矿业教育多用户虚拟现实环境的网络性能研究

Andreas Lindblom, T. Laine, H. S. Rossi
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引用次数: 6

摘要

虚拟现实提供了将用户沉浸在现实环境中的能力,这使得该技术能够被用作沉浸式教育工具。这对于需要学生访问特定地点或涉及危险情况和材料的教育领域特别有用。EIT原材料项目MiReBooks旨在为矿业教育开发新颖的增强现实和虚拟现实教学工具。在项目中,我们开发了一个名为MiReBooks VR的交互式多用户虚拟现实环境,通过模拟虚拟矿山并在其中创建学习场景,为学生提供采矿教学。在本文中,我们简要介绍了MiReBooks VR,然后着重于通过测量延迟来确定在头戴式显示器中运行的服务器的容量。为了评估系统处理多个学生连接一堂课的能力,进行了多达30个同时连接的客户端模拟测试。结果表明,影响所有对等体的延迟方面的性能问题可能会对VR用户体验产生负面影响。此外,研究结果表明,使用现有的VR设备很难在多用户环境中维持VR应用的帧率要求。基于开发经验和测试,我们提供了5个经验教训,这些经验教训可能会对从事多用户VR系统开发的软件工程师和研究人员感兴趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Investigating Network Performance of a Multi-user Virtual Reality Environment for Mining Education
Virtual Reality provides the ability to immerse users in realistic environments, which enables utilization of the technology as an immersive educational tool. This is particularly useful for educational fields that require students to visit certain locations, or that concern hazardous situations and materials. The EIT Raw Materials Project MiReBooks intends to develop novel augmented and virtual reality teaching tools to mining education. Within the project, we developed an interactive multi-user VR environment, named MiReBooks VR, for teaching mining to students by simulating a VR mine and creating learning scenarios in it. In this paper, we briefly described MiReBooks VR, and then focused on determining the capacity of the server running in a head-mounted display by measuring latency. To assess the system's capacity to handle multiple students connected to a class session, client simulation tests of up to 30 simultaneous connections were conducted. The results suggests performance issues with respect to latency affecting all peers that could cause a negative effect to the VR user experience. In addition, the results indicate that the frame rate requirements for VR applications are difficult to maintain in multi-user environments using current off-the-shelf VR equipment. Based on the development experiences and the tests, we provide five lessons learned that can be of interest to software engineers and researchers working on the development of multi-user VR systems.
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