TY - GEN
T1 - Rendering Delay Minimization for VR Streaming in Social Networks with RIS-Assisted Edge Computing
AU - Guo, Mian
AU - Mukherjee, Mithun
AU - Wang, Xuan
AU - Kumar, V.
AU - Mavromoustakis, C. X.
AU - Zhang, Qi
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - The proliferation of virtual reality (VR) content within social networks amplifies the importance of reducing rendering delay, as seamless interactions in shared virtual spaces are crucial for fostering social connections. Integrating VR streaming with social networks requires innovative solutions to address the unique challenges arising from the interaction between immersive experiences and social interactions. In this context, our research focuses on minimizing rendering delay for VR streaming in social networks, leveraging the synergistic benefits of edge computing. However, in scenarios where end-users experience poor channel quality, the rendering delay is prolonged due to lower data rates. To this end, a double reconfigurable intelligent surface (RIS) is employed to assist in improving the channel efficiency for end-user devices located in weak signal reception zones. We formulate an optimization problem related to the rendering resource allocation in edge servers and the distribution of downlink bandwidth for VR content from the edge server as a quadratically constrained quadratic problem. The non-convex optimization problem has been solved by dividing the problem into three sub-problems and solved using the block coordinate descent (BCD) method. In this study, we aim to enhance the overall quality of VR experiences in social settings, paving the way for more compelling and interactive virtual interactions where end-users have low wireless channel reception Quality.
AB - The proliferation of virtual reality (VR) content within social networks amplifies the importance of reducing rendering delay, as seamless interactions in shared virtual spaces are crucial for fostering social connections. Integrating VR streaming with social networks requires innovative solutions to address the unique challenges arising from the interaction between immersive experiences and social interactions. In this context, our research focuses on minimizing rendering delay for VR streaming in social networks, leveraging the synergistic benefits of edge computing. However, in scenarios where end-users experience poor channel quality, the rendering delay is prolonged due to lower data rates. To this end, a double reconfigurable intelligent surface (RIS) is employed to assist in improving the channel efficiency for end-user devices located in weak signal reception zones. We formulate an optimization problem related to the rendering resource allocation in edge servers and the distribution of downlink bandwidth for VR content from the edge server as a quadratically constrained quadratic problem. The non-convex optimization problem has been solved by dividing the problem into three sub-problems and solved using the block coordinate descent (BCD) method. In this study, we aim to enhance the overall quality of VR experiences in social settings, paving the way for more compelling and interactive virtual interactions where end-users have low wireless channel reception Quality.
KW - AR/VR
KW - Edge computing
KW - reconfigurable intelligent surfaces
KW - rendering delay
KW - social networks
UR - http://www.scopus.com/inward/record.url?scp=85202843747&partnerID=8YFLogxK
U2 - 10.1109/ICC51166.2024.10622753
DO - 10.1109/ICC51166.2024.10622753
M3 - Conference contribution
AN - SCOPUS:85202843747
T3 - IEEE International Conference on Communications
SP - 1151
EP - 1156
BT - ICC 2024 - IEEE International Conference on Communications
A2 - Valenti, Matthew
A2 - Reed, David
A2 - Torres, Melissa
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 59th Annual IEEE International Conference on Communications, ICC 2024
Y2 - 9 June 2024 through 13 June 2024
ER -