[DC]多用户(社交)虚拟现实通信

S. Gunkel
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引用次数: 2

摘要

虚拟现实(VR)应用目前正在经历几个空白,以便在消费市场取得全面突破。一方面是社会孤立。许多VR体验并不代表你自己或其他用户,这使得它变得孤独,而不是一种共享的体验。提供用户表现的VR应用程序大多使用人工化身。这些应用程序可能并不适合所有的通信用例(例如,在工作中或与您的家人)。在本文中,我介绍了我们目前的工作,在TNO和我的博士研究中,创造社交VR体验,其中用户和环境都以照片般的质量表现出来。其目的不仅是让用户一起体验VR,而且还允许在VR中使用新的自然交流方式,延长存在感和沉浸感。我的博士研究主要集中在构建Social VR系统的三个方面:捕获和处理,传输和客户端组成。我研究的主要目标是将处理从捕获和编排转移到云中(特别是进入边缘网络),以允许社交VR在一次会话中拥有大量用户(100+),并在最大限度地提高QoS和QoE的同时支持移动终端设备。
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[DC] Multi-user (Social) Virtual Reality Commnunication
Virtual Reality (VR) applications are currently suffering several gaps to allow a full breakthrough in the consumer market. One aspect is the social isolation. Many VR experiences do not represent yourself or other users, making it lonely rather than a shared experience. VR applications that do offer a user representation mostly use artificial avatars. These applications may not be well suited for all communication use cases (e.g. at work or with your family). In this paper I present our current work, at TNO and in my PhD research, to create Social VR experiences where both the user and the environment are represented in photo-realistic quality. The aim is not only to allow users to experience VR together, but also to allow new ways of natural communication within VR, with an extended presence and immersion. My PhD research focuses on 3 aspects that are building a Social VR system: capture and processing, transmission and client composition. The main goal of my research is to move processing from the capture and orchestration into the cloud (and particularly into the edge network) to allow Social VR with a large set of users (100+) in one session and to support mobile end devices while maximizing the QoS and QoE.
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