8
Research Article Artistic Style Conversion Based on 5G Virtual Reality and Virtual Reality Visual Space Lijia Zeng 1 and Xiang Dong 2 1 Department of Art and Design, Dong-Eui University, Busanjin-gu, Busan 47340, Republic of Korea 2 School of Architecture and Design, Jiangxi University of Science and Technology, Ganzhou, Jiangxi 341000, China Correspondence should be addressed to Xiang Dong; [email protected] Received 22 April 2021; Accepted 22 May 2021; Published 30 May 2021 Academic Editor: Sang-Bing Tsai Copyright © 2021 Lijia Zeng and Xiang Dong. is is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. With the rapid development of digital information technology, virtual reality (VR) and VR visual space technology have become important branches in the field of computer 5G. eir application research has attracted more and more attention, and their practical value and application prospects are also very broad. is paper mainly studies the artistic style conversion based on 5G VR and VR visual space. is paper starts from the two concepts of VR technology and VR vision, analyzes the development process and characteristics of the two, discusses the possibility and inevitability of the fusion of the two, and leads to the space art produced by the fusion of VR technology and VR vision. is kind of art space gives people an “immersive” experience. is paper analyzes multiple immersive experience works, analyzes its multi-sensory and multi-technical spatial art style transformation form, and summarizes the advantages and disadvantages of the current art style transformation form based on 5G VR and VR visual space, with a view to the future development of VR immersion for reference. is paper analyzes the ease-of-use indicators. e experimental results show that, except for the sensory experience indicators, the average values of other indicators are less than 1. is is a project with better ease of use, and the use of 5G VR and VR vision technology can improve the transformation of space art style. 1. Introduction With the continuous development of science and technology and information technology, a variety of new technology display methods have begun to be used in space art, making space art continue to innovate in the ways and methods of exhibition display. With the emergence of 5G virtual reality (VR) technology, science and technology are constantly being injected into the design of space art exhibitions. It eliminates the sense of boredom that subverts the original space art exhibition, while greatly improving the interest and visibility of space art. Virtual reality technology directly intervenes in other fields related to space art at the technical level, directly af- fecting the production, materials, and performance tech- niques of space art and also changing the way of feeling space art. e intervention and influence of virtual reality tech- nology on space art will happen now and more in the future [1]. is paper focuses on the characteristics of 5G virtual reality, combining the spatial art space expression method with the art space scientific research theory in the VR visual field and then combining traditional art and modern visual display. After having a more reasonable understanding of the concept of space, it is hoped that modern technology can realize the perception of space on more levels [2, 3]. is paper describes virtual reality technology and its research status on the basis of consulting-related documents and uses 5G virtual reality and VR vision technology to apply to space creation. e generation and transformation of artistic space style are introduced, and the virtual reality system and its key technologies are emphasized. is paper is divided into five sections, and the content is arranged as follows: Section 1 introduces some relevant knowledge of 5G virtual reality technology, expounds the research background and research status of this technology, and determines the research direction of the thesis. Hindawi Mobile Information Systems Volume 2021, Article ID 9312425, 8 pages https://doi.org/10.1155/2021/9312425

Artistic Style Conversion Based on 5G Virtual Reality and

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Page 1: Artistic Style Conversion Based on 5G Virtual Reality and

Research ArticleArtistic Style Conversion Based on 5G Virtual Reality and VirtualReality Visual Space

Lijia Zeng1 and Xiang Dong 2

1Department of Art and Design Dong-Eui University Busanjin-gu Busan 47340 Republic of Korea2School of Architecture and Design Jiangxi University of Science and Technology Ganzhou Jiangxi 341000 China

Correspondence should be addressed to Xiang Dong 9120010035jxusteducn

Received 22 April 2021 Accepted 22 May 2021 Published 30 May 2021

Academic Editor Sang-Bing Tsai

Copyright copy 2021 Lijia Zeng and Xiang Dongis is an open access article distributed under the Creative Commons AttributionLicense which permits unrestricted use distribution and reproduction in any medium provided the original work isproperly cited

With the rapid development of digital information technology virtual reality (VR) and VR visual space technology have becomeimportant branches in the field of computer 5Geir application research has attractedmore andmore attention and their practicalvalue and application prospects are also very broad is paper mainly studies the artistic style conversion based on 5G VR and VRvisual space is paper starts from the two concepts of VR technology and VR vision analyzes the development process andcharacteristics of the two discusses the possibility and inevitability of the fusion of the two and leads to the space art produced by thefusion of VR technology and VR vision is kind of art space gives people an ldquoimmersiverdquo experience is paper analyzes multipleimmersive experience works analyzes its multi-sensory and multi-technical spatial art style transformation form and summarizesthe advantages and disadvantages of the current art style transformation form based on 5GVR andVR visual space with a view to thefuture development of VR immersion for reference is paper analyzes the ease-of-use indicators e experimental results showthat except for the sensory experience indicators the average values of other indicators are less than 1 is is a project with betterease of use and the use of 5G VR and VR vision technology can improve the transformation of space art style

1 Introduction

With the continuous development of science and technologyand information technology a variety of new technologydisplay methods have begun to be used in space art makingspace art continue to innovate in the ways and methods ofexhibition display With the emergence of 5G virtual reality(VR) technology science and technology are constantlybeing injected into the design of space art exhibitions Iteliminates the sense of boredom that subverts the originalspace art exhibition while greatly improving the interest andvisibility of space art

Virtual reality technology directly intervenes in otherfields related to space art at the technical level directly af-fecting the production materials and performance tech-niques of space art and also changing the way of feeling spaceart e intervention and influence of virtual reality tech-nology on space art will happen now and more in the future[1] is paper focuses on the characteristics of 5G virtual

reality combining the spatial art space expression methodwith the art space scientific research theory in the VR visualfield and then combining traditional art and modern visualdisplay After having a more reasonable understanding ofthe concept of space it is hoped that modern technology canrealize the perception of space on more levels [2 3]

is paper describes virtual reality technology and itsresearch status on the basis of consulting-related documentsand uses 5G virtual reality and VR vision technology to applyto space creation e generation and transformation ofartistic space style are introduced and the virtual realitysystem and its key technologies are emphasizedis paper isdivided into five sections and the content is arranged asfollows

Section 1 introduces some relevant knowledge of 5Gvirtual reality technology expounds the researchbackground and research status of this technology anddetermines the research direction of the thesis

HindawiMobile Information SystemsVolume 2021 Article ID 9312425 8 pageshttpsdoiorg10115520219312425

