论文标题
Slicing4Meta:一个具有多维网络资源的智能集成框架
Slicing4Meta: An Intelligent Integration Framework with Multi-dimensional Network Resources for Metaverse-as-a-Service in Web 3.0
论文作者
论文摘要
作为下一代互联网范式,Web 3.0以分散的方式封装了以用户为中心的沉浸式和互动体验的期望。与物理世界相互作用的虚拟世界元世界正在成为使用Web 3.0推动的最潜在技术之一。在Metaverse中,用户期望通过定制三维虚拟世界中的实时元元服务(例如增强/虚拟现实和数字双胞胎)来量身定制沉浸式和交互式体验。然而,就管理和编排而言,仍然没有针对元服务的统一解决方案。它呼吁对可扩展的解决方案和移动系统进行连续发展,以支持元服务,从而使元评估成为现实。在本文中,为了为元服务提供可扩展的订阅解决方案,我们提出了一个新概念,称为Metaverse-As-a-Service(MAAS),其中可以将各种物理上的虚拟组件和元元素组件和技术作为服务提供。此外,为了统一MAAS的管理和编排,我们提出了一个名为Slicing4Meta的新颖框架,以通过智能整合MAAS模型以及在组件和技术上的相关多维资源来定制荟萃服务。此外,我们根据经验质量(QOE)要求提出典型元元服务的分类,并说明如何在Slicing4meta框架下满足QOE要求。然后,我们说明了一个虚拟旅行研究案例,其中我们通过定量对元用户的QoE进行建模来检查QOE与多维资源之间的关系。最后,我们讨论了Slicing4meta的一些公开挑战,并提出了解决挑战的潜在解决方案。
As the next-generation Internet paradigm, Web 3.0 encapsulates the expectations of user-centric immersion and interaction experiences in a decentralized manner. Metaverse, a virtual world interacting with the physical world, is becoming one of the most potential technology to push forward with Web 3.0. In the Metaverse, users expect to tailor immersive and interactive experiences by customizing real-time Metaverse services (e.g., augmented/virtual reality and digital twin) in the three-dimensional virtual world. Nevertheless, there are still no unified solutions for the Metaverse services in terms of management and orchestration. It is calling for a continuous evolution of scalable solutions and mobile systems to support Metaverse services, and thus bring Metaverse into reality. In this paper, to provide scalable subscription solutions for Metaverse services, we propose a new concept, named Metaverse-as-a-Service (MaaS), in which various physical-virtual components and technologies in the Metaverse can be delivered as services. Furthermore, to unify the management and orchestration of MaaS, we propose a novel framework, called Slicing4Meta, to customize Metaverse services by intelligently integrating MaaS models and the associated multi-dimensional resources on the components and technologies. Additionally, we propose the classification for typical Metaverse services based on the quality of experience (QoE) requirements and illustrate how to fulfill the QoE requirements under the Slicing4Meta framework. We then illustrate a virtual traveling study case, in which we examine the relationship between the QoE and the multi-dimensional resources by quantitatively modeling the QoE of Metaverse users. Finally, we discuss some open challenges of Slicing4Meta and propose potential solutions to address the challenges.