Related papers: Cybersickness-aware Tile-based Adaptive 360{\deg} …
Virtual Reality headsets isolate users from the real-world by restricting their perception to the virtual-world. Video See-Through (VST) headsets address this by utilizing world-facing cameras to create Augmented Reality experiences.…
In this paper, we would like to investigate optimal wireless streaming of a multi-quality tiled 360 virtual reality (VR) video from a server to multiple users. To this end, we propose to maximally exploit potential multicast opportunities…
The occurrence of cybersickness in virtual reality (VR) significantly impairs users' perception and sense of immersion. Therefore, timely detection of cybersickness and the application of appropriate intervention strategies are crucial for…
Proactive tile-based video streaming can avoid motion-to-photon latency of wireless virtual reality (VR) by computing and delivering the predicted tiles to be requested before playback. All existing works either focus on designing…
The streaming of 360$^\circ$ videos is one of the most bandwidth-demanding virtual reality (VR) applications, as the video must be encoded in ultra-high resolution to ensure an immersive experience. To optimize its transmission, current…
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…
Cybersickness remains a critical barrier to the widespread adoption of Virtual Reality (VR), particularly in scenarios involving intense or artificial motion cues. Among the key contributors is excessive optical flow-perceived visual motion…
To deliver ultra-high resolution 360-degree video (such as 8K, 12K, or even higher) across the internet, viewport-dependent streaming becomes necessary to save bandwidth. During viewport switches, clients and servers will instantly exchange…
Users of Virtual Reality (VR) systems often experience vection, the perception of self-motion in the absence of any physical movement. While vection helps to improve presence in VR, it often leads to a form of motion sickness called…
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of the users. The Simulator Sickness Questionnaire (SSQ), and its variant, the Virtual Reality Sickness Questionnaire (VRSQ) are two…
Dynamic adaptive streaming over HTTP (DASH) has recently been widely deployed in the Internet and adopted in the industry. It, however, does not impose any adaptation logic for selecting the quality of video fragments requested by clients…
Deploying digital pathology models across medical centers is challenging due to distribution shifts. Recent advances in domain generalization improve model transferability in terms of aggregated performance measured by the Area Under Curve…
Investigating cybersickness (CS) in virtual reality (VR) often requires significant resources to create the VR environment and manage other experiment-related aspects. Additionally, slight differences in VR content across studies can lead…
This paper proposes and evaluates a novel algorithm for streaming video over HTTP. The problem is formulated as a non-convex optimization problem which is constrained by the predicted available bandwidth, chunk deadlines, available video…
Cybersickness can be characterized by nausea, vertigo, headache, eye strain, and other discomforts when using virtual reality (VR) systems. The previously reported machine learning (ML) and deep learning (DL) algorithms for detecting…
In bandwidth-limited online video streaming, videos are usually downsampled and compressed. Although recent online video super-resolution (online VSR) approaches achieve promising results, they are still compute-intensive and fall short of…
360-degree video streaming provides users with immersive experience by letting users determine their field-of-views (FoVs) in real time. To enhance the users' quality of experience (QoE) given their limited bandwidth, recent works have…
Immersive videos (IVs) provide 360{\deg} environments that create a strong sense of presence and spatial exploration. Unlike traditional videos, IVs distribute information across multiple directions, making comparison cognitively demanding…
The panoramic video is widely used to build virtual reality (VR) and is expected to be one of the next generation Killer-Apps. Transmitting panoramic VR videos is a challenging task because of two problems: 1) panoramic VR videos are…
Cybersickness is an unpleasant side effect of exposure to a virtual reality (VR) experience and refers to such physiological repercussions as nausea and dizziness triggered in response to VR exposure. Given the debilitating effect of…