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Framework and Application of Live Video Streaming as a Virtual Reality Gaming Technology: A Study of Function and Performance
KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems.
KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems.
KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.ORCID iD: 0000-0003-4057-4124
2021 (English)In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer Nature , 2021, p. 447-457Conference paper, Published paper (Refereed)
Abstract [en]

Live video streaming of outdoor and built environment could be a source of scenarios generations for training games, especially when scenarios are on real-time dynamics of the environment. Such so-called live virtual reality (LVR) is, among other things, one of the most recent gaming technologies. There is an increasing need for effective solutions that can be utilized to process videos in attempts to gain desirable result, as the requirement of video quality is becoming higher and higher. The issue at the core of real-time transcoding is to control the right combination of transmission bitrate and resolution. This work aims to develop a prototypical workflow for dewarping videos from fisheye camera to the cloud and re-stream it to a client. This prototype is used for testing combinations of bitrate and resolution in various living scenarios of indoor, outdoor and street traffic environments. The study of performance is enabled by KTH students who supply feedbacks about quality of experience. Comments of observers prove the promising use of LVR in training and education games. The results reveal that the combination of bitrate 3.5–4.5 Mbps and resolution 720p is best suited for transmission in order to avoid noticeable lagging.

Place, publisher, year, edition, pages
Springer Nature , 2021. p. 447-457
Keywords [en]
Live video streaming, Quality of experience, Virtual reality gaming, Quality of service, Transmissions, Video streaming, Effective solution, Quality of experience (QoE), Real-time dynamics, Scenarios generation, Traffic environment, Training and education, Transmission bit-rate, Virtual reality
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:kth:diva-309680DOI: 10.1007/978-3-030-72132-9_38Scopus ID: 2-s2.0-85107282010OAI: oai:DiVA.org:kth-309680DiVA, id: diva2:1645064
Conference
50th International Simulation and Gaming Association Conference, ISAGA 2019,Warsaw, 26 August 2019 through 30 August 2019
Note

Part of proceedings: ISBN 978-3-030-72131-2

QC 20220316

Available from: 2022-03-16 Created: 2022-03-16 Last updated: 2023-01-18Bibliographically approved

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Wang, ZhengyuAl-Shorji, JosefZhang, Chen

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Citation style
  • apa
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Output format
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