Journal Article10.1109/mnet.126.2200385
CoMIC: A Collaborative Mobile Immersive Computing Infrastructure for Conducting Multi-user XR Research
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TL;DR: In this article , the authors propose a research infrastructure, dubbed CoMIC, which offers a collaborative, visual-first, and hologram-based computing space and a QoE-driven, multi-site, and immersive communication framework.
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Abstract: While existing research on immersive technologies such as virtual, augmented, and mixed reality has been shifting from improving the quality of experience (QoE) of a single user to multi-user scenarios, which are naturally required by the burgeoning Metaverse, there is little work on building the underlying infrastructure to support multi-user immersive applications, especially for geo-distributed users. In this position paper, we propose a research infrastructure, dubbed CoMIC, to fill this critical gap, by offering a collaborative, visual-first, and hologram-based computing space and a QoE-driven, multi-site, and immersive communication framework. With its rudimentary prototype, we demonstrate the effectiveness of CoMIC through a case study of multi-user volumetric video streaming over mmWave. We conclude this paper with a discussion of numerous unique opportunities that can be enabled by CoMIC.
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Citations
Human-Centric Resource Allocation for the Metaverse with Multi-Access Edge Computing
TL;DR: Wang et al. as discussed by the authors proposed an adaptive edge resource allocation method based on multi-agent soft actor-critic with graph convolutional networks (SAC-GCN), which models the multi-user metaverse environment as a graph where each agent is denoted by a node.
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The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions
H. Sami,A. Hammoud,M. Arafeh,M. Wazzeh,S. Arisdakessian,Mario Chahoud,Osama Wehbi,M. Ajaj,A. Mourad,H. Otrok,O. A. Wahab,R. Mizouni,J. Bentahar,C. Talhi,Z. Dziong,E. Damiani,M. Guizani +16 more
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Towards augmented and mixed reality on future mobile networks
TL;DR: In this paper , the authors surveyed four digital libraries to identify articles and reviews concerning AR/MR use based on mobile networks and proposed a roadmap concerning AR and MR hardware and software development to run applications supported by future mobile networks.
SCAXR: Empowering Scalable Multi-User Interaction for Heterogenous XR Devices
Yakun Huang,Haowen Wang,Xiuquan Qiao,Xiang Su,Yang Li,Schahram Dustdar,Ping Zhang +6 more
TL;DR: SCAXR leverages three key components: an on-demand rendering module, a distributed rendering process, and edge-cloud synchronization that ensures timely communication between XR devices and edge servers.
3
The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions
18 Apr 2023
TL;DR: In this paper , the authors present a survey of the development pipeline of the Metaverse ecosystem, which is composed of Metaverse computing, networking, communications and hardware infrastructure, environment digitization, and user interactions.
References
A Metaverse: Taxonomy, Components, Applications, and Open Challenges
01 Jan 2022
TL;DR: In this article , the authors divide the concepts and essential techniques necessary for realizing the Metaverse into three components (i.e., hardware, software, and contents) rather than marketing or hardware approach to conduct a comprehensive analysis.
A Metaverse: Taxonomy, Components, Applications, and Open Challenges
Sang-Min Park,Young-Gab Kim +1 more
TL;DR: This paper divides the concepts and essential techniques necessary for realizing the Metaverse into three components (i.e., hardware, software, and contents) and three approaches and describes essential methods based on three components and techniques to Metaverse’s representative Ready Player One, Roblox, and Facebook research in the domain of films, games, and studies.
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ViVo: visibility-aware mobile volumetric video streaming
TL;DR: This paper proposes ViVo, which is to the best of the knowledge the first practical mobile volumetric video streaming system with three visibility-aware optimizations and indicates that ViVo can save on average 40% of data usage (up to 80%) with virtually no drop in visual quality.
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Immersive Virtual Reality Attacks and the Human Joystick
TL;DR: This work used the two most widely adopted immersive VR systems, the HTC Vive and the Oculus Rift, to create attacks that can potentially disorient users, turn their Head Mounted Display (HMD) camera on without their knowledge, overlay images in their field of vision, and modify VR environmental factors that force them into hitting physical objects and walls.
MARVEL: Enabling Mobile Augmented Reality with Low Energy and Low Latency
Kaifei Chen,Tong Li,Hyung-Sin Kim,David E. Culler,Randy H. Katz +4 more
- 04 Nov 2018
TL;DR: This paper proposes a system architecture which uses local inertial tracking, local optical flow, and visual tracking in the cloud synergistically, and investigates how to minimize the overhead for image computation and offloading.
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