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研究生: 陳彥全
Yan-Cyuan Chen
論文名稱: Loka:元宇宙架構下的跨平台 VR 串流框架
Loka: A Cross-Platform VR streaming Framework for the Metaverse
指導教授: 吳曉光
Hsiao Kuang Wu
葉士青
Shih Ching Yeh
口試委員:
學位類別: 碩士
Master
系所名稱: 資訊電機學院 - 資訊工程學系
Department of Computer Science & Information Engineering
論文出版年: 2025
畢業學年度: 113
語文別: 英文
論文頁數: 36
中文關鍵詞: 元宇宙虛擬實境雲端渲染物聯網串流媒體
外文關鍵詞: Metaverse, Virtual Reality, Cloud Rendering, Internet of Things, Multimedia Streaming
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  • 隨著元宇宙技術的不斷迭新,虛擬實境(VR)在打造沉浸式且具社交互動的環境方面扮演了關鍵角色,成為這個互相連結的虛擬宇宙之核心基礎。然而,目前的 VR 技術時常面臨到硬體限制、平台不相容,以及難以支援即時多人互動等挑戰。VR 串流提供了一個可行的解決方案,透過將複雜的運算工作轉移至遠端伺服器,如此不僅可在效能較低的裝置上實現高品質的 VR 體驗,也能擴展潛在的使用族群。
    在本論文中,我們提出一個名為 Loka 的多功能且易於擴充的 VR 串流架構,用於解決上述挑戰,並內建支援社交互動與即時協作等元宇宙核心要素所需的基礎要素。Loka 基於 Unity 與 WebRTC 實現,能夠提供跨平台的 VR 體驗,且無需安裝針對特定裝置的 SDK。它同時支援即時整合各種自訂資料串流,例如來自物聯網(IoT)裝置的動作捕捉和生理訊號,以提升虛擬環境中的互動性與個人化,並提供更方便的研究平台。
    此外,Loka 原生的本地多人連線功能,能促進協作式及互動式的社交體驗,呼應元宇宙的核心目標。透過雲端進行低延遲串流,Loka 允許使用者在多種類型、不同等級的裝置上進行沉浸式 VR 體驗,而不需仰賴高階硬體。其模組化架構具備良好的擴充性,讓研究人員和開發者能更輕鬆地整合自定義的資料類型與實驗設計。我們相信,憑藉 Loka 對沉浸式 VR 場景、社交互動與複雜虛擬環境的支援,能為元宇宙的未來發展與研究帶來更多可能性。


    隨著元宇宙技術的不斷迭新,虛擬實境(VR)在打造沉浸式且具社交互動的環境方面扮演了關鍵角色,成為這個互相連結的虛擬宇宙之核心基礎。然而,目前的 VR 技術時常面臨到硬體限制、平台不相容,以及難以支援即時多人互動等挑戰。VR 串流提供了一個可行的解決方案,透過將複雜的運算工作轉移至遠端伺服器,如此不僅可在效能較低的裝置上實現高品質的 VR 體驗,也能擴展潛在的使用族群。
    在本論文中,我們提出一個名為 Loka 的多功能且易於擴充的 VR 串流架構,用於解決上述挑戰,並內建支援社交互動與即時協作等元宇宙核心要素所需的基礎要素。Loka 基於 Unity 與 WebRTC 實現,能夠提供跨平台的 VR 體驗,且無需安裝針對特定裝置的 SDK。它同時支援即時整合各種自訂資料串流,例如來自物聯網(IoT)裝置的動作捕捉和生理訊號,以提升虛擬環境中的互動性與個人化,並提供更方便的研究平台。
    此外,Loka 原生的本地多人連線功能,能促進協作式及互動式的社交體驗,呼應元宇宙的核心目標。透過雲端進行低延遲串流,Loka 允許使用者在多種類型、不同等級的裝置上進行沉浸式 VR 體驗,而不需仰賴高階硬體。其模組化架構具備良好的擴充性,讓研究人員和開發者能更輕鬆地整合自定義的資料類型與實驗設計。我們相信,憑藉 Loka 對沉浸式 VR 場景、社交互動與複雜虛擬環境的支援,能為元宇宙的未來發展與研究帶來更多可能性。

    中文摘要 ii 英文摘要 iii 誌 謝 iv Table of Contents v List of Figures vi I、 Introduction 1 II、 Related Works 5 2-1 Network Technology 5 2-2 Cloud Gaming 6 2-3 VR Streaming 7 2-4 IoT Sensor Data Integration 8 III、 Objective & Features 9 IV、 System Architecture 10 4-1 Clients: VR Devices and Data Collection 10 4-2 . Host: Rendering Server 11 4-3 Signaling Server: Signal Communication 12 V、 Technical Implementation 14 5-1 Establishing Connection 15 5-2 Host View Adaptation and Rendering 16 5-3 Client Input Handling 16 5-4 Multiuser Capability 18 VI、 Results 20 6-1 Testbed Setup 20 6-2 Bandwidth Loads 20 6-3 Multi-platform Performance 23 6-4 Multicast Performance 25 VII、 Conclusion and Future Works 26 Reference 27

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