A Deep Reinforcement Learning Strategy for MEC Enabled Virtual Reality in Telecommunication Networks
DOI:
https://doi.org/10.47941/ijce.1820Keywords:
Wireless Virtual Reality, Mobile Edge Computing, Future Wireless Networks, field of vision (FoV), and Deep Reinforcement LearningAbstract
One of the most anticipated features of 5G and subsequent networks is wireless virtual reality (VR), which promises to transform human interaction via its immersive experiences and game-changing capabilities. Wireless virtual reality systems, and VR games in particular, are notoriously slow due to rendering issues. But most academics don't care about data correlation or real-time rendering. Using mobile edge computing (MEC) and mmWave-enabled wireless networks, we provide an adaptive VR system that enables high-quality wireless VR. By using this architecture, VR rendering operations may be adaptively offloaded to MEC servers in real-time, resulting in even greater performance advantages via caching.The limited processing power of VR devices, the need for a high quality of experience (QoE), and the small latency in VR activities make it difficult to connect wireless VR consumers to high-quality VR content in real-time. To solve these problems, we provide a wireless VR network that is enabled by MEC. This network makes use of recurrent neural networks (RNNs) to provide real-time predictions about each user's field of vision (FoV). It is feasible to simultaneously move the rendering of virtual reality material to the memory of the MEC server. To improve the long-term VR users' quality of experience (QoE) while staying within the VR interaction latency limitation, we provide decoupling deep reinforcement learning algorithms that are both centrally and distributedly run, taking into consideration the connection between requests' fields of vision and their locations. When compared with rendering on VR headsets, our proposed MEC rendering techniques and DRL algorithms considerably improve VR users' long-term experience quality and reduce VR interaction latency, according to the simulation results.
Downloads
References
Oh, J., Bong, C.S., & Kim, J. (2019). Design of Immersive Walking Interaction Using Deep Learning for Virtual Reality Experience Environment of Visually Impaired People. Journal of the Korea Computer Graphics Society.
Gu, Q., & Zhang, L. (2023). Deep Learning Analysis of Virtual Reality Technology for pharma industry. Journal of Commercial Biotechnology.
Zhu, C. (2023). Hidden Markov Model Deep Learning Architecture for Virtual Reality Assessment to Compute Human–Machine Interaction-Based Optimization Model. International Journal on Recent and Innovation Trends in Computing and Communication.
Liu, X., & Deng, Y. (2020). Learning-Based Prediction, Rendering and Association Optimization for MEC-Enabled Wireless Virtual Reality (VR) Networks. IEEE Transactions on Wireless Communications, 20, 6356-6370.
Lee, L., Cheung, S.K., Wang, F.L., Chui, K.T., Fung, Y., Lu, A., Hui, Y.K., Hao, T., Hou U, L., & Wu, N. (2023). Design of Serious Games for Blended Learning: Virtual Reality or Augmented Reality? 2023 International Symposium on Educational Technology (ISET), 210-213.
Munroe, L., Sajith, G., Lin, E., Bhattacharya, S., Pushparajah, K., Simpson, J.M., Schnabel, J.A., Wheeler, G., Gómez, A., & Deng, S. (2021). Automatic orientation cues for intuitive immersive interrogation of 3D echocardiographic images in virtual reality using deep learning. European Heart Journal - Cardiovascular Imaging.
Zhang, H., & LiNa, Z. (2022). Investigation on the Use of Virtual Reality in the Flipped Teaching of Martial Arts Taijiquan Based on Deep Learning and Big Data Analytics. Journal of Sensors.
Cui, L., Zhang, Z., Wang, J., & Meng, Z. (2022). Film Effect Optimization by Deep Learning and Virtual Reality Technology in New Media Environment. Computational Intelligence and Neuroscience, 2022.
Andrade, S.A., Nunes, F.L., & Delamaro, M.E. (2023). Exploiting deep reinforcement learning and metamorphic testing to automatically test virtual reality applications. Software Testing, 33.