Section 2 introduces the related work of 5G virtualreality technology and the innovations of this paperSection 3 introduces the basic principles of VR stereovision the composition of the virtual reality system thevirtual design of the time and space of multimedia artand the evaluation indicators of visual variablesSection 4 discusses virtual reality technology and ap-plies it to VR visual variable spatial cognitionexperimentsSection 5 mainly introduces the data analysis of artisticstyle conversion based on 5G virtual reality and VRvisual spaceSection 6 summarizes the research work of the full textanalyzes the existing problems and puts forward aprospect for the future research work of virtual realitytechnology

2 Related Work and Innovation

At present many scholars have made more in-depth re-search on 5G virtual reality technology Bastug E researchbelieves that the success of immersive VR experiences de-pends on solving numerous challenges across multipledisciplines He emphasized the importance of VR tech-nology as a disruptive use case for 5G (and beyond)leveraging the latest developments in storagememory fogedge computing computer vision artificial intelligence andso on In particular the main requirements of wireless in-terconnection VR are described and then some key elementsare introduced en he introduced the research approachand its potential major challenges In addition he studiedthree VR case studies but did not provide numerical resultsunder various storage calculation and network configu-rations Finally he revealed the limitations of the currentnetwork and provided reasons for more theories and for thepublic to take the lead in VR innovation [4] Elbamby MSresearch believes that virtual reality is expected to becomeone of the killer applications in 5G networks Howevermany technical bottlenecks and challenges need to beovercome to promote its widespread adoption In particularthe demand for VR in terms of high throughput low latencyand reliable communications requires innovative solutionsand basic research across multiple disciplines In light of thishe discussed the challenges and drivers of ultrareliable andlow-latency VR In addition in the case study of an inter-active VR game mall the intelligent network design usingmm-Wave communication edge computing and activecaching can realize the future vision of wireless VR [5] Dueto the increasing popularity of augmented reality and virtualreality (ARVR) applications Sukhmani S has made greatefforts to bring ARVR to mobile users e purpose of thissurvey is to introduce the latest technologies related to edgecaching and computing with a focus on ARVR applicationsand the haptic Internet and to discuss applications op-portunities and challenges in this emerging field Both ARVR and haptic Internet applications require a lot of com-puting power high communication bandwidth and ultra-low latency and current wireless mobile networks cannot

provide these functions By 2020 long-term evolution (LTE)networks will begin to be replaced by 5G networks Edgecaching and mobile edge computing are some of the po-tential 5G technologies that bring content and computingresources closer to users and reduce latency and backhaulload [6] Roche E M research believes that the next gen-eration of wireless communication (ldquo5Grdquo) is expected torevolutionize the worldrsquos communication methods Au-tonomous vehicles robots RN virtual reality drones theldquoInternet of ingsrdquo (IoT) and all mobile communicationswill be realized through the new radio spectrum from 6 to300MHz (GHz) e physical network infrastructure will beseparated from the logical or ldquovirtualrdquo infrastructure Soft-ware-defined networks (SDN) will be established and dis-mantled as needed Network management will use artificialintelligence e new standard being developed by the In-ternational Telecommunication Union will allow networkcontrol and RN circuit supply to be opened to the outsideworld including competitors and users is complexity ofthe emerging 5G architecture will provide a lot of oppor-tunities for practitioners and open up exciting new prospectsfor research [7]

e main innovative work of this paper includes thefollowing aspects (1)is paper is a cut from the perspectiveof art combining artistry and technology to study the spatialart form of immersive art combining the immersive art ofthe past interactive forms and various types of immersivemutual effect It summarizes some shortcomings of thecurrent interaction On this basis it predicts the futuredevelopment of embedded interactive art (2) e applica-tion of VR technology and the spatial attribute of virtualreality space are summarized based on existing applicationprograms With the birth of virtual reality technology de-signers and audiences can experience a virtual experienceproduced by space artworks

3 5G Virtual Reality and VR Vision

31 Basic Principles of VR Stereo Vision Stereo vision isoften used to denote the perception of depth and three-dimensional structure based on visual information isvisual information is also called binocular stereo visionand is obtained by human eyes Because human eyes areon different sides of the face the binocular vision willgenerate two different images to process the differences inthe visual cortex of the brain and generate depth per-ception [8 9]

Stereo vision is the core of the interactive vision of theVR system People can experience the virtual worldthrough stereo vision e stereo image is made in a pairand if it is a pair of different angles in the same scene itcorresponds to the angle at which the person observes theobject itself Stereo rendering technology is a two-di-mensional projection technology used to display discretethree-dimensional sample data sets [10 11] Stereo visionis an important binocular vision for people allowingpeople to directly perceive depth Remind each partici-pant to feel the visual stimulus through different aspectsGenerally speaking animals and humans with

2 Mobile Information Systems

overlapping eyes have this ability Stereo vision can also beseen as a linear crossover problem When the light sourceemits light part of the light will be reflected by the objectand reflected in the direction of human eyes Faint lightenters the pupil of the human eye where it ends thejourney [12] At this point there are two pieces of in-formation that need to be processed is is informationabout the position of the light source entering the eye andthe light equivalent to the retina of the eye e problemwith the visual cortex and the processing part of the brainis deciding where the light comes from

To solve this problem you must decide the direction ofyour eyes Assuming that light enters the human eye in astraight line at this moment the visual cortex will trackthe light in the opposite direction is is done for botheyes to determine the focus of the two straight lines If thelight actually moves in the straight line the intersection iswhere light is reflected by the object By solving theproblem of pairs of lines crossing the visible light ourbrain reconstructs the depth image we see ereforebefore studying the function of the lens the virtual objectis projected on the display the corresponding pixel ar-rangement is filled with the color value of the object andthe light of these pixels on the screen will be projected onthe eyes [13 14]

32 Composition of the VR System In order to realize theartistic style of simulated space this paper adopts the currentpopular 5G VR technology VR is the latest high technologywith computer technology as the core which can generate avery real virtual environment of vision hearing and touche experiencer can use some related equipment to talk andcommunicate with objects in the virtual environment in asimple and natural way thus giving the user a feeling ofbeing in the actual environment [15 16]

Use computer monitors to allow users to observe theVR world and provide users with a full-bodied VR ex-perience It feels like being in a real environment Em-bedded VR uses a display or other types of equipmentinstalled on the helmet to completely surround theexperiencerrsquos vision hearing and other feelings throughthe helmet providing users with a brand new and very realvirtual feeling space Distributed VR is connected to eachother in the form of a network by two or more users indifferent virtual environments [17] Other users of theexchange can share information in the same environmentA typical VR system usually consists of several main partsshown in Figure 1

(1) DetectionModule It detects input commands such asuser operation information and sends them to thevirtual simulation environment using the systemrsquoshuman-computer interaction interface

(2) Feedback Module It receives output informationfrom the human-computer interaction interface andfeeds it back to the user

