An overview on integrated localization and communication towards 6G
Abstract while the fifth generation (5G) cellular system is being deployed worldwide,
researchers have started the investigation of the sixth generation (6G) mobile …
researchers have started the investigation of the sixth generation (6G) mobile …
[HTML][HTML] Latency and cybersickness: Impact, causes, and measures. A review
Latency is a key characteristic inherent to any computer system. Motion-to-Photon (MTP)
latency describes the time between the movement of a tracked object and its corresponding …
latency describes the time between the movement of a tracked object and its corresponding …
[HTML][HTML] Who will be the members of Society 5.0? Towards an anthropology of technologically posthumanized future societies
ME Gladden - Social Sciences, 2019 - mdpi.com
The Government of Japan's “Society 5.0” initiative aims to create a cyber-physical society in
which (among other things) citizens' daily lives will be enhanced through increasingly close …
which (among other things) citizens' daily lives will be enhanced through increasingly close …
Furion: Engineering high-quality immersive virtual reality on today's mobile devices
In this paper, we perform a systematic design study of the" elephant in the room" facing the
VR industry--is it feasible to enable high-quality VR apps on untethered mobile devices such …
VR industry--is it feasible to enable high-quality VR apps on untethered mobile devices such …
Fixation prediction for 360 video streaming in head-mounted virtual reality
We study the problem of predicting the Field-of-Views (FoVs) of viewers watching 360°
videos using commodity Head-Mounted Displays (HMDs). Existing solutions either use the …
videos using commodity Head-Mounted Displays (HMDs). Existing solutions either use the …
Not alone here?! scalability and user experience of embodied ambient crowds in distributed social virtual reality
This article investigates performance and user experience in Social Virtual Reality (SVR)
targeting distributed, embodied, and immersive, face-to-face encounters. We demonstrate …
targeting distributed, embodied, and immersive, face-to-face encounters. We demonstrate …
[HTML][HTML] Measuring motion-to-photon latency for sensorimotor experiments with virtual reality systems
M Warburton, M Mon-Williams, F Mushtaq… - Behavior research …, 2023 - Springer
Consumer virtual reality (VR) systems are increasingly being deployed in research to study
sensorimotor behaviors, but properties of such systems require verification before being …
sensorimotor behaviors, but properties of such systems require verification before being …
Measuring and comparing QoE and simulator sickness of omnidirectional videos in different head mounted displays
A Singla, S Fremerey, W Robitza… - 2017 Ninth international …, 2017 - ieeexplore.ieee.org
In this paper, we evaluated and compared the integral quality of different omnidirectional
contents for two head mounted displays (HMDs), namely HTC Vive and Oculus Rift. We also …
contents for two head mounted displays (HMDs), namely HTC Vive and Oculus Rift. We also …
Deep neural network–based enhancement for image and video streaming systems: A survey and future directions
Internet-enabled smartphones and ultra-wide displays are transforming a variety of visual
apps spanning from on-demand movies and 360° videos to video-conferencing and live …
apps spanning from on-demand movies and 360° videos to video-conferencing and live …
[HTML][HTML] Study on the applicability of digital twins for home remote motor rehabilitation
P Falkowski, T Osiak, J Wilk, N Prokopiuk… - Sensors, 2023 - mdpi.com
The COVID-19 pandemic created the need for telerehabilitation development, while Industry
4.0 brought the key technology. As motor therapy often requires the physical support of a …
4.0 brought the key technology. As motor therapy often requires the physical support of a …