An Interactive and Immersive Remote Education Platform based on Commodity Devices

An Interactive and Immersive Remote Education Platform based on Commodity Devices
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DOI:
10.1109/infocomwkshps51825.2021.9484492
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发表时间:
2021-05
期刊:
IEEE INFOCOM 2021 - IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS)
影响因子:
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通讯作者:
Jiangong Chen;Feng Qian;Bin Li
Jiangong Chen;Feng Qian;Bin Li
中科院分区:
其他
文献类型:
--
作者:
Jiangong Chen;Feng Qian;Bin Li

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虚拟现实(VR)具有巨大的潜力,可以通过使用现有的移动的设备为远程教育中的学生提供互动和沉浸式的学习体验,这在当前的大流行期间非常有意义。在这样的VR应用中,满意的用户体验要求:1)高分辨率的全景图像渲染; 2)高帧率; 3)用户之间的同步。这要求移动的设备执行快速图像渲染,或者当今的无线网络能够以极低的延迟支持多Gbps流量,这两者在当前实践中都不是这种情况。在本演示中,我们开发了一个基于商用设备的交互式沉浸式远程教育平台,其中服务器执行渲染,以确保渲染图像具有高分辨率(2560×1440像素)并以高帧率(60帧/秒)显示在客户端。我们进一步利用运动预测来克服服务器和用户之间不同的往返时间(RTT),并确保用户之间的同步(用户之间的平均帧延迟差异为9.2 ms),与现有的本地渲染相比至少提高了60%和20%服务器渲染方法分别。
Virtual reality (VR) holds a great potential to provide interactive and immersive learning experiences for students in remote education by using existing mobile devices, which is extremely meaningful during the current pandemic. In such a VR application, satisfactory user experience requires: 1) high-resolution panoramic image rendering; 2) high frame rate; 3) synchronization among users. This requires that either mobile devices perform fast image rendering or today’s wireless network can support multi-Gbps traffic with extremely low delay, neither of which is the case in current practice. In this demo, we develop a platform for interactive and immersive remote education based on commodity devices, where a server performs rendering to ensure that the rendered images have high-resolution (2560×1440 pixels) and are displayed at a high frame rate (60 frames per second) on the client-side. We further leverage motion prediction to overcome the diverse round-trip time (RTT) between a server and users and ensure synchronization among users (average 9.2 ms frame latency difference among users), which improves at least 60% and 20% compared to the existing local-rendering and server-rendering methods, respectively.