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The quality of experience (QoE) requirements of wireless Virtual Reality (VR) can only be satisfied with high data rate, high reliability, and low VR interaction latency. This high data rate over short transmission distances may be achieved…
Virtual Reality (VR) applications require high data rate for a high-quality immersive experience, in addition to low latency to avoid dizziness and motion sickness. One of the key wireless VR challenges is providing seamless connectivity…
Wireless-connected Virtual Reality (VR) provides immersive experience for VR users from any-where at anytime. However, providing wireless VR users with seamless connectivity and real-time VR video with high quality is challenging due to its…
In this paper, the problem of head movement prediction for virtual reality videos is studied. In the considered model, a deep learning network is introduced to leverage position data as well as video frame content to predict future head…
360-degree panoramic videos have gained considerable attention in recent years due to the rapid development of head-mounted displays (HMDs) and panoramic cameras. One major problem in streaming panoramic videos is that panoramic videos are…
How should we learn visual representations for embodied agents that must see and move? The status quo is tabula rasa in vivo, i.e. learning visual representations from scratch while also learning to move, potentially augmented with…
Our work proposes a comprehensive solution for predicting Metaverse network traffic, addressing the growing demand for intelligent resource management in eXtended Reality (XR) services. We first introduce a state-of-the-art testbed…
Proactive tile-based virtual reality (VR) video streaming employs the viewpoint of a user to predict the tiles to be requested, renders and delivers the predicted tiles before playback. Recently, it has been found that the identity and…
The increase in the demand for eXtended Reality (XR)/Virtual Reality (VR) services in the recent years, poses a great challenge for Wi-Fi networks to maintain the strict latency requirements. In VR over Wi-Fi, latency is a significant…
Link adaptation (LA) is an essential function in modern wireless communication systems that dynamically adjusts the transmission rate of a communication link to match time- and frequency-varying radio link conditions. However, factors such…
This letter investigates a channel assignment problem in uplink wireless communication systems. Our goal is to maximize the sum rate of all users subject to integer channel assignment constraints. A convex optimization based algorithm is…
Vision-based prediction algorithms have a wide range of applications including autonomous driving, surveillance, human-robot interaction, weather prediction. The objective of this paper is to provide an overview of the field in the past…
Virtual reality (VR) is making waves around the world recently. However, traditional video streaming is not suitable for VR video because of the huge size and view switch requirements of VR videos. Since the view of each user is limited, it…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
Viewport prediction is the crucial task for adaptive 360-degree video streaming, as the bitrate control algorithms usually require the knowledge of the user's viewing portions of the frames. Various methods are studied and adopted for…
Machine learning algorithms have recently been considered for many tasks in the field of wireless communications. Previously, we have proposed the use of a deep fully convolutional neural network (CNN) for receiver processing and shown it…
In this paper, we consider the problem of predicting unknown targets from data. We propose Online Residual Learning (ORL), a method that combines online adaptation with offline-trained predictions. At a lower level, we employ multiple…
Full-immersive multiuser Virtual Reality (VR) envisions supporting unconstrained mobility of the users in the virtual worlds, while at the same time constraining their physical movements inside VR setups through redirected walking. For…
An underlying assumption in conventional multi-view learning algorithms is that all views can be simultaneously accessed. However, due to various factors when collecting and pre-processing data from different views, the streaming view…
Current virtual reality systems are typically limited by performance/cost, usability (size), or a combination of both. By using a networked client/server environment, we have solved these limitations for the client. However, in doing so we…