An overview on integrated localization and communication towards 6G

Z Xiao, Y Zeng - Science China Information Sciences, 2022 - Springer
Abstract while the fifth generation (5G) cellular system is being deployed worldwide,
researchers have started the investigation of the sixth generation (6G) mobile …

[HTML][HTML] Latency and cybersickness: Impact, causes, and measures. A review

JP Stauffert, F Niebling, ME Latoschik - Frontiers in Virtual Reality, 2020 - frontiersin.org
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 …

[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 …

Furion: Engineering high-quality immersive virtual reality on today's mobile devices

Z Lai, YC Hu, Y Cui, L Sun, N Dai - Proceedings of the 23rd Annual …, 2017 - dl.acm.org
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 …

Fixation prediction for 360 video streaming in head-mounted virtual reality

CL Fan, J Lee, WC Lo, CY Huang, KT Chen… - Proceedings of the 27th …, 2017 - dl.acm.org
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 …

Not alone here?! scalability and user experience of embodied ambient crowds in distributed social virtual reality

ME Latoschik, F Kern, JP Stauffert… - IEEE transactions on …, 2019 - ieeexplore.ieee.org
This article investigates performance and user experience in Social Virtual Reality (SVR)
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 …

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 …

Deep neural network–based enhancement for image and video streaming systems: A survey and future directions

R Lee, SI Venieris, ND Lane - ACM Computing Surveys (CSUR), 2021 - dl.acm.org
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 …

[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 …