Ul Hassan, Syed Mohammad Haseeb (2026) Maintaining Flow in a Virtual Reality/Augmented Reality Environment. PhD thesis, Dublin City University.
Abstract
In today’s digital and interconnected world, the rapid growth of Virtual
Reality (VR) and Augmented Reality (AR) has transformed online entertain
ment, e-commerce, education, and training. VR/AR offers excellent oppor
tunities for immersive experiences that engage users entirely, inducing a
state of ’flow’ in which they lose themselves in the experience. However,
the user’s sense of flow is highly dependent on their Quality of Experience
(QoE), a term which encapsulates users’ subjective experience with not only
content but also playout quality, achieved by maintaining an acceptable
Quality of Service level. This work focuses on enhancing playout quality
for streaming 360-degree videos. This is achieved using strategies to match
the streaming video data rates to the available network resources, ensuring
smooth video playout. Three broad approaches are considered: viewport
prediction to identify the most important data to transmit; bitrate adapta
tion to adjust content sent to networkconditions; anddynamicmanagement
of network resources to support QoS for streaming video. The approaches
examined in this thesis can be used alone or in combination to improve play
out quality and enhance user experience with AR/VR systems that promote
the creation of a sense of flow for users. Firstly, this thesis proposes the
User Profile-based Viewport Prediction using Federated Learning (UVPFL)
algorithm for 360-degree streaming which leverages machine learning to
predict the focus of a user’s attention based on user interaction and head
movement during the video playout. This serves to identify the most impor
tant content to deliver, allowing for personalised content which reduces the
overall video bandwidth requirements. Viewport prediction also forms the
basis for a bitrate adaptation algorithm. Secondly, a technique based on
Model Predictive Control (MPC) is proposed for rate adaptation of streaming
360-degree videos to match predicted network conditions. This technique
offers improved QoE to the user by improving throughput, reducing latency,
and maintaining smooth video playout. Finally, a network-centric Network
Slice Management and Monitoring Solution (NSM2) is proposed. This so
lution uses machine learning within a 5G framework to manage VR/AR
traffic by dynamically assigning network slices based on real-time demand
for user data to optimise service delivery. This approach allows the net
work to support high-quality VR/AR services by ensuring seamless content
delivery under varying network conditions.
Metadata
| Item Type: | Thesis (PhD) |
|---|---|
| Date of Award: | 18 June 2026 |
| Refereed: | No |
| Supervisor(s): | McManis, Jennifer, Miro Muntean, Gabriel and Brennan, Attracta |
| Subjects: | Engineering > General Engineering Engineering > Engineering (miscellaneous) Engineering > Electrical and Electronic Engineering |
| School, Faculty or Unit: | Faculty of Engineering & Computing Faculty of Engineering & Computing > School of Electronic Engineering |
| Use License: | This item is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 4.0 License. View License |
| Funders: | Research Ireland Centre for Research Training in Digitally Enhanced Reality D-REAL 18/CRT/6224 |
| ID Code: | 32935 |
| Deposited On: | 27 Oct 2026 15:06 by Jennifer Mcmanis . Last Modified 27 Oct 2026 15:06 |
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