(3) Human-Computer Interaction Module Usually withhardware support information is sent to the virtual

environment and the information received andprocessed by the system is returned to the user in aform acceptable to the user [18 19]

(4) Control Module It processes information from theinteractive interface between humans and computersand simulates according to specific mathematicaland physical control models which will affect thevirtual environment users and the real world

(5) 3D Model Library Module It is the application of thevirtual scene displayed on the front end

(6) Modeling Module It obtains the detection infor-mation and data input by the user and establishes thecorresponding simulation model

33 Virtual Design in the Time and Space of Multimedia ArtVirtual design is a comprehensive development product ofcomputer graphics artificial intelligence computer net-works information processing mechanical design andmanufacturing It was developed at the end of the 20thcentury Multimedia art is a new category of art derived fromcomputer technology Computers can create an entity thatpeople can feel but these are actually virtual not real evirtual space-time of multimedia art is actually the space-time of virtual fantasy produced by various feelings and it isa means of transmitting information and creating art [20]For example at the entrance of a large exhibition hall themultimedia art design is used to display the historical charmof the content displayed in virtual time and space and thevirtual scene is clearly displayed in front of the audienceeaudiencersquos immersion and actual experience can be bothtime and space show e space limit can be exceeded

e virtual space-time of multimedia art design is mainlyembodied in the following aspects e first aspect is thevirtual space-time system generated by graphics videoanimation text and text e second aspect is the spatio-temporal system of sound and music production and thethird aspect is the interactive spatiotemporal system Timeand space are the basic form of material existence andmultimedia art is also the form of time and space art Whendesigning multimedia works first use actual objects asreferences and then convert them into virtual environmententities In other words it includes real-time and multidi-mensional informational time-space mapping such asmodeling real-time tracking sound positioning visualtracking and viewpoint sensingWaiting formodeling basedon actual objects is a three-dimensional virtual worldconstructed by computer technology and part of its physicalcharacteristics will be maintained as required Seasonalchanges such as spring summer autumn and winterchanges in weather obstacles or encounters in differentenvironments and the actions of people are different so youcan experience the real mood and experience in the virtualspace-time environment Sound and music also constitutevirtual time and space For example the time differencephase difference and sound pressure difference of varioussound sources arriving at a specific location will form dif-ferent feelings of time and space

Mobile Information Systems 3

34 Visual Variable Test Evaluation Index e gaze trackingmodule integrated into the VR device can record the eyemovement of the test subject without hindrance is re-search focuses on the effectiveness and efficiency of thesethree visual variables (color size and spatial posture) andinvestigates the impact of these three visual variables onhuman visual behavior in a VR environment e effec-tiveness and efficiency of visual variables can be evaluated bythe fixation point ratio and reaction time of two quantitativeindicators e fixation point ratio (GPP) can be calculatedbased on the number of fixation points distributed in thefollowing 7-color quadrilaterals

GPP Gcube

Gtataltimes 100 (1)

In formula (1) Gcube is the gaze points distributed in thecolor cube and Gtatal is the total number of gaze points ineach color cube rough the collision detection of the eyemovement light and themodel the data of the gaze point canbe obtained e reaction time (RT) is calculated based onthe time before the initial fixation is is on a colored cubeTaking into account the different response times of each testsubject the average response time of all test subjects is usedto measure efficiency

RT 1113936

ni1 Ti

n (2)

In formula (2) RT is the average response time Ti is theresponse time of the i-th object and n is the total number ofobjects In addition the choice of RT index refers to theresearch method of the AOI interest field

4 VR Visual Variable SpatialCognition Experiment

41 Experimental Conditions and Data Collection In orderto ensure the consistency of system display and interactioneffects all performers use the Pic ou VR device group in-tegrated with the same Android smartphone to record theoverall test data in real time in the experiment and use Excelfor data analysis to filter out invalid data In order to ensurethe objectivity and validity of this quantitative experimenttaking into account the influence of environmental factorson the experimenter nonspecific experimenters can inde-pendently complete the experiment content in a relatively

quiet environment e experimental site is the ProvincialInstitute of Media Technology and Art

42 VRVisual Variable Spatial Cognition Experiment DesignIn this experiment first we briefly introduce the experimentto the subject and entrust the test subject to sit at the originof the VR helmet coordinates Because the characteristics ofthe eyes vary from person to person the test subject mustcalibrate the eye movements before the experiment to ensurethe accuracy of the test subjectrsquos line of sight resultse taskof this research is mainly divided into three parts In the firststep of the experiment let the test subjects wear HTC ViveVR helmets and let them watch the model in the scene thatthey like e scene has only 7 color cubes (red to purple)Collect and find the eyemovement data of the participants tograsp the area of interest of the experimental participantsand calculate the effectiveness of these visual variables In thesecond step the participants will be shown the disorderedscene of the model e tasks of this step include the fol-lowing the participants discover 7 color cylinders (red topurple) and find the largest and smallest sealed cylindersneeded in the experiment Record the response time of thetask e last step of the experiment is to repeat the secondstep of the experiment in the scene of model ordering ereis no time limit for the entire experiment

43 Realization of Virtual Design Platform e space digitalvirtual design platform has the nature of informationsharing and sending so the realization of the virtual designplatform uses FTP (File Transfer Protocol) FTP is a two-waysending application that controls files on the Internet eprogram is based on the Internet e audience can use FTPto connect their computers to all servers in the world thatimplement the FTP protocol access the information on thedownload server and realize the sending and sharing ofinformation e realization and design analysis of thevirtual design platform are as follows

(1) e design of the display interface of the virtualdesign platform e design of the platform is basedon the principles of learning and communicatione platform interface is one of the visual methods torealize information exchange and sharing Directfriendly and user-friendly communication interfacefacilitates the operation of the audience While

User

Human-computer

interactioninterface

Control

Detect

Feedback

Virtualenvironment

Real world

Modelingmodule

3D module

Figure 1 Virtual reality (VR) system composition

4 Mobile Information Systems

maximizing information sharing correctly find thenecessary information e display interface designof the digital virtual design platform is realized in theform of web page display based on the Internet efield of communication is usually embodied as anindependent forum in the form of a web pagePromote the audience to communicate with eachother and learn from each other

(2) FTP upload and download interface e FTP ap-plication has two interfaces a text interface and agraphical interface e FTP application with agraphical interface is simple and easy to use whilethe FTP commands of the role interface are muchmore complicated erefore by using the FTPapplication with a graphical interface the virtualdesign platform used in digital virtual design can beconstructed

