Today's virtual reality (VR) headsets require a cable connection to a PC or game console. This cable significantly limits the player’s mobility and hence her/his VR experience. The high data rate requirement of this link (multiple Gbps) precludes its replacement by WiFi. Thus, in this paper, we focus on using mmWave technology to deliver multi Gbps wireless communication between VR headsets and their game consoles. The challenge, however, is that mmWave signals can be easily blocked by the player's hand or head motion. We describe novel algorithms and system design that allow such mmWave links to sustain high data rates even in the presence of a blockage, enabling a high quality untethered VR experience.National Science Foundation (U.S.)Hon...
Abstract— Virtual Reality (VR) is a technology that is rapidly developing, leading to a whole array...
The information networks of the future will consist of an all-optical core, with wireless access tec...
360-degree video streaming for high-quality virtual reality (VR) is challenging for current wireless...
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Com...
Numerous wearable technology companies have recently developed several head‐mounted display (HMD) pr...
Virtual reality headsets have been in a great demand in the past years due to the immersive experien...
Abstract In this paper, a novel proactive computing and mmWave communication for ultra-reliable and ...
Applications that require short-range ultra-high bitrate communication, such as cable removal in vir...
Abstract VR is expected to be one of the killer applications in 5G networks. However, many technical...
In order to enhance the user experience of virtual reality (VR) devices, VR multi-user environments ...
Consumer Virtual Reality (VR) has been widely used in various application areas, such as entertainme...
This paper discusses the stochastic and strategic control of 60 GHz millimeter-wave (mmWave) wireles...
In order to enhance the user experience of virtual reality (VR) devices, VR multi-user environments ...
Is Wi-Fi 6 ready for virtual reality (VR) mayhem? The common use case for untethered VR is running a...
Proceeding of: 12th IEEE/IET International Symposium on Communication Systems, Networks and Digital ...
Abstract— Virtual Reality (VR) is a technology that is rapidly developing, leading to a whole array...
The information networks of the future will consist of an all-optical core, with wireless access tec...
360-degree video streaming for high-quality virtual reality (VR) is challenging for current wireless...
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Com...
Numerous wearable technology companies have recently developed several head‐mounted display (HMD) pr...
Virtual reality headsets have been in a great demand in the past years due to the immersive experien...
Abstract In this paper, a novel proactive computing and mmWave communication for ultra-reliable and ...
Applications that require short-range ultra-high bitrate communication, such as cable removal in vir...
Abstract VR is expected to be one of the killer applications in 5G networks. However, many technical...
In order to enhance the user experience of virtual reality (VR) devices, VR multi-user environments ...
Consumer Virtual Reality (VR) has been widely used in various application areas, such as entertainme...
This paper discusses the stochastic and strategic control of 60 GHz millimeter-wave (mmWave) wireles...
In order to enhance the user experience of virtual reality (VR) devices, VR multi-user environments ...
Is Wi-Fi 6 ready for virtual reality (VR) mayhem? The common use case for untethered VR is running a...
Proceeding of: 12th IEEE/IET International Symposium on Communication Systems, Networks and Digital ...
Abstract— Virtual Reality (VR) is a technology that is rapidly developing, leading to a whole array...
The information networks of the future will consist of an all-optical core, with wireless access tec...
360-degree video streaming for high-quality virtual reality (VR) is challenging for current wireless...