WIRELESS VR
Augmented and virtual reality (AR/VR) over wireless has taken the entire 5G ecosystem by storm spurring an unprecedented interest from both academia, industry and others. Yet, the success of an immersive VR experience hinges on solving a plethora of grand challenges cutting across multiple disciplines.
Our group is looking at several approaches to enabling a fully immersive experience. These include:
- Multi-sensory virtual reality (vision, haptic, and other senses)
- Perception-based VR
- eMBB and URLLC slicing
- Ultra-reliable low-latency VR
- Unicast/multicast/Multi-connectivity
Publications
Publications
- C. Perfecto, M. S. ElBamby, J. Del Ser and M. Bennis, "Taming the latency in multi-user VR 360∘: A QoE-aware deep learning-aided multicast framework," IEEE TCOM 2019, minor revision.
- J. Park and M. Bennis, "URLLC-eMBB Slicing to Support VR Multimodal Perceptions over Wireless Cellular Systems," in proc. of the IEEE Globecom 2018, Abu-Dhabi, UAE.
- M. S. ElBamby, C. Perfecto, M. Bennis, and K. Doppler, "Edge Computing Meets Millimeter-wave enabled VR: Paving the way to cutting the cord," in proc. of the IEEE WCNC, Barcelona, Spain, 2018.
- M. S. ElBamby, C. Perfecto, M. Bennis, and K. Doppler, "Towards Low-Latency and Ultra-Reliable Virtual Reality," IEEE Network Magazine, vol. 32, issue 2, pp 78 - 84. March-April 2018.
- E. Baştuğ, M. Bennis, M. Médard, and M. Debbah, "Towards Interconnected Virtual Reality: Opportunities, Challenges and Enablers," IEEE Communications Magazine, vol. 55, issue 6, pp. 110 - 117, June 2017.