5 5G VR and VR Visual Space Art StyleConversion Data Analysis

51 Somatosensory Data Analysis of Space Art of VREquipment First the scores of the 20 subjects on the VRdevices in the original data table were added and summa-rized respectively the average value was calculated and thescore values were sorted en based on the usabilityevaluation index the scores of all the questions of eachevaluation index are added and the average value is calcu-lated and the 4 usability indexes are comprehensively sortedto obtain the average value of the original data and theranking result as shown in Table 1 e average rankinganalysis of the original data is shown in Figure 2 and theeasy-to-use data indicators are shown in Figure 3 Accordingto the design the average value in the ranking results reflectsthe userrsquos recognition of the ease of use of the VR devicespace art somatosensory interaction system

First we analyze the ease-of-use indicators Except forsensory experience indicators the average values of otherindicators are less than 1 which is a project with better easeof use e fault tolerance score is only 032 indicating thatthe system has a good error recovery function and theaverage subjective satisfaction is only 036 indicating thatusers are highly satisfied with the system According to theexperimental data it can be found that the average sensoryexperience is 1287 and it can be seen from the data thatexcept for items 2 3 and 8 the average value of otherquestions is less than 10 It shows that users experience moreobvious dizziness when experiencing this system and so-matosensory interactionmainly lies in buildingmodules Onthe whole the overall ease of use of the system is good withthe scores of all indicators below 10 except for sensoryexperience and it is worth noting that in the sensory ex-perience with poor performance the visual and auditoryeffect scores are higher If it is small it shows that the au-diovisual effect of this system is very goode reason for thepoor overall sensory experience is mainly due to the highvalue of the problem caused by dizziness which increases theoverall index value Dizziness is a common problem for all

VR products Because the experience environment of the VRproduct is special the user must wear a specific device toexperience At this stage the hardware device of technologyand experience quality cannot resolve vertigo As far as thesystem itself is concerned ease of use has reached the targetset in all indicators

52 Analysis of Experimental Results of Visual SimulationDegree Verification e visual simulation degree verificationexperiment adopts the Likert scale which is divided into 5grades for the sense of space material illumination realitydistance error and movement perception each scored 5ndash15points e data obtained from the subjective experiment areaveraged according to the gender of the subjects e averagevalue of the subjective index of the visual simulation degreeverification experiment is shown in Table 2 and the averagevalue of the experimental subjective index is shown in Figure 4

It can be seen from Table 2 that in terms of vision bothmales and females have reached very high indicators andthe authenticity of model materials and lighting is the basisfor achieving immersion e sense of space is almostcompletely consistent e average value of the subjectivejudgment of the distance error is about 5 indicating thatthe distance error of the virtual space is less than 15 cm Itcan also ensure that there will be no excessive errors in themobile conversation distance in the language conversationexperiment In terms of mobile perception it is found thatthere is no big difference in movement between virtualspace and real space Although both men and women havereached high targets there are also certain differencesAmong them women pay more attention to details thanmen Other indicators except for distance errors are lowerthan men which also shows that men are more sensitive indistance erefore gender is also an important controllingfactor in the privacy experiment of language conversationin this paper Among the 20 subjects no abnormal feelingssuch as dizziness occurred However through experimentsit is found that the time for experimenting with VRequipment should be controlled within 25 minutes as muchas possible otherwise fatigue may occur and affect the dataconclusion

53 Feasibility Analysis of VR of Space Art Works econcept of VR not only is an exploration of technology butalso involves technological innovation in the field of art Onlyby realizing the mutual integration of technology and art canthe charm of VR design be better expressed Compared withthe artistic expression of traditional physical forms digital VRhas achieved logical breakthroughs in two aspects Recog-nizing the actions corresponding to the place of the experi-encer and strengthening the feedback of single or multiplesenses can also produce the userrsquos sense of being on the spotNext through the performance of VR technology theexperiencer does not passively accept information from theoutside world but can interact with virtual objects in thescene is action refers to the degree of interaction betweenthe user and the object in the simulated environment and theactual degree of feedback obtained from the environment

Mobile Information Systems 5

mainly based on the interaction of two forms of vision andmovement e application comparison of traditional tech-nology and VR technology is shown in Figure 5 It can be seenfrom the figure that the VR of the art experiment form is notlimited to photos free-frame photos and specific audio but isinclusive Entering the era of universal ldquoexperiencerdquo VR withthe advancement of human creativity the existing lifestyle has

also changed e practice scene of traditional art must bebased on the form of the objective world while the art practiceplace of VR only needs to give the creator a subjective virtual

Table 1 Sorting results of mean analysis of raw data

Serial number Total score Mean Sort Ease of use type Total score Mean Sort1 5 8 775

Fluency 14 98 62 8 10 1893 3 8 12754 6 6 567

Sensory experience 16 113 85 8 12 7956 4 8 4667 10 895 8 Easy to learn 24 1287 108 12 605 109 13 787 6 Efficiency 22 773 710 11 1095 85

1 2 3 4 5 6 7 8 9 10Serial number

Total scoreMeanSort

02468

101214

Attr

ibut

e val

ue

Figure 2 Analysis of original data mean sorting

0 5 10 15 20 25 30

Fluency

Sensoryexperience

Easy to learn

Efficiency

Sensory experience

Ease

-of-u

se ty

pe

Total scoreMeanSort

Figure 3 Easy-to-use data indicators

Table 2 Average value of subjective indicators of visual simulationdegree verification experiment

Sense ofspace Authenticity Distance

errorMobilesensing

Male 1058 685 893 965Female 865 767 1209 953

0

2

4

6

8

10

12

14Vi

sual

sim

ulat

ion

Male FemaleGroup

Sense of spaceAuthenticity

Distance errorMobile sensing

Figure 4 Average value of experimental subjective indicators

6

8

10

12

14

16

18

20

Attr

ibut

e val

ue

10 20 30 40 50 60 70 80 90 1000Group

Traditional technologyVR technology

Figure 5 Comparison of traditional technology and VR tech-nology application

6 Mobile Information Systems

space Compared with traditional art it can provide creatorswith a wider imagination

