https://scholars.lib.ntu.edu.tw/handle/123456789/581205
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.author | Hsu Y.-H | en_US |
dc.contributor.author | Cheng J.-H | en_US |
dc.contributor.author | Liao K.-Y | en_US |
dc.contributor.author | Wang Y.-S | en_US |
dc.contributor.author | Chen T.-H | en_US |
dc.contributor.author | Chen H.-Y | en_US |
dc.contributor.author | Yen C.-K | en_US |
dc.contributor.author | Liao W. | en_US |
dc.contributor.author | WANJIUN LIAO | zz |
dc.creator | Hsu Y.-H;Cheng J.-H;Liao K.-Y;Wang Y.-S;Chen T.-H;Chen H.-Y;Yen C.-K;Liao W. | - |
dc.date.accessioned | 2021-09-02T00:07:48Z | - |
dc.date.available | 2021-09-02T00:07:48Z | - |
dc.date.issued | 2020 | - |
dc.identifier.uri | https://www.scopus.com/inward/record.uri?eid=2-s2.0-85098458424&doi=10.1109%2fICCE-Taiwan49838.2020.9258121&partnerID=40&md5=e1add2303d3237a0f5967a6fabceecd1 | - |
dc.identifier.uri | https://scholars.lib.ntu.edu.tw/handle/123456789/581205 | - |
dc.description.abstract | The efficiency of 3D image rendering is an important factor for immerse experience of wireless virtual reality (VR). However, performing image rendering in wireless VR headset is inefficient due to its limited computing capability and battery life. 5G Mobile Edge Computing (MEC) could enable immerse experience with good user experience for wireless VR players thanks to its offering high data-rate wireless connections with low latency and taking advantage of high computational capability in the proximity to wireless VR players for such real-time and computationally intensive task. In this paper, we study the performance of edge rendering capability at NTU 5G MEC testbed as compared with local rendering. We implement a multi-player VR dancing game scenario in which two wireless VR players can interact with each other in a virtual space. We compare the performance achieved by local rendering and edge rendering when the wireless VR players are turning his head around. The results shows that edge rendering can allow better quality of user experience in the game. ? 2020 IEEE. | - |
dc.relation.ispartof | 2020 IEEE International Conference on Consumer Electronics - Taiwan, ICCE-Taiwan 2020 | - |
dc.subject | Image understanding; Rendering (computer graphics); Three dimensional computer graphics; User experience; Virtual reality; Battery life; Computational capability; Computing capability; Game scenario; High data rate wireless; Image rendering; Low latency; Virtual spaces; 5G mobile communication systems | - |
dc.title | NTU Smart Edge for Wireless Virtual Reality | en_US |
dc.type | conference paper | en |
dc.identifier.doi | 10.1109/ICCE-Taiwan49838.2020.9258121 | - |
dc.identifier.scopus | 2-s2.0-85098458424 | - |
item.cerifentitytype | Publications | - |
item.fulltext | no fulltext | - |
item.openairecristype | http://purl.org/coar/resource_type/c_5794 | - |
item.openairetype | conference paper | - |
item.grantfulltext | none | - |
crisitem.author.dept | Electrical Engineering | - |
crisitem.author.dept | Communication Engineering | - |
crisitem.author.dept | Networking and Multimedia | - |
crisitem.author.dept | Computer Science and Information Engineering | - |
crisitem.author.dept | Office of the Vice President | - |
crisitem.author.dept | Institute of Statistics and Data Science | - |
crisitem.author.orcid | 0000-0001-5396-8849 | - |
crisitem.author.parentorg | College of Electrical Engineering and Computer Science | - |
crisitem.author.parentorg | College of Electrical Engineering and Computer Science | - |
crisitem.author.parentorg | College of Electrical Engineering and Computer Science | - |
crisitem.author.parentorg | College of Electrical Engineering and Computer Science | - |
crisitem.author.parentorg | Administrative Unit | - |
crisitem.author.parentorg | College of Science | - |
顯示於: | 電機工程學系 |
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