2014
DOI: 10.1007/978-3-319-13969-2_12
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A Design and Evaluation Framework for a Tele-Immersive Mixed Reality Platform

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Cited by 5 publications
(7 citation statements)
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“…The full body reconstruction frames per second performance at highest quality in these controlled tests are representative of the current maximum real-time performance for an interactive TI context. These compare with earlier 3D-LIVE user trials [Crowle et al 2014] where equivalent observations of receiving frame rate were slightly lower than this performance ceilingpossibly due to the additional overhead of other game processes (such as voice communication). We also note that our bandwidth sampling processes had a significant impact on streaming when executed concurrently, meaning that we had to sample this network characteristic in-between simulated game sessions.…”
Section: Discussionsupporting
confidence: 66%
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“…The full body reconstruction frames per second performance at highest quality in these controlled tests are representative of the current maximum real-time performance for an interactive TI context. These compare with earlier 3D-LIVE user trials [Crowle et al 2014] where equivalent observations of receiving frame rate were slightly lower than this performance ceilingpossibly due to the additional overhead of other game processes (such as voice communication). We also note that our bandwidth sampling processes had a significant impact on streaming when executed concurrently, meaning that we had to sample this network characteristic in-between simulated game sessions.…”
Section: Discussionsupporting
confidence: 66%
“…Frame inter-arrival rate (λ1), representing the arrival of a 'raw' FBR frame (and therefore not compressed at this stage) is sensitive to the physical person or object that is being virtual reconstructed at run-time. In this case, we took a representative sample from a previously conducted 3D-LIVE experiments (see [Crowle et al 2014] for more information on 3D-LIVE trials) and used this as a standard: this value was benchmarked at an average rate of 155.3ms per frame (or about 6.4 frames/second).…”
Section: Phase 1: Pipeline Performance Modellingmentioning
confidence: 99%
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“…Mixed Reality systems have found their applications in gaming (Crowle et al, 2014), patient rehabilitation (Vogiatzaki et al, 2013), visualization of data (Marks et al, 2014), collaborative coordination in time critical situations (Fischer et al, 2014) and in Education (Gardner and Elliott, 2014). Efforts to develop Mixed Reality systems for children are more prevalent in Education and to some extent in gaming, than in any other field.…”
Section: Introductionmentioning
confidence: 99%
“…Mixed Reality systems have found their applications in gaming (Crowle, Boniface, Poussard, & Asteriadis, 2014), patient rehabilitation (Vogiatzaki, Gravezas, & Solutions, 2013), visualization of data (Marks, Estevez, & Connor, 2014), collaborative coordination in time critical situations (Fischer et al, 2014) and in Education (Gardner & Elliott, 2014). Efforts to develop Mixed Reality systems for children are more prevalent in Education and to some extent in gaming, than in any other field.…”
Section: Introductionmentioning
confidence: 99%