Edge computing for virtual and augmented reality – Complete Phd and Masters Thesis

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Introduction

Edge computing has emerged as a promising technology to support the rapid growth of virtual and augmented reality applications. By moving computing resources closer to the edge of the network, edge computing can reduce latency and improve the overall performance of virtual and augmented reality experiences. This thesis explores the potential of edge computing for virtual and augmented reality applications and aims to provide insight into the design and implementation of edge computing solutions in this context.

1.1 Introduction
1.2 Background of study
1.3 Problem Statement
1.4 Objective of study
1.5 Limitation of study
1.6 Scope of study
1.7 Significance of study
1.8 Structure of the Thesis
1.9 Definition of terms

Chapter Two: Literature Review
– Overview of edge computing in virtual and augmented reality
– Current trends and challenges in edge computing for virtual and augmented reality
– Comparison of edge computing models for virtual and augmented reality
– Impact of edge computing on virtual and augmented reality user experience
– Security considerations for edge computing in virtual and augmented reality
– Case studies of successful edge computing implementations in virtual and augmented reality
– Future research directions in edge computing for virtual and augmented reality

Chapter Three: System Design and Methodology
– Definition of system requirements for edge computing in virtual and augmented reality
– Selection of edge computing infrastructure and technologies
– Design of edge computing architecture for virtual and augmented reality applications
– Development of a methodology for evaluating edge computing performance in virtual and augmented reality
– Integration of edge computing with virtual and augmented reality platforms
– Testing and validation of the edge computing system design
– Data collection and analysis methods
– Ethical considerations in system design and methodology

Chapter Four: System Implementation
– Implementation of edge computing infrastructure for virtual and augmented reality applications
– Integration of edge computing with virtual and augmented reality devices
– Configuration and optimization of edge computing resources
– Deployment and testing of the edge computing system
– Performance evaluation of the implemented system
– Troubleshooting and debugging of system issues
– Documentation of system implementation process
– Integration of user feedback in system refinement

Chapter Five: Conclusion and Summary
– Review of key findings and contributions of the thesis
– Discussion of implications of the research for virtual and augmented reality industry
– Recommendations for future research in edge computing for virtual and augmented reality
– Conclusion and summary of the thesis project

Thesis Overview on Edge Computing for Virtual and Augmented Reality

Edge computing has gained significant attention in recent years as a promising technology to support the rapid growth of virtual and augmented reality applications. By moving computing resources closer to the edge of the network, edge computing can reduce latency and improve the overall performance of virtual and augmented reality experiences. This thesis explores the potential of edge computing for virtual and augmented reality applications and aims to provide insight into the design and implementation of edge computing solutions in this context.

The thesis begins with an introduction that provides background information on edge computing and virtual and augmented reality, as well as the problem statement, objectives, limitations, scope, significance, and structure of the thesis. The introduction also includes a definition of key terms to provide a clear understanding of the topics discussed in the thesis.

The literature review in Chapter Two provides an overview of current research and trends in edge computing for virtual and augmented reality, including a comparison of different edge computing models and their impact on user experience. Case studies of successful edge computing implementations in virtual and augmented reality are also examined, along with future research directions in the field.

Chapter Three discusses the system design and methodology for implementing edge computing in virtual and augmented reality applications. This includes defining system requirements, selecting appropriate infrastructure and technologies, designing the edge computing architecture, and developing a methodology for evaluating system performance. Ethical considerations in system design and methodology are also addressed.

In Chapter Four, the system implementation process is detailed, including the deployment and testing of the edge computing infrastructure, integration with virtual and augmented reality devices, configuration, optimization, troubleshooting, and documentation of the implementation process. User feedback is also integrated to refine the system design.

Chapter Five concludes the thesis with a summary of key findings and contributions, implications for the virtual and augmented reality industry, recommendations for future research, and a conclusion of the thesis project. The thesis aims to provide a comprehensive overview of edge computing for virtual and augmented reality and contribute to the advancement of this rapidly evolving field.

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