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Advances in Mobile Immersive Media in 5G and Beyond

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Electrical, Electronics and Communications Engineering".

Deadline for manuscript submissions: closed (30 April 2023) | Viewed by 2464

Special Issue Editors


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Guest Editor
Department of Computer Science, Blekinge Institute of Technology, Karlskrona, Sweden
Interests: advanced wireless communications; mobile multimedia processing; quality of immersive mobile multimedia experiences; perceptual quality assessment; visual and interactive computing

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Guest Editor
Division of Software and Computer Systems, Royal Institute of Technology, Stockholm, Sweden
Interests: end-to-end optimization of mobile communication systems, connected and self-driving vehicles, virtual and augmented reality services and platforms, user experience centric design, eye-tracking technologies and applications, Internet-of-Things (IoL) and Internet-of-Light (IoL) services, applications and platforms

Special Issue Information

Dear Colleagues,

In recent years, a tremendously increasing interest in immersive mobile media applications and services has been observed. The different levels of computer-generated virtual worlds are supported by novel human–machine interfaces (HMIs) and head-mounted displays (HMDs). In particular, the paradigm of extended reality (XR) captures all real-and-virtual combined environments generated by computers including virtual reality (VR), augmented reality (AR), and mixed reality (MR) as well as 360-degree video streaming.

Furthermore, fifth generation (5G) mobile networks and beyond will be essential enablers to carry mobile immersive media beyond video gaming to the general consumer and industry markets. An increased portfolio of mobile immersive media including digital twins and holopresence are foreseen to shape sixth generation (6G) mobile networks. 5G and future mobile networks are being developed to also cater for ultra-reliable low-latency communications such as mobile XR (360-degree video, VR, AR, and MR).

The main goal of this Special Issue on advances in mobile immersive media in 5G and beyond is to bring together researchers and scientists from academia and industry that work in this exciting field to report their latest research results, explore new ideas and solutions.

The topics of interest of this special issue include, but are not limited to, the following:

  • Fundamentals of audio, visual, and audio-visual perception in mobile immersive media;
  • Experimental design methodologies for mobile immersive media;
  • Psychophysical, psychophysiological, and behavioral studies for mobile immersive media;
  • Image processing, video processing, and computer vision for mobile immersive media;
  • 3D audio and sound for mobile immersive media;
  • HMIs, HMDs, haptics, and wearables for mobile immersive media;
  • Power supplies and green mobile immersive media;
  • Big data, machine learning, AI, and analytics for mobile immersive media;
  • Mobile computing platforms for mobile immersive media;
  • Advanced on-device processing versus mobile edge/fog/cloud computing;
  • Security and privacy issues in mobile immersive media;
  • Quality of Service (QoS) and Quality of Experience (QoE) for mobile immersive media;
  • Objective perceptual quality metrics for mobile immersive media;
  • Annotated databases for mobile immersive media;
  • Immersive applications and services for mobile immersive media;
  • Prototypes and testbeds for mobile immersive media;
  • Standardization activities for mobile immersive media;

Prof. Dr. Hans-Jürgen Zepernick
Dr. Pietro Lungaro
Guest Editors

Keywords

  • human–machine interfaces
  • head-mounted displays
  • virtual reality
  • augmented reality
  • mixed reality
  • extended reality

Published Papers (1 paper)

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Research

22 pages, 6224 KiB  
Article
Video Freeze Assessment of TPCAST Wireless Virtual Reality: An Experimental Study
by Hans-Jürgen Zepernick, Markus Fiedler, Thi My Chinh Chu and Viktor Kelkkanen
Appl. Sci. 2022, 12(3), 1733; https://doi.org/10.3390/app12031733 - 8 Feb 2022
Viewed by 1646
Abstract
Wireless virtual reality (VR) offers a seamless user experience but has to cope with higher sensitivity to temporal impairments induced on the wireless link. Apart from bandwidth dynamics and latency, video freezes and their lengths are important temporal performance indicators that impact on [...] Read more.
Wireless virtual reality (VR) offers a seamless user experience but has to cope with higher sensitivity to temporal impairments induced on the wireless link. Apart from bandwidth dynamics and latency, video freezes and their lengths are important temporal performance indicators that impact on the quality of experience (QoE) of networked VR applications and services. This paper reports an experimental study that focuses on the VR video frame freeze length characteristics of a wireless VR solution. A comprehensive measurement campaign using a commercial TPCAST wireless VR solution with an HTC Vive head-mounted display was conducted to obtain real VR video traces. The number of detected freezes and freeze intensities are reported both accumulated over four room quadrants as well as for each of the four quadrants subject to six transmitter-receiver distances. The statistical analysis of the VR video traces of the different experiments includes histograms of the freeze lengths and cumulative complementary histograms of the freeze length. The results of this analysis offer insights into the density of the underlying distributions of the measured data, illustrate the impact of the room topology on the freeze characteristics, and suggest the statistical modeling of the freeze characteristics as exponential and geometric distributions. The statistical models of the freeze characteristics may be included in wireless VR simulators supporting the development of physical layer, medium access layer, and higher layer functionalities. They also may serve as network-disturbance models for VR QoE studies, e.g., generating realistic freeze events in wireless VR stimuli. Full article
(This article belongs to the Special Issue Advances in Mobile Immersive Media in 5G and Beyond)
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