|Title:||AR game traffic characterization: A case of Pok?mon Go in a flash crowd event||Authors:||Chen H.-Y
|Keywords:||AR game;edge offloading;traffic characterization;Flash crowd events;ITS data;Mobile apps;Network delays;Practical use;Real time;Traffic characterization;Augmented reality||Issue Date:||2021||Start page/Pages:||493-494||Source:||MobiSys 2021 - Proceedings of the 19th Annual International Conference on Mobile Systems, Applications, and Services||Abstract:||
Latency is a major issue towards practical use of augmented reality (AR) in mobile apps such as navigation and gaming. A string of work has appeared recently, proposing to offload a part of the AR-related processing pipeline to the edge . One pitfall in these studies is the (simplified) assumption about the network delay. As a reality check and to gather insights to realize AR in real time, we seek in this work a better understanding of how a popular AR game, Pok?mon Go, delivers its data in situ. ? 2021 Owner/Author.
|Appears in Collections:||電機工程學系|
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