On the communication problems of virtual reality: responsiveness, timeliness, and effectiveness

dc.contributor.author
Michaelides, Costas
dc.contributor.author
Bellalta, Boris
dc.date.accessioned
2025-10-31T05:05:32Z
dc.date.available
2025-10-31T05:05:32Z
dc.date.issued
2025-10-29T09:04:22Z
dc.date.issued
2025-10-29T09:04:22Z
dc.date.issued
2025
dc.date.issued
2025-10-29T09:04:22Z
dc.identifier
Michaelides C, Bellalta B. On the communication problems of virtual reality: responsiveness, timeliness, and effectiveness. IEEE Trans Games. 2025 Sep 9. DOI: 10.1109/TG.2025.3607753
dc.identifier
2475-1502
dc.identifier
http://hdl.handle.net/10230/71687
dc.identifier
http://dx.doi.org/10.1109/TG.2025.3607753
dc.identifier.uri
https://hdl.handle.net/10230/71687
dc.description.abstract
Data de publicació electrònica: 09-09-2025
dc.description.abstract
In this article, we explore communication problems in virtual reality (VR) systems from the perspective of wireless networking. Our starting point is that the dynamics of real-time interaction between the physical and virtual worlds cannot be fully captured by the frame rate. Particularly, the frame rate can be very high, but the actual user experience can be disappointing. We argue that the key idea is to think of VR as the mediator of the senses, especially vision, rather than a conventional video streaming application. This is indeed a remarkable opportunity to recall Weaver's classification and define three fundamental problems in VR systems: i) responsiveness, ii) timeliness, and iii) effectiveness. Responsiveness refers to the delay between an action in the physical world and its display in the virtual world. Timeliness is related to the frequency of updates imposed by the frame rate. Effectiveness considers the visual content of a video frame and its likelihood of extrapolation. Our framework offers a concise and objective description of VR systems, that allows us to evaluate performance, identify potential issues, and design impactful solutions.
dc.description.abstract
This work was partially funded by Wi-XR PID2021-123995NB-I00 (MCIU/AEI/FEDER,UE), and by MCIN/AEI under the Maria de Maeztu Units of Excellence Programme (CEX2021-001195-M).
dc.format
application/pdf
dc.format
application/pdf
dc.language
eng
dc.publisher
Institute of Electrical and Electronics Engineers (IEEE)
dc.relation
IEEE Transactions on Games. 2025 Sep 9
dc.relation
info:eu-repo/grantAgreement/ES/3PE/PID2021-123995NB-I00
dc.rights
This work is licensed under a Creative Commons Attribution 4.0 License. For more information, see https://creativecommons.org/licenses/by/4.0/.
dc.rights
http://creativecommons.org/licenses/by/4.0/
dc.rights
info:eu-repo/semantics/openAccess
dc.subject
Video games
dc.subject
Virtual reality
dc.subject
Wireless networks
dc.title
On the communication problems of virtual reality: responsiveness, timeliness, and effectiveness
dc.type
info:eu-repo/semantics/article
dc.type
info:eu-repo/semantics/publishedVersion


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