On the communication problems of virtual reality: responsiveness, timeliness, and effectiveness

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  • dc.contributor.author Michaelides, Costas
  • dc.contributor.author Bellalta, Boris
  • dc.date.accessioned 2025-10-29T09:04:22Z
  • dc.date.available 2025-10-29T09:04:22Z
  • dc.date.issued 2025
  • dc.date.updated 2025-10-29T09:04:22Z
  • dc.description Data de publicació electrònica: 09-09-2025
  • dc.description.abstract In this article, we explore communication problems in virtual reality (VR) systems from the perspective of wireless networking. Our starting point is that the dynamics of real-time interaction between the physical and virtual worlds cannot be fully captured by the frame rate. Particularly, the frame rate can be very high, but the actual user experience can be disappointing. We argue that the key idea is to think of VR as the mediator of the senses, especially vision, rather than a conventional video streaming application. This is indeed a remarkable opportunity to recall Weaver's classification and define three fundamental problems in VR systems: i) responsiveness, ii) timeliness, and iii) effectiveness. Responsiveness refers to the delay between an action in the physical world and its display in the virtual world. Timeliness is related to the frequency of updates imposed by the frame rate. Effectiveness considers the visual content of a video frame and its likelihood of extrapolation. Our framework offers a concise and objective description of VR systems, that allows us to evaluate performance, identify potential issues, and design impactful solutions.
  • dc.description.sponsorship This work was partially funded by Wi-XR PID2021-123995NB-I00 (MCIU/AEI/FEDER,UE), and by MCIN/AEI under the Maria de Maeztu Units of Excellence Programme (CEX2021-001195-M).
  • dc.format.mimetype application/pdf
  • dc.identifier.citation Michaelides C, Bellalta B. On the communication problems of virtual reality: responsiveness, timeliness, and effectiveness. IEEE Trans Games. 2025 Sep 9. DOI: 10.1109/TG.2025.3607753
  • dc.identifier.doi http://dx.doi.org/10.1109/TG.2025.3607753
  • dc.identifier.issn 2475-1502
  • dc.identifier.uri http://hdl.handle.net/10230/71687
  • dc.language.iso eng
  • dc.publisher Institute of Electrical and Electronics Engineers (IEEE)
  • dc.relation.ispartof IEEE Transactions on Games. 2025 Sep 9
  • dc.relation.projectID info:eu-repo/grantAgreement/ES/3PE/PID2021-123995NB-I00
  • dc.rights This work is licensed under a Creative Commons Attribution 4.0 License. For more information, see https://creativecommons.org/licenses/by/4.0/.
  • dc.rights.accessRights info:eu-repo/semantics/openAccess
  • dc.rights.uri http://creativecommons.org/licenses/by/4.0/
  • dc.subject.keyword Video games
  • dc.subject.keyword Virtual reality
  • dc.subject.keyword Wireless networks
  • dc.title On the communication problems of virtual reality: responsiveness, timeliness, and effectiveness
  • dc.type info:eu-repo/semantics/article
  • dc.type.version info:eu-repo/semantics/publishedVersion