2022
DOI: 10.1109/twc.2022.3178618
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Wireless Multiplayer Interactive Virtual Reality Game Systems With Edge Computing: Modeling and Optimization

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Cited by 26 publications
(14 citation statements)
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“…Entertainment and gaming are the most popular applications of VR videos [46]. The entertainment industry including movie theatres and televisions is going to change forever from the traditional nature of 2D videos.…”
Section: A Entertainment and Gamingmentioning
confidence: 99%
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“…Entertainment and gaming are the most popular applications of VR videos [46]. The entertainment industry including movie theatres and televisions is going to change forever from the traditional nature of 2D videos.…”
Section: A Entertainment and Gamingmentioning
confidence: 99%
“…The implementation of interactive real-time wireless VR applications with the low MTP delay and high QoE relies on fast rendering and transmission of mass data, which poses a huge challenge both to the computing power and transmission rate of existing mobile networks system [90], [129]- [132]. MEC brings the cloud computing facilities to the edge of networks through terminal, edge and fog computing infrastructure.…”
Section: A Multi-access Edge Computing (Mec)mentioning
confidence: 99%
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“…It can be observed that most of the current works on VR content delivery focus on improving the throughput of wireless VR networks. Chen et al [14] have designed an iterative algorithm that iteratively optimizes the truncated first-order Taylor approximation of the objective for wireless multiplayer interactive VR game transmission framework based on mobile edge computing. Liu et al [15] have developed a constrained deep reinforcement learning algorithm to select the optimal phase shifts of the reconfigurable intelligent surface under latency constraints.…”
Section: Related Workmentioning
confidence: 99%