6 Conclusions

is paper first introduces the theory of VR vision tech-nology analyzes multiple problems in VR technology andalso gives a variety of solutions Aiming at the cause of theproblem this paper proposes that the VR system is dividedinto 6 modules which are detection module feedbackmodule human-computer interaction module controlmodule 3D model library module and modeling moduleis paper focuses on the research of 5G virtual technologyand spatial art style conversion in VR vision

is paper combines VR vision and VR technology todesign a VR space system based on VR vision and applies the5G VR-based visual variable test evaluation index proposedin this paper to the real-time optimization part of the camerapose in the system e experimental platform of the systemwas built and the experimental results of the system weredisplayed in detail Users can experience the synchronousinteraction between the real space and the virtual spacethrough this systemis paper has deeply studied the visualvariable test evaluation indicators in VR vision and learnedthat the working principles and applicable scenes are dif-ferent e traditional method estimates the camera pose byextracting image features and matching feature point pairsbut cannot face the lack of image features At the same timein the absence of a VR environment and VR vision methodstraditional methods cannot predict the camerarsquos dynamics

is paper attempts to improve the simulation effect ofVR by dealing with the concept of space art design that isthe relationship between art and technology based on hu-man needs e improvement of the simulation effect de-pends on the userrsquos needs and the improvement of theconsistency of the attributes of the virtual world e re-search results of this paper can lead to the characteristics ofVR art design e ldquocreative selection processrdquo of the au-thorrsquos creative function theoretically provides space forartistic design while the ldquomultiple insightsrdquo of the appre-ciation function determine the way people understand in thevirtual world e research done in this paper can onlyprovide a certain reference value

Data Availability

e data that support the findings of this study are availablefrom the corresponding author upon reasonable request

Conflicts of Interest

ere are no potential conflicts of interest in our paper

References

[1] T Cao C Xu M Wang et al ldquoStochastic optimization forgreen multimedia services in dense 5G networksrdquo ACMTransactions on Multimedia Computing Communicationsand Applications vol 15 no 3 pp 1ndash22 2019

[2] B Kwintiana and D Roller ldquoUbiquitous virtual reality thestate-of-the-artrdquo Journal of Computer Science and Technologyvol 8 no 7 pp 16ndash26 2019

[3] J Yan D Wu H Wang and R Wang ldquoMultipoint coop-erative transmission for virtual reality in 5G new radiordquo IEEEMultimedia vol 26 no 1 pp 51ndash58 2019

[4] E Bastug M Bennis M Medard and M Debbah ldquoTowardinterconnected virtual reality opportunities challenges andenablersrdquo IEEE Communications Magazine vol 55 no 6pp 110ndash117 2017

[5] M S Elbamby C Perfecto M Bennis and K DopplerldquoToward low-latency and ultra-reliable virtual realityrdquo IEEENetwork vol 32 no 2 pp 78ndash84 2018

[6] S Sukhmani M Sadeghi M Erol-Kantarci and A El SaddikldquoEdge caching and computing in 5G for mobile ARVR andtactile Internetrdquo IEEE MultiMedia vol 26 no 1 pp 21ndash302019

[7] E M Roche and L W Townes ldquoMillimeter Wave ldquo5Grdquowireless networks to drive new research agendardquo Journal ofInformation Technology Case and Application Researchvol 19 no 1 pp 190ndash198 2017

[8] A M French M Risius and J P Shim ldquoe interaction ofvirtual reality blockchain and 5G new radio disruptingbusiness and societyrdquo Communications of the Association forInformation Systems vol 46 no 25 pp 603ndash618 2020

[9] I Brinkman and B Clist ldquoSpaces of correlation e art ofconversion christian visual culture in the Kingdom of KongoBy Cecile Fromont Chapel Hill NC published for theOmohundro Institute of early American history and cultureWilliamsburg Va by the University of North Carolina Press2014 Pp xviii + 283 $45 hardback (ISBN 978-1-4696-1871-5)rdquo Journal of African History vol 57 no 1 pp 163-1642016

[10] A Das S Kottur K Gupta et al ldquoVisual dialogrdquo IEEETransactions on Pattern Analysis and Machine Intelligencevol 41 no 5 pp 1242ndash1256 2019

[11] D Martın-Sacristan C Herranz J F Monserrat et al ldquo5Gvisualization the METIS-II project approachrdquo Mobile In-formation Systems vol 2018 no 3 8 pages Article ID2084950 2018

[12] A O Al-Abbasi V Aggarwal and M-R Ra ldquoMulti-tiercaching analysis in CDN-based over-the-top video streamingsystemsrdquo IEEEACM Transactions on Networking vol 27no 2 pp 835ndash847 2019

[13] A Hamacher ldquoEngineering a future-proof educationrdquo Pro-fessional Engineering vol 30 no 8 pp 24ndash28 2017

[14] L Anatole ldquoPlaying with senses in VR alternate perceptionscombining vision and touchrdquo IEEE Computer Graphics andApplications vol 37 no 1 pp 20ndash26 2017

[15] A S Priyanka K Nag V R Hemanth Kumar D R SinghS Kumar and T Sivashanmugam ldquoComparison of king visionand truview laryngoscope for postextubation visualization ofvocal cord mobility in patients undergoing thyroid and majorneck surgeries a randomized clinical trialrdquo Anesthesia Essaysand Researches vol 11 no 1 pp 238ndash242 2017

[16] L Yin ldquoVirtual design method of indoor space environmentbased on VR technologyrdquo Paper Asia vol 34 no 5 pp 39ndash432018

[17] F Adnan ldquoe design of augmented reality android-basedapplication as object introduction Media learning to thechildrenrdquo Advanced Science Letters vol 23 no 3pp 2392ndash2394 2017

[18] A Vankipuram P Khanal A Ashby et al ldquoDesign anddevelopment of a virtual reality simulator for advanced

Mobile Information Systems 7

cardiac life support trainingrdquo IEEE Journal of Biomedical ampHealth Informatics vol 18 no 4 pp 1478ndash1484 2014

[19] A Selivanova E Fenwick R Man W Seiple andM L Jackson ldquoOutcomes after comprehensive vision reha-bilitation using vision-related quality of life questionnairesimpact of vision impairment and national eye Institute visualfunctioning questionnairerdquo Optometry and Vision Sciencevol 96 no 2 pp 87ndash94 2019

[20] S Feng and A-H Tan ldquoTowards autonomous behaviorlearning of non-player characters in gamesrdquo Expert Systemswith Applications vol 56 pp 89ndash99 2016

8 Mobile Information Systems

Page 2: Artistic Style Conversion Based on 5G Virtual Reality and

Section 2 introduces the related work of 5G virtualreality technology and the innovations of this paperSection 3 introduces the basic principles of VR stereovision the composition of the virtual reality system thevirtual design of the time and space of multimedia artand the evaluation indicators of visual variablesSection 4 discusses virtual reality technology and ap-plies it to VR visual variable spatial cognitionexperimentsSection 5 mainly introduces the data analysis of artisticstyle conversion based on 5G virtual reality and VRvisual spaceSection 6 summarizes the research work of the full textanalyzes the existing problems and puts forward aprospect for the future research work of virtual realitytechnology

