Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Edge Computing Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Emerging Research Directions
(section)
Page
Discussion
British English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Upload file
Special pages
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Challenges Faced by AR/VR === Today’s AR/VR applications suffer from a number of challenges, such as: * Processing Speed * High Bandwidth Requirements * Low Latency Requirements * Short Battery Life/High Battery Consumption * Limited Computational Capability * Limited Ability to Track Eye Movements and Facial Expressions * Rendering Issues AR/VR devices need higher processing speed to enable the devices to render 3D graphics, have the ability to track user movements, and to be able to process the sensor data without delays. It is essential that devices have a frame rate of, at the bare minimum, ninety frames per second. This ensures a smooth and believable experience is sustained. Included in this is the need for a high refresh rate. Without these characteristics, the quality of the video/digital experience is slower and of lower quality. This results in motion sickness experienced by the users. Processing speed directly affects the responsiveness and quality of the AR/VR experience. The higher the processing speed, the better the AR/VR device can create a more enjoyable experience, as smoother, more accurate, and faster rendering is possible. It is essential that AR/VR devices have high bandwidth due to the need to transmit data. As both high resolution images and videos are transmitted to both eyes in the AR/VR experience, they therefore require high bandwidth to sustain this ability. Included in the need for high bandwidth is motion tracking and interaction, and low latency. Minimal delay/Low latency results in a smooth and comfortable experience. Even small delays in visual/audio feedback can cause motion sickness or disrupt the sense of immersion. As many devices are portable and/or smaller size, AR/VR devices suffer from limited computational capacity. The size for computational ability trade-off results in a device that isn’t heavy for the user, but often cannot sustain necessary processing power. The processing power demands typically result in high battery consumption, lowering the battery life of the device. Due to the need for high computational power, advanced graphics capabilities, and accuracy of real-time depth sensing and perception, many applications currently face rendering issues. Such errors and delays in the rendering process adversely impact the user’s experience, as these issues lead to insufficient and inaccurate data [5].
Summary:
Please note that all contributions to Edge Computing Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Edge Computing Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)