5 research outputs found

    Performance evaluation of a multi-user virtual reality platform

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    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 qualit

    Performance evaluation of a multi-user virtual reality platform

    Get PDF
    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

    An adaptive resolution scheme for performance enhancement of a web-based multi-user VR application

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    Over the last few years, several frameworks have been introduced to help developers build virtual reality (VR) experiences for the web. One such open-source web framework is the A-Frame framework, which is built on top of WebXR and Three.js. A-Frame can be used to create 3D scenes that can be rendered using compatible browsers such as Chrome and Firefox. The performance of web-based VR applications, however, can be affected due to the limitations of the CPU and GPU, especially in multi-user applications. In this paper, an A-Frame-based multi- user VR application is developed and the performance is analyzed under different scenarios, demonstrating how an increase in the number of users affects metrics related to VR quality of experience (QoE). Then, an Adaptive Resolution Scheme for VR (ARS-VR) is proposed, which improves the VR performance in terms of frame rate and frame latency on remote devices with limited processing and display features

    Desenvolvimento de metodologia para criação de metaverso imersivo com foco em treinamentos industriais

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    Orientador: Prof. Dr. Márcio Fontana CatapanCoorientador: Prof. Dr. Pablo Deivid ValleDissertação (mestrado) - Universidade Federal do Paraná, Setor de Tecnologia, Programa de Pós-Graduação em Engenharia de Manufatura. Defesa : Curitiba, 08/12/2022Inclui referências: p. 75-82Resumo: Nos últimos anos, o metaverso tem atraído enorme atenção de todo o mundo com o desenvolvimento de tecnologias relacionadas, como a realidade virtual (RV). Aplicações de metaverso em realidade virtual imersiva, proporcionam experiências partilhadas onde os usuários podem comunicar e interagir no mesmo espaço virtual. Entretanto, o crescimento do metaverso ainda está começando, com grande potencial de melhoria. Quanto a isso, a indústria já chegou avançar a discussão, acompanhada de investimento febril, mas há poucas discussões sobre este assunto no meio acadêmico para orientar cientificamente seu desenvolvimento, principalmente quando se trata na aplicação de treinamentos na indústria. Desta maneira, esta pesquisa propõe uma metodologia de desenvolvimento de metaverso em realidade virtual imersiva com foco em treinamentos industriais. Através da metodologia desenvolvida, foi elaborado um metaverso multiplataforma com o intuito de simular um treinamento industrial, validando a metodologia proposta. Foi criado um questionário para validar com outros desenvolvedores se a metodologia que foi desenvolvida nesta pesquisa está compreensível. A metodologia foi enviada junto com o questionário desenvolvido para 7 voluntários que trabalham utilizando motores de jogos. Como resultado, foi possível analisar que até os desenvolvedores com baixa experiência compreenderam o que foi passado na metodologia, demonstrando que com apenas 6 meses de contato com a ferramenta Unreal Engine já é possível desenvolver metaversos imersivos com foco em treinamentos industriais.Abstract: In recent years, the metaverse has attracted enormous attention from around the world with the development of related technologies such as virtual reality (VR). Metaverse applications in immersive virtual reality, provide shared experiences where users can communicate and interact in the same virtual space. However, the growth of the metaverse is just beginning, with enormous potential for improvement. As for this, the industry has already advanced the discussion, accompanied by feverish investment, but there are few discussions on this subject in academia to scientifically guide its development, especially when it comes to the application of training in the industry. Thus, this research proposes a methodology for developing a metaverse in immersive virtual reality with a focus on industrial training. Through the methodology developed, a multiplatform metaverse was elaborated with the purpose of simulating an industrial training, validating the proposed methodology. A questionnaire was created to validate with other developers if the methodology that was developed in this research is understandable. The methodology was sent along with the developed questionnaire to seven volunteers who work using game engines. As a result, it was possible to analyze that even developers with little experience understood what was passed in the methodology, demonstrating that with only 6 months of contact with the Unreal Engine tool it is already possible to develop immersive metaverses focused on industrial training

    Performance evaluation of a multi-user virtual reality platform

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    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 qualit
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