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Hung-Sheng Lee

dblp:268/3834 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none

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

Computer networks · 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 · 81% Image and video coding · 19%
Computer networks
1 paper
Edge and fog computing · 62% Wireless networking · 19% Content delivery and video streaming · 19%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual reality
mobile virtual reality
0.412020
Furion: Engineering High-Quality Immersive Virtual Reality on Today's Mobile Devices · IEEE Trans. Mob. Comput. 2020
Edge and fog computing › mobile edge computing
computation offloading
0.412020
Furion: Engineering High-Quality Immersive Virtual Reality on Today's Mobile Devices · IEEE Trans. Mob. Comput. 2020
Virtual and augmented reality › immersive video
360-degree video
0.112020
Furion: Engineering High-Quality Immersive Virtual Reality on Today's Mobile Devices · IEEE Trans. Mob. Comput. 2020
Image and video coding
video compression
0.112020
Furion: Engineering High-Quality Immersive Virtual Reality on Today's Mobile Devices · IEEE Trans. Mob. Comput. 2020
Content delivery and video streaming
qoe
0.112020
Furion: Engineering High-Quality Immersive Virtual Reality on Today's Mobile Devices · IEEE Trans. Mob. Comput. 2020
Wireless networking
wireless network performance
0.112020
Furion: Engineering High-Quality Immersive Virtual Reality on Today's Mobile Devices · IEEE Trans. Mob. Comput. 2020

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

split rendering · 0.9parallel decoding · 0.9bitrate adaptation · 0.9
YearPublicationVenuePosition
2020 Furion: Engineering High-Quality Immersive Virtual Reality on Today's Mobile Devices
abstract
Despite the growing market penetration, today's high-end virtual reality (VR) systems remain tethered, which not only limits users' VR experience but also creates a safety hazard. In this paper, we perform a systematic design study of the “elephant in the room” facing the VR industry - is it feasible to enable high-quality VR apps on untethered mobile devices such as smartphones? Our quantitative, performance-driven design study makes two contributions. First, we show that the QoE achievable for high-quality VR applications on today's mobile hardware and wireless networks via local rendering or offloading is about 10X away from the acceptable QoE, yet waiting for future mobile hardware or next-generation wireless networks (e.g., 5G) is unlikely to help, because of power limitation and the higher CPU utilization needed for processing packets under higher data rate. Second, we present Furion, a VR framework that enables high-quality, immersive mobile VR on today's mobile devices and wireless networks. Furion exploits a key insight about the VR workload that foreground interactions and background environment have contrasting predictability and rendering workload, and employs a split renderer architecture running on both the phone and the server. Supplemented with video compression, use of panoramic frames, parallel decoding on multiple cores on the phone, and view-based bitrate adaptation we demonstrate Furion can support high-quality VR apps on today's smartphones over WiFi, with under 14 ms latency and 60 FPS (the phone display refresh rate).
Zeqi Lai, Y. Charlie Hu, Yong Cui 0001, Linhui Sun, Ningwei Dai, Hung-Sheng Lee
IEEE Trans. Mob. Comput.6