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Article type: Research Article
Authors: Laghari, Asif Alia; * | Estrela, Vania V.b | Li, Hanga; * | Shoulin, Yina | Khan, Abdullah Ayube | Anwar, Muhammad Shahidb | Wahab, Abdulc | Bouraqia, Khadijaf
Affiliations: [a] Software College, Shenyang Normal University, Shenyang, Liaoning, China | [b] Telecommunications Department, Federal Fluminense University, RJ, Brazil | [c] School of Information and Electronics, Beijing Institute of Technology, Beijing, China | [d] School of Electronic Engineering and Computer Science, Queen Mary University of London, London, UK | [e] Faculty of Computing Science and Information Technology, Benazir Bhutto Shaheed University, Lyari Karachi, Pakistan | [f] Nest laboratory, ENSEM, Hassan II University, Casablanca, Morocco
Correspondence: [*] Corresponding authors: Asif Ali Laghari and Hang Li, Software College, Shenyang Normal University, Shenyang, Liaoning, China. E-mail: [email protected]. [email protected].
Abstract: Virtual reality (VR) gaming (VRG) captures, examines, analysis, and renders the game data virtually instead of the users’ devices over efficient networks. E.g., VR is crucial in visually guided surgery and manifold therapies. Video Quality Assessment (VQA) helps VRG software and devices execute high-quality inputs/outputs. This paper debates VRG processes, environments, VQA metrics, Quality of Experience (QoE), platforms, current methods, tools, use in medicine, existing operational gains/challenges, and highlights future directions.
Keywords: Virtual reality, augmented reality, healthcare imaging, behavior, cloud gaming, quality of experience (QoE)
DOI: 10.3233/TAD-230035
Journal: Technology and Disability, vol. 36, no. 1-2, pp. 17-28, 2024
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