AR game traffic characterization: a case of Pokémon Go in a flash crowd event

Hsi Chen, Ruey-Tzer Hsu, Ying-Chiao Chen, Wei-Chen Hsu, Polly Huang
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引用次数: 5

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 [8]. 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, Pokémon Go, delivers its data in situ.
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AR游戏流量表征:以快闪人群事件中的《pokemon Go》为例
延迟是在导航和游戏等移动应用程序中实际使用增强现实(AR)的主要问题。最近出现了一系列工作,建议将ar相关处理管道的一部分卸载到边缘[8]。这些研究中的一个缺陷是对网络延迟的(简化)假设。作为现实检查和收集实时实现AR的见解,我们在这项工作中寻求更好地理解流行的AR游戏pok mon Go如何在原位传递数据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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