2 Related Work and Innovation

At present many scholars have made more in-depth re-search on 5G virtual reality technology Bastug E researchbelieves that the success of immersive VR experiences de-pends on solving numerous challenges across multipledisciplines He emphasized the importance of VR tech-nology as a disruptive use case for 5G (and beyond)leveraging the latest developments in storagememory fogedge computing computer vision artificial intelligence andso on In particular the main requirements of wireless in-terconnection VR are described and then some key elementsare introduced en he introduced the research approachand its potential major challenges In addition he studiedthree VR case studies but did not provide numerical resultsunder various storage calculation and network configu-rations Finally he revealed the limitations of the currentnetwork and provided reasons for more theories and for thepublic to take the lead in VR innovation [4] Elbamby MSresearch believes that virtual reality is expected to becomeone of the killer applications in 5G networks Howevermany technical bottlenecks and challenges need to beovercome to promote its widespread adoption In particularthe demand for VR in terms of high throughput low latencyand reliable communications requires innovative solutionsand basic research across multiple disciplines In light of thishe discussed the challenges and drivers of ultrareliable andlow-latency VR In addition in the case study of an inter-active VR game mall the intelligent network design usingmm-Wave communication edge computing and activecaching can realize the future vision of wireless VR [5] Dueto the increasing popularity of augmented reality and virtualreality (ARVR) applications Sukhmani S has made greatefforts to bring ARVR to mobile users e purpose of thissurvey is to introduce the latest technologies related to edgecaching and computing with a focus on ARVR applicationsand the haptic Internet and to discuss applications op-portunities and challenges in this emerging field Both ARVR and haptic Internet applications require a lot of com-puting power high communication bandwidth and ultra-low latency and current wireless mobile networks cannot

provide these functions By 2020 long-term evolution (LTE)networks will begin to be replaced by 5G networks Edgecaching and mobile edge computing are some of the po-tential 5G technologies that bring content and computingresources closer to users and reduce latency and backhaulload [6] Roche E M research believes that the next gen-eration of wireless communication (ldquo5Grdquo) is expected torevolutionize the worldrsquos communication methods Au-tonomous vehicles robots RN virtual reality drones theldquoInternet of ingsrdquo (IoT) and all mobile communicationswill be realized through the new radio spectrum from 6 to300MHz (GHz) e physical network infrastructure will beseparated from the logical or ldquovirtualrdquo infrastructure Soft-ware-defined networks (SDN) will be established and dis-mantled as needed Network management will use artificialintelligence e new standard being developed by the In-ternational Telecommunication Union will allow networkcontrol and RN circuit supply to be opened to the outsideworld including competitors and users is complexity ofthe emerging 5G architecture will provide a lot of oppor-tunities for practitioners and open up exciting new prospectsfor research [7]

e main innovative work of this paper includes thefollowing aspects (1)is paper is a cut from the perspectiveof art combining artistry and technology to study the spatialart form of immersive art combining the immersive art ofthe past interactive forms and various types of immersivemutual effect It summarizes some shortcomings of thecurrent interaction On this basis it predicts the futuredevelopment of embedded interactive art (2) e applica-tion of VR technology and the spatial attribute of virtualreality space are summarized based on existing applicationprograms With the birth of virtual reality technology de-signers and audiences can experience a virtual experienceproduced by space artworks

3 5G Virtual Reality and VR Vision

31 Basic Principles of VR Stereo Vision Stereo vision isoften used to denote the perception of depth and three-dimensional structure based on visual information isvisual information is also called binocular stereo visionand is obtained by human eyes Because human eyes areon different sides of the face the binocular vision willgenerate two different images to process the differences inthe visual cortex of the brain and generate depth per-ception [8 9]

Stereo vision is the core of the interactive vision of theVR system People can experience the virtual worldthrough stereo vision e stereo image is made in a pairand if it is a pair of different angles in the same scene itcorresponds to the angle at which the person observes theobject itself Stereo rendering technology is a two-di-mensional projection technology used to display discretethree-dimensional sample data sets [10 11] Stereo visionis an important binocular vision for people allowingpeople to directly perceive depth Remind each partici-pant to feel the visual stimulus through different aspectsGenerally speaking animals and humans with

2 Mobile Information Systems

overlapping eyes have this ability Stereo vision can also beseen as a linear crossover problem When the light sourceemits light part of the light will be reflected by the objectand reflected in the direction of human eyes Faint lightenters the pupil of the human eye where it ends thejourney [12] At this point there are two pieces of in-formation that need to be processed is is informationabout the position of the light source entering the eye andthe light equivalent to the retina of the eye e problemwith the visual cortex and the processing part of the brainis deciding where the light comes from

To solve this problem you must decide the direction ofyour eyes Assuming that light enters the human eye in astraight line at this moment the visual cortex will trackthe light in the opposite direction is is done for botheyes to determine the focus of the two straight lines If thelight actually moves in the straight line the intersection iswhere light is reflected by the object By solving theproblem of pairs of lines crossing the visible light ourbrain reconstructs the depth image we see ereforebefore studying the function of the lens the virtual objectis projected on the display the corresponding pixel ar-rangement is filled with the color value of the object andthe light of these pixels on the screen will be projected onthe eyes [13 14]

32 Composition of the VR System In order to realize theartistic style of simulated space this paper adopts the currentpopular 5G VR technology VR is the latest high technologywith computer technology as the core which can generate avery real virtual environment of vision hearing and touche experiencer can use some related equipment to talk andcommunicate with objects in the virtual environment in asimple and natural way thus giving the user a feeling ofbeing in the actual environment [15 16]

Use computer monitors to allow users to observe theVR world and provide users with a full-bodied VR ex-perience It feels like being in a real environment Em-bedded VR uses a display or other types of equipmentinstalled on the helmet to completely surround theexperiencerrsquos vision hearing and other feelings throughthe helmet providing users with a brand new and very realvirtual feeling space Distributed VR is connected to eachother in the form of a network by two or more users indifferent virtual environments [17] Other users of theexchange can share information in the same environmentA typical VR system usually consists of several main partsshown in Figure 1

(1) DetectionModule It detects input commands such asuser operation information and sends them to thevirtual simulation environment using the systemrsquoshuman-computer interaction interface

(2) Feedback Module It receives output informationfrom the human-computer interaction interface andfeeds it back to the user

(3) Human-Computer Interaction Module Usually withhardware support information is sent to the virtual

environment and the information received andprocessed by the system is returned to the user in aform acceptable to the user [18 19]

(4) Control Module It processes information from theinteractive interface between humans and computersand simulates according to specific mathematicaland physical control models which will affect thevirtual environment users and the real world

(5) 3D Model Library Module It is the application of thevirtual scene displayed on the front end

(6) Modeling Module It obtains the detection infor-mation and data input by the user and establishes thecorresponding simulation model

