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1.
Sensors (Basel) ; 24(10)2024 May 09.
Artículo en Inglés | MEDLINE | ID: mdl-38793856

RESUMEN

With the progression of smart vehicles, i.e., connected autonomous vehicles (CAVs), and wireless technologies, there has been an increased need for substantial computational operations for tasks such as path planning, scene recognition, and vision-based object detection. Managing these intensive computational applications is concerned with significant energy consumption. Hence, for this article, a low-cost and sustainable solution using computational offloading and efficient resource allocation at edge devices within the Internet of Vehicles (IoV) framework has been utilised. To address the quality of service (QoS) among vehicles, a trade-off between energy consumption and computational time has been taken into consideration while deciding on the offloading process and resource allocation. The offloading process has been assigned at a minimum wireless resource block level to adapt to the beyond 5G (B5G) network. The novel approach of joint optimisation of computational resources and task offloading decisions uses the meta-heuristic particle swarm optimisation (PSO) algorithm and decision analysis (DA) to find the near-optimal solution. Subsequently, a comparison is made with other proposed algorithms, namely CTORA, CODO, and Heuristics, in terms of computational efficiency and latency. The performance analysis reveals that the numerical results outperform existing algorithms, demonstrating an 8% and a 5% increase in energy efficiency.

2.
IEEE Trans Vis Comput Graph ; 29(4): 2093-2101, 2023 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-34990363

RESUMEN

Omnidirectional videos have become a leading multimedia format for Virtual Reality applications. While live 360 ° videos offer a unique immersive experience, streaming of omnidirectional content at high resolutions is not always feasible in bandwidth-limited networks. While in the case of flat videos, scaling to lower resolutions works well, 360 ° video quality is seriously degraded because of the viewing distances involved in head-mounted displays. Hence, in this article, we investigate first how quality degradation impacts the sense of presence in immersive Virtual Reality applications. Then, we are pushing the boundaries of 360 ° technology through the enhancement with multisensory stimuli. 48 participants experimented both 360 ° scenarios (with and without multisensory content), while they were divided randomly between four conditions characterised by different encoding qualities (HD, FullHD, 2.5K, 4K). The results showed that presence is not mediated by streaming at a higher bitrate. The trend we identified revealed however that presence is positively and significantly impacted by the enhancement with multisensory content. This shows that multisensory technology is crucial in creating more immersive experiences.

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