Deep Learning Based Group Synchronization for Networked Immersive Interactions


KIPS Transactions on Computer and Communication Systems, Vol. 11, No. 10, pp. 373-380, Oct. 2022
https://doi.org/10.3745/KTCCS.2022.11.10.373,   PDF Download:
Keywords: Group synchronization, Deep Learning, Immersive Interaction
Abstract

This paper presents a deep learning based group synchronization that supports networked immersive interactions between remote users. The goal of group synchronization is to enable all participants to synchronously interact with others for increasing user presence Most previous methods focus on NTP-based clock synchronization to enhance time accuracy. Moving average filters are used to control media playout time on the synchronization server. As an example, the exponentially weighted moving average(EWMA) would be able to track and estimate accurate playout time if the changes in input data are not significant. However it needs more time to be stable for any given change over time due to codec and system loads or fluctuations in network status. To tackle this problem, this work proposes the Deep Group Synchronization(DeepGroupSync), a group synchronization based on deep learning that models important features from the data. This model consists of two Gated Recurrent Unit(GRU) layers and one fully-connected layer, which predicts an optimal playout time by utilizing the sequential playout delays. The experiments are conducted with an existing method that uses the EWMA and the proposed method that uses the DeepGroupSync. The results show that the proposed method are more robust against unpredictable or rapid network condition changes than the existing method.


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Cite this article
[IEEE Style]
J. Lee, "Deep Learning Based Group Synchronization for Networked Immersive Interactions," KIPS Transactions on Computer and Communication Systems, vol. 11, no. 10, pp. 373-380, 2022. DOI: https://doi.org/10.3745/KTCCS.2022.11.10.373.

[ACM Style]
Joong-Jae Lee. 2022. Deep Learning Based Group Synchronization for Networked Immersive Interactions. KIPS Transactions on Computer and Communication Systems, 11, 10, (2022), 373-380. DOI: https://doi.org/10.3745/KTCCS.2022.11.10.373.