33 Virtual Design in the Time and Space of Multimedia ArtVirtual design is a comprehensive development product ofcomputer graphics artificial intelligence computer net-works information processing mechanical design andmanufacturing It was developed at the end of the 20thcentury Multimedia art is a new category of art derived fromcomputer technology Computers can create an entity thatpeople can feel but these are actually virtual not real evirtual space-time of multimedia art is actually the space-time of virtual fantasy produced by various feelings and it isa means of transmitting information and creating art [20]For example at the entrance of a large exhibition hall themultimedia art design is used to display the historical charmof the content displayed in virtual time and space and thevirtual scene is clearly displayed in front of the audienceeaudiencersquos immersion and actual experience can be bothtime and space show e space limit can be exceeded

e virtual space-time of multimedia art design is mainlyembodied in the following aspects e first aspect is thevirtual space-time system generated by graphics videoanimation text and text e second aspect is the spatio-temporal system of sound and music production and thethird aspect is the interactive spatiotemporal system Timeand space are the basic form of material existence andmultimedia art is also the form of time and space art Whendesigning multimedia works first use actual objects asreferences and then convert them into virtual environmententities In other words it includes real-time and multidi-mensional informational time-space mapping such asmodeling real-time tracking sound positioning visualtracking and viewpoint sensingWaiting formodeling basedon actual objects is a three-dimensional virtual worldconstructed by computer technology and part of its physicalcharacteristics will be maintained as required Seasonalchanges such as spring summer autumn and winterchanges in weather obstacles or encounters in differentenvironments and the actions of people are different so youcan experience the real mood and experience in the virtualspace-time environment Sound and music also constitutevirtual time and space For example the time differencephase difference and sound pressure difference of varioussound sources arriving at a specific location will form dif-ferent feelings of time and space

Mobile Information Systems 3

34 Visual Variable Test Evaluation Index e gaze trackingmodule integrated into the VR device can record the eyemovement of the test subject without hindrance is re-search focuses on the effectiveness and efficiency of thesethree visual variables (color size and spatial posture) andinvestigates the impact of these three visual variables onhuman visual behavior in a VR environment e effec-tiveness and efficiency of visual variables can be evaluated bythe fixation point ratio and reaction time of two quantitativeindicators e fixation point ratio (GPP) can be calculatedbased on the number of fixation points distributed in thefollowing 7-color quadrilaterals

GPP Gcube

Gtataltimes 100 (1)

In formula (1) Gcube is the gaze points distributed in thecolor cube and Gtatal is the total number of gaze points ineach color cube rough the collision detection of the eyemovement light and themodel the data of the gaze point canbe obtained e reaction time (RT) is calculated based onthe time before the initial fixation is is on a colored cubeTaking into account the different response times of each testsubject the average response time of all test subjects is usedto measure efficiency

RT 1113936

ni1 Ti

n (2)

In formula (2) RT is the average response time Ti is theresponse time of the i-th object and n is the total number ofobjects In addition the choice of RT index refers to theresearch method of the AOI interest field

4 VR Visual Variable SpatialCognition Experiment

41 Experimental Conditions and Data Collection In orderto ensure the consistency of system display and interactioneffects all performers use the Pic ou VR device group in-tegrated with the same Android smartphone to record theoverall test data in real time in the experiment and use Excelfor data analysis to filter out invalid data In order to ensurethe objectivity and validity of this quantitative experimenttaking into account the influence of environmental factorson the experimenter nonspecific experimenters can inde-pendently complete the experiment content in a relatively

quiet environment e experimental site is the ProvincialInstitute of Media Technology and Art

42 VRVisual Variable Spatial Cognition Experiment DesignIn this experiment first we briefly introduce the experimentto the subject and entrust the test subject to sit at the originof the VR helmet coordinates Because the characteristics ofthe eyes vary from person to person the test subject mustcalibrate the eye movements before the experiment to ensurethe accuracy of the test subjectrsquos line of sight resultse taskof this research is mainly divided into three parts In the firststep of the experiment let the test subjects wear HTC ViveVR helmets and let them watch the model in the scene thatthey like e scene has only 7 color cubes (red to purple)Collect and find the eyemovement data of the participants tograsp the area of interest of the experimental participantsand calculate the effectiveness of these visual variables In thesecond step the participants will be shown the disorderedscene of the model e tasks of this step include the fol-lowing the participants discover 7 color cylinders (red topurple) and find the largest and smallest sealed cylindersneeded in the experiment Record the response time of thetask e last step of the experiment is to repeat the secondstep of the experiment in the scene of model ordering ereis no time limit for the entire experiment

43 Realization of Virtual Design Platform e space digitalvirtual design platform has the nature of informationsharing and sending so the realization of the virtual designplatform uses FTP (File Transfer Protocol) FTP is a two-waysending application that controls files on the Internet eprogram is based on the Internet e audience can use FTPto connect their computers to all servers in the world thatimplement the FTP protocol access the information on thedownload server and realize the sending and sharing ofinformation e realization and design analysis of thevirtual design platform are as follows

(1) e design of the display interface of the virtualdesign platform e design of the platform is basedon the principles of learning and communicatione platform interface is one of the visual methods torealize information exchange and sharing Directfriendly and user-friendly communication interfacefacilitates the operation of the audience While

User

Human-computer

interactioninterface

Control

Detect

Feedback

Virtualenvironment

Real world

Modelingmodule

3D module

Figure 1 Virtual reality (VR) system composition

4 Mobile Information Systems

maximizing information sharing correctly find thenecessary information e display interface designof the digital virtual design platform is realized in theform of web page display based on the Internet efield of communication is usually embodied as anindependent forum in the form of a web pagePromote the audience to communicate with eachother and learn from each other

(2) FTP upload and download interface e FTP ap-plication has two interfaces a text interface and agraphical interface e FTP application with agraphical interface is simple and easy to use whilethe FTP commands of the role interface are muchmore complicated erefore by using the FTPapplication with a graphical interface the virtualdesign platform used in digital virtual design can beconstructed

5 5G VR and VR Visual Space Art StyleConversion Data Analysis

51 Somatosensory Data Analysis of Space Art of VREquipment First the scores of the 20 subjects on the VRdevices in the original data table were added and summa-rized respectively the average value was calculated and thescore values were sorted en based on the usabilityevaluation index the scores of all the questions of eachevaluation index are added and the average value is calcu-lated and the 4 usability indexes are comprehensively sortedto obtain the average value of the original data and theranking result as shown in Table 1 e average rankinganalysis of the original data is shown in Figure 2 and theeasy-to-use data indicators are shown in Figure 3 Accordingto the design the average value in the ranking results reflectsthe userrsquos recognition of the ease of use of the VR devicespace art somatosensory interaction system

