Proceedings of the 24th Annual International Conference on Mobile Computing and Networking 2018
DOI: 10.1145/3241539.3267781
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Facilitating Low Latency and Reliable VR over Heterogeneous Wireless Networks

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Cited by 5 publications
(3 citation statements)
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“…For example, in mapping the E2E latency between the application layers of two devices, the authors of [18] established that 10-15 ms time delays are typically encountered in indoor scenarios with a direct line-of-sight between the two communicating devices. The results obtained using the ns-3 network simulator are roughly similar to the experimental findings in [19][20][21][22]. All of these studies elaborate on the appropriateness of WiGig for serving XR applications, receiving high-resolution video streams over the network.…”
Section: Related Work On Latency Reductionsupporting
confidence: 75%
See 1 more Smart Citation
“…For example, in mapping the E2E latency between the application layers of two devices, the authors of [18] established that 10-15 ms time delays are typically encountered in indoor scenarios with a direct line-of-sight between the two communicating devices. The results obtained using the ns-3 network simulator are roughly similar to the experimental findings in [19][20][21][22]. All of these studies elaborate on the appropriateness of WiGig for serving XR applications, receiving high-resolution video streams over the network.…”
Section: Related Work On Latency Reductionsupporting
confidence: 75%
“…All of these studies elaborate on the appropriateness of WiGig for serving XR applications, receiving high-resolution video streams over the network. Their approach to latency reduction includes combining WiGig with sub-6 GHz Wi-Fi [22], dynamically tuning the video encoder [20], synchronising data transmission with application-specific events [21], and leveraging user pose information for quicker beam-and access point (AP) switching [19]. As a result of these latency mitigation strategies, the range of expected latency values of individual video frames gets extended to 5-50 ms.…”
Section: Related Work On Latency Reductionmentioning
confidence: 99%
“…However, the large encoding and decoding time before playback is not considered in their research. Arunkumar, et al study the relationship between the decoding time and transmission time in VR video and propose to balance the relationship between the two by partially transferring raw tiles of VR video [14]. However, this research does not optimize this process and can not be directly used in point cloud video streaming due to the unique features of point cloud video.…”
Section: Introductionmentioning
confidence: 99%