TY - JOUR
T1 - Internet of Things (IoT) for seamless virtual reality space
T2 - Challenges and perspectives
AU - You, Dongho
AU - Seo, Bong Seok
AU - Jeong, Eunyoung
AU - Kim, Dong Ho
N1 - Publisher Copyright:
© 2013 IEEE.
PY - 2018/4/20
Y1 - 2018/4/20
N2 - This paper addresses a novel virtual reality (VR) system that is based on the real world in which we live. The ultimate goal is to implement it as though a VR user freely exists in a place. To this end, it is most important to reconstruct a VR space that provides six degree-of-freedom (DOF), namely, yaw, pitch, roll, surge, sway, and heave. However, most currently released VR services that are based on the real world limit users' movements to three DOF. Even if the services support six DOF, most are highly complex and based on computer graphics. To overcome this problem, we first assume that there is a full Internet of things (IoT) infrastructure for collecting important data for VR space reconstruction. This assumption is realistic because many researchers expect that in the near future, IoT technology will lead to a world that connects not only people to people but also things to things. In this paper, we propose an end-to-end system architecture for the VR space that is based on the real world along with the element technologies that constitute the proposed system. This paper also includes a detailed survey of both conventional and emerging studies by other researchers.
AB - This paper addresses a novel virtual reality (VR) system that is based on the real world in which we live. The ultimate goal is to implement it as though a VR user freely exists in a place. To this end, it is most important to reconstruct a VR space that provides six degree-of-freedom (DOF), namely, yaw, pitch, roll, surge, sway, and heave. However, most currently released VR services that are based on the real world limit users' movements to three DOF. Even if the services support six DOF, most are highly complex and based on computer graphics. To overcome this problem, we first assume that there is a full Internet of things (IoT) infrastructure for collecting important data for VR space reconstruction. This assumption is realistic because many researchers expect that in the near future, IoT technology will lead to a world that connects not only people to people but also things to things. In this paper, we propose an end-to-end system architecture for the VR space that is based on the real world along with the element technologies that constitute the proposed system. This paper also includes a detailed survey of both conventional and emerging studies by other researchers.
KW - 360° video
KW - Free-viewpoint video
KW - Immersive media
KW - Internet of Multimedia-Things
KW - Internet of Things
KW - Social media
KW - Virtual reality
KW - Virtual space
UR - https://www.scopus.com/pages/publications/85045739005
U2 - 10.1109/ACCESS.2018.2829194
DO - 10.1109/ACCESS.2018.2829194
M3 - Article
AN - SCOPUS:85045739005
SN - 2169-3536
VL - 6
SP - 40439
EP - 40449
JO - IEEE Access
JF - IEEE Access
M1 - 8344795
ER -