Lee, S., Chen, D., Chigullapally, N., Chung, S., Lee, A.L., Ramos, A., Shravah, V., Rico, T., Youn, M., & Nguyen, D. (2022). The Future of Virtual Reality and Deep Learning in Visual Field Testing. Emerging Advancements for Virtual and Augmented Reality in Healthcare.
Anvari, T., Park, K., & Kim, G. (2023). Upper Body Pose Estimation Using Deep Learning for a Virtual Reality Avatar. Applied Sciences.
Cha, H., Chang, W., & Im, C. (2022). Deep-learning-based real-time silent speech recognition using facial electromyogram recorded around eyes for hands-free interfacing in a virtual reality environment. Virtual Reality, 26, 1047 - 1057.
Khokhar, A., & Borst, C.W. (2022). Towards Improving Educational Virtual Reality by Classifying Distraction using Deep Learning. ICAT-EGVE.
Kiraly, R., Kiraly, S., & Palotai, M. (2023). Investigating the usability of a new framework for creating, working and teaching artificial neural networks using augmented reality (AR) and virtual reality (VR) tools. Education and Information Technologies.
Chen, W., Song, Q., Lin, P., Guo, L., & Jamalipour, A. (2021). Proactive 3C Resource Allocation for Wireless Virtual Reality Using Deep Reinforcement Learning. 2021 IEEE Global Communications Conference (GLOBECOM), 1-6.
Murauchi, K., Sone, J., Yamada, K., & Yasuda, Y. (2022). Study of VR Online class for education with estimating facial expressions using deep learning (System construction and first step experiment of VR online class). International Journal of Engineering and Artificial Intelligence.
Kougioumtzidis, G., Vlahov, A., Poulkov, V.K., Lazaridis, P.I., & Zaharis, Z.D. (2023). Deep Learning-Aided QoE Prediction for Virtual Reality Applications Over Open Radio Access Networks. IEEE Access, 11, 143514-143529.
Sukaridhoto, S., Fajrianti, E.D., Haz, A.L., Budiarti, R.P., & Agustien, L. (2023). Implementation of Virtual Fiber Optic Module Using Virtual Reality for Vocational Telecommunications Students. JOIV : International Journal on Informatics Visualization.
Ji, S., Kang, S.Y., & Jun, H. (2020). Deep-Learning-Based Stress-Ratio Prediction Model Using Virtual Reality with Electroencephalography Data. Sustainability.
Sukaridhoto, S., Fajrianti, E.D., Haz, A.L., Budiarti, R.P., & Agustien, L. (2023). Implementation of Virtual Fiber Optic Module Using Virtual Reality for Vocational Telecommunications Students. JOIV : International Journal on Informatics Visualization.
Zhao, Y., & Liu, S. (2022). A Deep Learning Model with Virtual Reality Technology for Second Language Acquisition. Mobile Information Systems.
Maskeliūnas, R., Damaševičius, R., Blažauskas, T., Canbulut, C., Adomavičienė, A., & Griškevičius, J. (2023). BiomacVR: A Virtual Reality-Based System for Precise Human Posture and Motion Analysis in Rehabilitation Exercises Using Depth Sensors. Electronics.
Alex, Z., Bogdan, Z., Alexander, Z., Vladimir, A., Victor, T., Quentin, V., BezrukovDmitry, S., Daniil, P., Rim, S., Andrey, F., Michael, B., Steve, M., Edgardo, L., Deborah, B., Keita, F., Yen-Chu, L., Shih-Hsien, H., Hsuan-Jen, L., Alex, A., & Yan, I. (2020). Potential Non-Covalent SARS-CoV-2 3C-like Protease Inhibitors Designed Using Generative Deep Learning Approaches and Reviewed by Human Medicinal Chemist in Virtual Reality.
Mystakidis, S., Berki, E., & Valtanen, J. (2021). Deep and Meaningful E-Learning with Social Virtual Reality Environments in Higher Education: A Systematic Literature Review. Applied Sciences.
Oh, S.J., & Kim, D. (2021). Machine-Deep-Ensemble Learning Model for Classifying Cybersickness Caused by Virtual Reality Immersion. Cyberpsychology, behavior and social networking.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Kodanda Rami Reddy Manukonda
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution (CC-BY) 4.0 License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.