ترغب بنشر مسار تعليمي؟ اضغط هنا

Learning-based Prediction and Uplink Retransmission for Wireless Virtual Reality (VR) Network

405   0   0.0 ( 0 )
 نشر من قبل Xiaonan Liu
 تاريخ النشر 2020
والبحث باللغة English




اسأل ChatGPT حول البحث

Wireless Virtual Reality (VR) users are able to enjoy immersive experience from anywhere at anytime. However, providing full spherical VR video with high quality under limited VR interaction latency is challenging. If the viewpoint of the VR user can be predicted in advance, only the required viewpoint is needed to be rendered and delivered, which can reduce the VR interaction latency. Therefore, in this paper, we use offline and online learning algorithms to predict viewpoint of the VR user using real VR dataset. For the offline learning algorithm, the trained learning model is directly used to predict the viewpoint of VR users in continuous time slots. While for the online learning algorithm, based on the VR users actual viewpoint delivered through uplink transmission, we compare it with the predicted viewpoint and update the parameters of the online learning algorithm to further improve the prediction accuracy. To guarantee the reliability of the uplink transmission, we integrate the Proactive retransmission scheme into our proposed online learning algorithm. Simulation results show that our proposed online learning algorithm for uplink wireless VR network with the proactive retransmission scheme only exhibits about 5% prediction error.

قيم البحث

اقرأ أيضاً

120 - Xiaonan Liu , , Yansha Deng 2020
Wireless-connected Virtual Reality (VR) provides immersive experience for VR users from any-where at anytime. However, providing wireless VR users with seamless connectivity and real-time VR video with high quality is challenging due to its requireme nts in high Quality of Experience (QoE) and low VR interaction latency under limited computation capability of VR device. To address these issues,we propose a MEC-enabled wireless VR network, where the field of view (FoV) of each VR user can be real-time predicted using Recurrent Neural Network (RNN), and the rendering of VR content is moved from VR device to MEC server with rendering model migration capability. Taking into account the geographical and FoV request correlation, we propose centralized and distributed decoupled Deep Reinforcement Learning (DRL) strategies to maximize the long-term QoE of VR users under the VR interaction latency constraint. Simulation results show that our proposed MEC rendering schemes and DRL algorithms substantially improve the long-term QoE of VR users and reduce the VR interaction latency compared to rendering at VR devices
The quality of experience (QoE) requirements of wireless Virtual Reality (VR) can only be satisfied with high data rate, high reliability, and low VR interaction latency. This high data rate over short transmission distances may be achieved via abund ant bandwidth in the terahertz (THz) band. However, THz waves suffer from severe signal attenuation, which may be compensated by the reconfigurable intelligent surface (RIS) technology with programmable reflecting elements. Meanwhile, the low VR interaction latency may be achieved with the mobile edge computing (MEC) network architecture due to its high computation capability. Motivated by these considerations, in this paper, we propose a MEC-enabled and RIS-assisted THz VR network in an indoor scenario, by taking into account the uplink viewpoint prediction and position transmission, MEC rendering, and downlink transmission. We propose two methods, which are referred to as centralized online Gated Recurrent Unit (GRU) and distributed Federated Averaging (FedAvg), to predict the viewpoints of VR users. In the uplink, an algorithm that integrates online Long-short Term Memory (LSTM) and Convolutional Neural Networks (CNN) is deployed to predict the locations and the line-of-sight and non-line-of-sight statuses of the VR users over time. In the downlink, we further develop a constrained deep reinforcement learning algorithm to select the optimal phase shifts of the RIS under latency constraints. Simulation results show that our proposed learning architecture achieves near-optimal QoE as that of the genie-aided benchmark algorithm, and about two times improvement in QoE compared to the random phase shift selection scheme.
Cellular-connected wireless connectivity provides new opportunities for virtual reality(VR) to offer seamless user experience from anywhere at anytime. To realize this vision, the quality-of-service (QoS) for wireless VR needs to be carefully defined to reflect human perception requirements. In this paper, we first identify the primary drivers of VR systems, in terms of applications and use cases. We then map the human perception requirements to corresponding QoS requirements for four phases of VR technology development. To shed light on how to provide short/long-range mobility for VR services, we further list four main use cases for cellular-connected wireless VR and identify their unique research challenges along with their corresponding enabling technologies and solutions in 5G systems and beyond. Last but not least, we present a case study to demonstrate the effectiveness of our proposed solution and the unique QoS performance requirements of VR transmission compared with that of traditional video service in cellular networks.
With the growing demand for data connectivity, network service providers are faced with the task of reducing their capital and operational expenses while simultaneously improving network performance and addressing the increased connectivity demand. A lthough Network Function Virtualization (NFV) has been identified as a solution, several challenges must be addressed to ensure its feasibility. In this paper, we address the Virtual Network Function (VNF) placement problem by developing a machine learning decision tree model that learns from the effective placement of the various VNF instances forming a Service Function Chain (SFC). The model takes several performance-related features from the network as an input and selects the placement of the various VNF instances on network servers with the objective of minimizing the delay between dependent VNF instances. The benefits of using machine learning are realized by moving away from a complex mathematical modelling of the system and towards a data-based understanding of the system. Using the Evolved Packet Core (EPC) as a use case, we evaluate our model on different data center networks and compare it to the BACON algorithm in terms of the delay between interconnected components and the total delay across the SFC. Furthermore, a time complexity analysis is performed to show the effectiveness of the model in NFV applications.
By deploying machine-learning algorithms at the network edge, edge learning can leverage the enormous real-time data generated by billions of mobile devices to train AI models, which enable intelligent mobile applications. In this emerging research a rea, one key direction is to efficiently utilize radio resources for wireless data acquisition to minimize the latency of executing a learning task at an edge server. Along this direction, we consider the specific problem of retransmission decision in each communication round to ensure both reliability and quantity of those training data for accelerating model convergence. To solve the problem, a new retransmission protocol called data-importance aware automatic-repeat-request (importance ARQ) is proposed. Unlike the classic ARQ focusing merely on reliability, importance ARQ selectively retransmits a data sample based on its uncertainty which helps learning and can be measured using the model under training. Underpinning the proposed protocol is a derived elegant communication-learning relation between two corresponding metrics, i.e., signal-to-noise ratio (SNR) and data uncertainty. This relation facilitates the design of a simple threshold based policy for importance ARQ. The policy is first derived based on the classic classifier model of support vector machine (SVM), where the uncertainty of a data sample is measured by its distance to the decision boundary. The policy is then extended to the more complex model of convolutional neural networks (CNN) where data uncertainty is measured by entropy. Extensive experiments have been conducted for both the SVM and CNN using real datasets with balanced and imbalanced distributions. Experimental results demonstrate that importance ARQ effectively copes with channel fading and noise in wireless data acquisition to achieve faster model convergence than the conventional channel-aware ARQ.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا