2018
DOI: 10.1109/access.2018.2829194
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Internet of Things (IoT) for Seamless Virtual Reality Space: Challenges and Perspectives

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Cited by 23 publications
(15 citation statements)
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References 52 publications
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“…VR‐ and AR‐based IoT devices change the perception of the people by taking them into the virtual world. An example of such systems is car racing game with six degrees of freedom (DOFs) . There are various VR devices made by different companies: Cardboard (Google), Hololens (Microsoft), Oculus Rift (Facebook), and GearVR (Samsung).…”
Section: Background and History Of Tactile Internetmentioning
confidence: 99%
“…VR‐ and AR‐based IoT devices change the perception of the people by taking them into the virtual world. An example of such systems is car racing game with six degrees of freedom (DOFs) . There are various VR devices made by different companies: Cardboard (Google), Hololens (Microsoft), Oculus Rift (Facebook), and GearVR (Samsung).…”
Section: Background and History Of Tactile Internetmentioning
confidence: 99%
“…On the other hand, capturing and editing light-field videos are not achievable yet, because they require complicated hardware and setup. Although the release of modern equipment like Lytro Immerge [21] has made the process easier, the resolution of the captured light-field videos is still low [22]. Therefore, we focus only on free navigation and interactive all-reality services.…”
Section: B Characteristics Of Immersive Mediamentioning
confidence: 99%
“…AR augments the objects in a real world by perceptual information, while VR uses computer technology to create an interactive experience simulating reality. According to [22], providing six degree-of-freedom (6-DoF) by using the multimedia captured in the real world (not by computer graphics) is the main focus of current VR researches. Realizing life-like VR spaces without human discomfort requires at least 2.7 Tbps 1 [38].…”
Section: ) Ar/vr Spacesmentioning
confidence: 99%
“…An end-to-end system architecture that underlies IoT networks for seamless VR space was proposed in [27]. The architecture contains five stages: acquisition, classification, virtual image and video reconstruction, transmission, and consumer processing.…”
Section: Vr and Iot Integrationmentioning
confidence: 99%
“…A thorough review of related works was presented in this section and important IoT solutions were discussed in the context of this paper, highlighting their gaps, which are addressed by this work. Some of the related works do not perform analysis of network performance [12], [26], other research outputs do not discuss comparatively different protocols [12], [27], [30], and the remaining articles do not consider synchronization in order to guarantee consistency between real and virtual devices [13], [30].…”
Section: E Social Impactmentioning
confidence: 99%