Yunqi Sun , Hesheng Sun , Tuo Cao , Mingtao Ji , Zhuzhong Qian , Lingkun Meng , Dongxu Wang , Xiangyu Li
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引用次数: 0
Abstract
Virtual Reality Serious Games (VR-SGs) integrate immersive virtual reality (VR) technology with instruction-oriented serious games (SGs), aiming to improve the efficiency of educational and training programs. VR-SG’s training effectiveness is highly contingent upon the system’s continuous consistency level. The strong continuous consistency ensures the same VR-SG world among different players, enabling them to make better decisions based on the individual game world’s context. Although edge computing enables a low-delay VR system for geographically dispersed players, the delay differences among players highlight the need for strong continuous consistency. Specifically, the differences in temporal and spatial dimensions among different end-players result in significant variations in their perceived end-to-end delay, further exhibiting different game worlds. We first propose a long-term task redistribution problem to enhance the continuous consistency for edge-assisted VR-SGs while controlling the consistency loss and player-perceived delay. To solve the above time-coupled problem, we design an online polynomial-time algorithm called the Online Continuous Consistency Enhancement (OCCE) algorithm. OCCE can effectively obtain the task redistribution scheme with the integrated randomized rounding and the Constraints-Firefighter Algorithm. We prove that the continuous consistency optimality of OCCE can approximate the optimal offline solution. Finally, the extensive evaluations based on real-world datasets and preparatory measurements show that, at the player scale of 30, OCCE improves continuous consistency by at least 2.38 compared to alternatives in the average case.
期刊介绍:
Computer Networks is an international, archival journal providing a publication vehicle for complete coverage of all topics of interest to those involved in the computer communications networking area. The audience includes researchers, managers and operators of networks as well as designers and implementors. The Editorial Board will consider any material for publication that is of interest to those groups.