Papers for
virtual reality platform developers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Event-based communication improves immersive 6g experience and efficiency
Event-Native Immersive Communication for 6G: From Multimodal Streams to Event Beliefs
Abstract: The development of multimodal sensing capabilities is crucial for realizing immersive communications and enabling rich, natural remote interactions in future sixth-generation~(6G) communications. However, transmitting high-dimensional sensory streams places substantial pressure on wireless resources and leaves a fundamental question unresolved: what information about the underlying physical process should be preserved across wireless delivery? To address this issue, we establish an event-native immersive-communication framework in which a service-relevant physical event defines the communication object, while event beliefs represent the information available to transceiver agents before and after wireless delivery. Based on this event-native framework, we further propose event-belief deficiency (EBD) to evaluate quality of experience (QoE) in immersive communications, which differs from the conventional normalized mean-squared error (NMSE), as NMSE can be insensitive to physically distinct procedures whose stream distortions lie in a similar range. For Gaussian event beliefs with mode-separable delivery over Rayleigh fading, we derive the log-det EBD, its induced received signal-to-noise ratio (SNR) threshold, the exact outage probability, and the required transmit SNR. Simulation results with a physics-driven source show that stream NMSE can remain nearly unchanged across physically distinct event procedures, whereas log-det EBD reliably reflects their event-level uncertainty. Relative to a mean-squared-error (MSE)-oriented interface, event-native delivery reduces normalized log-det EBD by up to $63.6\%$ and lowers the required average received SNR by $3.47$~dB under the evaluated outage constraint, substantiating the effectiveness of the proposed framework.
Multi-agent system improves nonvisual access to virtual worlds for blind users
Beyond Scene Description: Multi-Agent Orchestration for Non-visual Access to Virtual Worlds
Abstract: Virtual worlds now host classrooms, meetings, conferences, shops, and social venues, and nearly every interaction they expose assumes a user who can scan a three-dimensional scene, follow avatars, and read floating panels. Blind and visually impaired (BVI) users are left with assistive tools that each solve one task in isolation: naming an object, reading text, describing a scene, or planning a route. A live virtual room defeats that model: obstacles, speakers, gestures, chat, slides, and notifications arrive together, and a tool that narrates all of them trades a visual barrier for an auditory one. This paper presents MetaBlind, an architecture that distributes nonvisual access across eight specialized agents, spanning perception, navigation, social and object interaction, communication, safety and trust, memory, and personalization, and that places an Accessibility Orchestrator between those agents and the user. Agents publish candidate information into a shared accessibility context instead of speaking to the user directly. The orchestrator scores each candidate on safety relevance, goal relevance, urgency, confidence, user relevance, and estimated listening load, then releases only the items it judges relevant at that moment through speech, structured audio, or haptic output. We give the selection step a formal statement, specify the orchestration cycle as an algorithm, and define an evaluation protocol against a single-agent assistant. MetaBlind is reported at the design stage, with no prototype measurement or user study, and the protocol states which outcomes would support the design and which would refute it.