{"title":"An Interactive and Immersive Remote Education Platform based on Commodity Devices","authors":"Jiangong Chen, Feng Qian, Bin Li","doi":"10.1109/INFOCOMWKSHPS51825.2021.9484492","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":109588,"journal":{"name":"IEEE INFOCOM 2021 - IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-05-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE INFOCOM 2021 - IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/INFOCOMWKSHPS51825.2021.9484492","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
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.