of the
leading commercial AR framework in several performance metrics
Guadalupe: a browser design for heterogeneous hardware
Mobile systems are embracing heterogeneous architectures by getting more
types of cores and more specialized cores, which allows applications to be
faster and more efficient. We aim at exploiting the hardware heterogeneity from
the browser without requiring any changes to either the OS or the web
applications. Our design, Guadalupe, can use hardware processing units with
different degrees of capability for matched browser services. It starts with a
weak hardware unit, determines if and when a strong unit is needed, and
seamlessly migrates to the strong one when necessary. Guadalupe not only makes
more computing resources available to mobile web browsing but also improves its
energy proportionality. Based on Chrome for Android and TI OMAP4, We provide a
prototype browser implementation for resource loading and rendering. Compared
to Chrome for Android, we show that Guadalupe browser for rendering can
increase other 3D application's frame rate by up to 767% and save 4.7% of the
entire system's energy consumption. More importantly, by using the two cases,
we demonstrate that Guadalupe creates the great opportunity for many browser
services to get better resource utilization and energy proportionality by
exploiting hardware heterogeneity
DRIVESHAFT: Improving Perceived Mobile Web Performance
With mobiles overtaking desktops as the primary vehicle of Internet
consumption, mobile web performance has become a crucial factor for websites as
it directly impacts their revenue. In principle, improving web performance
entails squeezing out every millisecond of the webpage delivery, loading, and
rendering. However, on a practical note, an illusion of faster websites
suffices. This paper presents DriveShaft, a system envisioned to be deployed in
Content Delivery Networks, which improves the perceived web performance on
mobile devices by reducing the time taken to show visually complete web pages,
without requiring any changes in websites, browsers, or any actions from
end-user. DriveShaft employs (i) crowdsourcing, (ii) on-the-fly JavaScript
injection, (iii) privacy preserving desensitization, and (iv) automatic HTML
generation to achieve its goals. Experimental evaluations using 200
representative websites on different networks (Wi-Fi and 4G), different devices
(high-end and low-end phones) and different browsers, show a reduction of 5x in
the time required to see a visually complete website while giving a perception
of 5x-6x faster page loading.Comment: 13 pages, 14 figure
Cooperative Hierarchical Caching in 5G Cloud Radio Access Networks (C-RANs)
Over the last few years, Cloud Radio Access Network (C-RAN) has arisen as a
transformative architecture for 5G cellular networks that brings the
flexibility and agility of cloud computing to wireless communications. At the
same time, content caching in wireless networks has become an essential
solution to lower the content-access latency and backhaul traffic loading,
which translate into user Quality of Experience (QoE) improvement and network
cost reduction. In this article, a novel Cooperative Hierarchical Caching (CHC)
framework in C-RAN is introduced where contents are jointly cached at the
BaseBand Unit (BBU) and at the Radio Remote Heads (RRHs). Unlike in traditional
approaches, the cache at the BBU, cloud cache, presents a new layer in the
cache hierarchy, bridging the latency/capacity gap between the traditional
edge-based and core-based caching schemes. Trace-driven simulations reveal that
CHC yields up to 80% improvement in cache hit ratio, 21% decrease in average
content-access latency, and 20% reduction in backhaul traffic load compared to
the edge-only caching scheme with the same total cache capacity. Before closing
the article, several challenges and promising opportunities for deploying
content caching in C-RAN are highlighted towards a content-centric mobile
wireless network.Comment: to appear on IEEE Network, July 201
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Prototyping a Context-Aware Framework for Pervasive Entertainment Applications
Designing a Network Based System for Delivery of Remote Mine Services
There is a great body of work in the areas of
tele-assistance/tele-collaboration offering novel and effective ways to improve
collaboration between personnel located at a remote mine site and off-site
personnel located in major metropolitan areas. Much of this work involves the
use of high-bandwidth communications or targeted sensory experiences using
large format displays. There are also existing remote access technologies but
these suffer from limited functionality (providing text, voice, video or
one-way desktop sharing), are often poorly supported in the security-conscious
corporate environment and require complicated set up processes. There is
currently no singular piece of remote collaboration technology that is suitable
for the delivery of high-quality planning and scheduling services to clients at
a mining site from a remote operating centre. In response to this issue, as
part of a research and technology development effort between CSIRO and a mining
engineering firm, we have developed a concept of remote mining engineer (RME)
and conducted a functional requirements analysis for delivering mining
engineering services to mine sites remotely. Based on the obtained
requirements, a further study was performed to characterise existing
technologies and to identify the scope for future work in designing and
prototyping a network based system for RME. We report on the method and
findings of this study in this paper
A Collaborative Untethered Virtual Reality Environment for Interactive Social Network Visualization
The increasing prevalence of Virtual Reality technologies as a platform for
gaming and video playback warrants research into how to best apply the current
state of the art to challenges in data visualization. Many current VR systems
are noncollaborative, while data analysis and visualization is often a
multi-person process. Our goal in this paper is to address the technical and
user experience challenges that arise when creating VR environments for
collaborative data visualization. We focus on the integration of multiple
tracking systems and the new interaction paradigms that this integration can
enable, along with visual design considerations that apply specifically to
collaborative network visualization in virtual reality. We demonstrate a system
for collaborative interaction with large 3D layouts of Twitter friend/follow
networks. The system is built by combining a 'Holojam' architecture (multiple
GearVR Headsets within an OptiTrack motion capture stage) and Perception Neuron
motion suits, to offer an untethered, full-room multi-person visualization
experience
Artificial Intelligence-Defined 5G Radio Access Networks
Massive multiple-input multiple-output antenna systems, millimeter wave
communications, and ultra-dense networks have been widely perceived as the
three key enablers that facilitate the development and deployment of 5G
systems. This article discusses the intelligent agent in 5G base station which
combines sensing, learning, understanding and optimizing to facilitate these
enablers. We present a flexible, rapidly deployable, and cross-layer artificial
intelligence (AI)-based framework to enable the imminent and future demands on
5G and beyond infrastructure. We present example AI-enabled 5G use cases that
accommodate important 5G-specific capabilities and discuss the value of AI for
enabling beyond 5G network evolution
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