Abstract | ||
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Compared to traditional head-mounted displays (HMD) which are mostly for industrial usage, the more compact and affordable HMDs for mass-market have claimed to be an emerging impact in the gaming industry. Such kind of HMDs, which are represented by Oculus Rift, HTC Vive and Playstation VR, have proved to be a more accessible solution for game players to experience VR gaming. However, the popularity of VR gaming is still hindered by the requirement of relatively heavy local setup in order to maintain smooth VR experience. With this in consideration, in this paper we provide our vision on improving the accessibility of VR experience by utilizing Cloud Gaming technique. Furthermore, we will also discuss the expected difficulties to be encountered while applying such technique. |
Year | DOI | Venue |
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2017 | 10.1109/ISUVR.2017.15 | 2017 International Symposium on Ubiquitous Virtual Reality (ISUVR) |
Keywords | Field | DocType |
cloud-based VR gaming,HMD device,head-mounted displays | Graphics,Computer science,Popularity,Server,Oculus rift,Human–computer interaction,Cloud gaming,Multimedia,Cloud computing | Conference |
ISBN | Citations | PageRank |
978-1-5386-3092-1 | 0 | 0.34 |
References | Authors | |
2 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Kar-Long Chan | 1 | 0 | 0.34 |
Kohei Ichikawa | 2 | 69 | 19.79 |
Yasuhiro Watashiba | 3 | 33 | 8.84 |
Hajimu Iida | 4 | 286 | 31.95 |