TY - JOUR
T1 - The Implementation of Interactive VR Application and Caching Strategy Design on Mobile Edge Computing (MEC)
AU - Chuang, Shu Min
AU - Chen, Chia Sheng
AU - Wu, Eric Hsiao Kuang
N1 - Publisher Copyright:
© 2023 by the authors.
PY - 2023/6
Y1 - 2023/6
N2 - Virtual reality (VR) and augmented reality (AR) have been proposed as revolutionary applications for the next generation, especially in education. Many VR applications have been designed to promote learning via virtual environments and 360° video. However, due to the strict requirements of end-to-end latency and network bandwidth, numerous VR applications using 360° video streaming may not achieve a high-quality experience. To address this issue, we propose relying on tile-based 360° video streaming and the caching capacity in Mobile Edge Computing (MEC) to predict the field of view (FoV) in the head-mounted device, then deliver the required tiles. Prefetching tiles in MEC can save the bandwidth of the backend link and support multiple users. Smart caching decisions may reduce the memory at the edge and compensate for the FoV prediction error. For instance, caching whole tiles at each small cell has a higher storage cost compared to caching one small cell that covers multiple users. In this paper, we define a tile selection, caching, and FoV coverage model as the Tile Selection and Caching Problem and propose a heuristic algorithm to solve it. Using a dataset of real users’ head movements, we compare our algorithm to the Least Recently Used (LRU) and Least Frequently Used (LFU) caching policies. The results show that our proposed approach improves FoV coverage by 30% and reduces caching costs by 25% compared to LFU and LRU.
AB - Virtual reality (VR) and augmented reality (AR) have been proposed as revolutionary applications for the next generation, especially in education. Many VR applications have been designed to promote learning via virtual environments and 360° video. However, due to the strict requirements of end-to-end latency and network bandwidth, numerous VR applications using 360° video streaming may not achieve a high-quality experience. To address this issue, we propose relying on tile-based 360° video streaming and the caching capacity in Mobile Edge Computing (MEC) to predict the field of view (FoV) in the head-mounted device, then deliver the required tiles. Prefetching tiles in MEC can save the bandwidth of the backend link and support multiple users. Smart caching decisions may reduce the memory at the edge and compensate for the FoV prediction error. For instance, caching whole tiles at each small cell has a higher storage cost compared to caching one small cell that covers multiple users. In this paper, we define a tile selection, caching, and FoV coverage model as the Tile Selection and Caching Problem and propose a heuristic algorithm to solve it. Using a dataset of real users’ head movements, we compare our algorithm to the Least Recently Used (LRU) and Least Frequently Used (LFU) caching policies. The results show that our proposed approach improves FoV coverage by 30% and reduces caching costs by 25% compared to LFU and LRU.
KW - 360 live streaming
KW - 5G standalone network
KW - edge caching
KW - multiple tiles
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85163887984&partnerID=8YFLogxK
U2 - 10.3390/electronics12122700
DO - 10.3390/electronics12122700
M3 - 期刊論文
AN - SCOPUS:85163887984
SN - 2079-9292
VL - 12
JO - Electronics (Switzerland)
JF - Electronics (Switzerland)
IS - 12
M1 - 2700
ER -