Full-immersive multiuser Virtual Reality (VR) envisions supporting unconstrained mobility of the users in the virtual worlds, while at the same time constraining their physical movements inside VR setups through redirected walking. For enabling delivery of high data rate video content in real-time, the supporting wireless networks will leverage highly directional communication links that will "track" the users for maintaining the Line-of-Sight (LoS) connectivity. Recurrent Neural Networks (RNNs) and in particular Long Short-Term Memory (LSTM) networks have historically presented themselves as a suitable candidate for near-term movement trajectory prediction for natural human mobility, and have also recently been shown as applicable in predicting VR users' mobility under the constraints of redirected walking. In this work, we extend these initial findings by showing that Gated Recurrent Unit (GRU) networks, another candidate from the RNN family, generally outperform the traditionally utilized LSTMs. Second, we show that context from a virtual world can enhance the accuracy of the prediction if used as an additional input feature in comparison to the more traditional utilization of solely the historical physical movements of the VR users. Finally, we show that the prediction system trained on a static number of coexisting VR users be scaled to a multi-user system without significant accuracy degradation.
翻译:支持的无线网络将利用高度定向的通信链接,“跟踪”用户维持视觉线(LOS)连通。常规神经网络(RNN),特别是长期短期内存(LSTM)网络,过去曾将自己作为短期人类自然移动轨迹预测的合适对象,最近也显示适用于预测VR用户在改变行走限制下的流动。在这项工作中,我们扩大了这些初步结论,显示Gated Company(GRU)网络(GRU)网络)是另一个来自RNN家族的候选人,一般比传统使用的LSTMs系统要快。第二,我们显示虚拟世界的背景可以提高预测的准确性,如果作为较传统地利用纯粹的静态人际轨迹预测来补充预测人类自然流动的近期轨迹预测,最近也显示在预测VR用户在改变行走限制下的流动速度时适用。在这项工作中,我们展示了这些初步结论,显示Gated Commission Commission (GR) 网络(GR) 网络是另一个候选人,一般比传统使用的LSTMMM.M.M.S.) 用户更大规模退化。