An Interactive and Immersive Remote Education Platform based on Commodity Devices

Jiangong Chen, Feng Qian, Bin Li
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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.
基于商品设备的交互式沉浸式远程教育平台
虚拟现实(VR)在利用现有移动设备为远程教育学生提供互动式沉浸式学习体验方面具有巨大潜力,这在当前大流行期间具有极其重要的意义。在这样的VR应用中,满意的用户体验需要:1)高分辨率全景图像渲染;2)高帧率;3)用户间同步。这就要求要么移动设备能够进行快速的图像渲染,要么今天的无线网络能够以极低的延迟支持多gbps的流量,而这两者在目前的实践中都是不存在的。在这个演示中,我们开发了一个基于商品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的图像具有高分辨率(2560×1440像素),并在客户端以高帧率(每秒60帧)显示。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9.2毫秒帧延迟差异),与现有的本地渲染和服务器渲染方法相比,这分别提高了至少60%和20%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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