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Jukka Eerikäinen

dblp:228/1363 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 77% Rendering · 23%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Cloud and datacenter computing · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual reality
mobile virtual reality
0.312018
CloudVR: Cloud Accelerated Interactive Mobile Virtual Reality · ACM Multimedia 2018
Rendering › image-based rendering
panoramic image rendering
0.112018
CloudVR: Cloud Accelerated Interactive Mobile Virtual Reality · ACM Multimedia 2018
Cloud and datacenter computing › computation offloading
cloud offloading
0.112018
CloudVR: Cloud Accelerated Interactive Mobile Virtual Reality · ACM Multimedia 2018

Methods — techniques the papers use, named apart from their topics

rendering optimization · 0.7dynamic object placement · 0.7
YearPublicationVenuePosition
2018 CloudVR: Cloud Accelerated Interactive Mobile Virtual Reality
abstract
High quality immersive Virtual Reality experience currently requires a PC setup with cable connected head mounted display, which is expensive and restricts user mobility. This paper presents CloudVR which is a system for cloud accelerated interactive mobile VR. It is designed to provide short rotation and interaction latencies through panoramic rendering and dynamic object placement. CloudVR also includes rendering optimizations to reduce server-side computational load and bandwidth requirements between the server and client. Performance measurements with a CloudVR prototype suggest that the optimizations make it possible to double the server's framerate and halve the amount of bandwidth required and that small objects can be quickly moved at run time to client device for rendering to provide shorter interaction latency. A small-scale user study indicates that CloudVR users do not notice small network latencies (20ms) and even much longer ones (100-200ms) become non-trivial to detect when they do not affect the interaction with objects. Finally, we present a design of CloudVR extension to multi-user scenarios.
Teemu Kämäräinen, Matti Siekkinen, Jukka Eerikäinen, Antti Ylä-Jääski
ACM Multimedia3