First we analyze the ease-of-use indicators Except forsensory experience indicators the average values of otherindicators are less than 1 which is a project with better easeof use e fault tolerance score is only 032 indicating thatthe system has a good error recovery function and theaverage subjective satisfaction is only 036 indicating thatusers are highly satisfied with the system According to theexperimental data it can be found that the average sensoryexperience is 1287 and it can be seen from the data thatexcept for items 2 3 and 8 the average value of otherquestions is less than 10 It shows that users experience moreobvious dizziness when experiencing this system and so-matosensory interactionmainly lies in buildingmodules Onthe whole the overall ease of use of the system is good withthe scores of all indicators below 10 except for sensoryexperience and it is worth noting that in the sensory ex-perience with poor performance the visual and auditoryeffect scores are higher If it is small it shows that the au-diovisual effect of this system is very goode reason for thepoor overall sensory experience is mainly due to the highvalue of the problem caused by dizziness which increases theoverall index value Dizziness is a common problem for all

VR products Because the experience environment of the VRproduct is special the user must wear a specific device toexperience At this stage the hardware device of technologyand experience quality cannot resolve vertigo As far as thesystem itself is concerned ease of use has reached the targetset in all indicators

52 Analysis of Experimental Results of Visual SimulationDegree Verification e visual simulation degree verificationexperiment adopts the Likert scale which is divided into 5grades for the sense of space material illumination realitydistance error and movement perception each scored 5ndash15points e data obtained from the subjective experiment areaveraged according to the gender of the subjects e averagevalue of the subjective index of the visual simulation degreeverification experiment is shown in Table 2 and the averagevalue of the experimental subjective index is shown in Figure 4

It can be seen from Table 2 that in terms of vision bothmales and females have reached very high indicators andthe authenticity of model materials and lighting is the basisfor achieving immersion e sense of space is almostcompletely consistent e average value of the subjectivejudgment of the distance error is about 5 indicating thatthe distance error of the virtual space is less than 15 cm Itcan also ensure that there will be no excessive errors in themobile conversation distance in the language conversationexperiment In terms of mobile perception it is found thatthere is no big difference in movement between virtualspace and real space Although both men and women havereached high targets there are also certain differencesAmong them women pay more attention to details thanmen Other indicators except for distance errors are lowerthan men which also shows that men are more sensitive indistance erefore gender is also an important controllingfactor in the privacy experiment of language conversationin this paper Among the 20 subjects no abnormal feelingssuch as dizziness occurred However through experimentsit is found that the time for experimenting with VRequipment should be controlled within 25 minutes as muchas possible otherwise fatigue may occur and affect the dataconclusion

53 Feasibility Analysis of VR of Space Art Works econcept of VR not only is an exploration of technology butalso involves technological innovation in the field of art Onlyby realizing the mutual integration of technology and art canthe charm of VR design be better expressed Compared withthe artistic expression of traditional physical forms digital VRhas achieved logical breakthroughs in two aspects Recog-nizing the actions corresponding to the place of the experi-encer and strengthening the feedback of single or multiplesenses can also produce the userrsquos sense of being on the spotNext through the performance of VR technology theexperiencer does not passively accept information from theoutside world but can interact with virtual objects in thescene is action refers to the degree of interaction betweenthe user and the object in the simulated environment and theactual degree of feedback obtained from the environment

Mobile Information Systems 5

mainly based on the interaction of two forms of vision andmovement e application comparison of traditional tech-nology and VR technology is shown in Figure 5 It can be seenfrom the figure that the VR of the art experiment form is notlimited to photos free-frame photos and specific audio but isinclusive Entering the era of universal ldquoexperiencerdquo VR withthe advancement of human creativity the existing lifestyle has

also changed e practice scene of traditional art must bebased on the form of the objective world while the art practiceplace of VR only needs to give the creator a subjective virtual

Table 1 Sorting results of mean analysis of raw data

Serial number Total score Mean Sort Ease of use type Total score Mean Sort1 5 8 775

Fluency 14 98 62 8 10 1893 3 8 12754 6 6 567

Sensory experience 16 113 85 8 12 7956 4 8 4667 10 895 8 Easy to learn 24 1287 108 12 605 109 13 787 6 Efficiency 22 773 710 11 1095 85

1 2 3 4 5 6 7 8 9 10Serial number

Total scoreMeanSort

02468

101214

Attr

ibut

e val

ue

Figure 2 Analysis of original data mean sorting

0 5 10 15 20 25 30

Fluency

Sensoryexperience

Easy to learn

Efficiency

Sensory experience

Ease

-of-u

se ty

pe

Total scoreMeanSort

Figure 3 Easy-to-use data indicators

Table 2 Average value of subjective indicators of visual simulationdegree verification experiment

Sense ofspace Authenticity Distance

errorMobilesensing

Male 1058 685 893 965Female 865 767 1209 953

0

2

4

6

8

10

12

14Vi

sual

sim

ulat

ion

Male FemaleGroup

Sense of spaceAuthenticity

Distance errorMobile sensing

Figure 4 Average value of experimental subjective indicators

6

8

10

12

14

16

18

20

Attr

ibut

e val

ue

10 20 30 40 50 60 70 80 90 1000Group

Traditional technologyVR technology

Figure 5 Comparison of traditional technology and VR tech-nology application

6 Mobile Information Systems

space Compared with traditional art it can provide creatorswith a wider imagination

6 Conclusions

is paper first introduces the theory of VR vision tech-nology analyzes multiple problems in VR technology andalso gives a variety of solutions Aiming at the cause of theproblem this paper proposes that the VR system is dividedinto 6 modules which are detection module feedbackmodule human-computer interaction module controlmodule 3D model library module and modeling moduleis paper focuses on the research of 5G virtual technologyand spatial art style conversion in VR vision

is paper combines VR vision and VR technology todesign a VR space system based on VR vision and applies the5G VR-based visual variable test evaluation index proposedin this paper to the real-time optimization part of the camerapose in the system e experimental platform of the systemwas built and the experimental results of the system weredisplayed in detail Users can experience the synchronousinteraction between the real space and the virtual spacethrough this systemis paper has deeply studied the visualvariable test evaluation indicators in VR vision and learnedthat the working principles and applicable scenes are dif-ferent e traditional method estimates the camera pose byextracting image features and matching feature point pairsbut cannot face the lack of image features At the same timein the absence of a VR environment and VR vision methodstraditional methods cannot predict the camerarsquos dynamics

is paper attempts to improve the simulation effect ofVR by dealing with the concept of space art design that isthe relationship between art and technology based on hu-man needs e improvement of the simulation effect de-pends on the userrsquos needs and the improvement of theconsistency of the attributes of the virtual world e re-search results of this paper can lead to the characteristics ofVR art design e ldquocreative selection processrdquo of the au-thorrsquos creative function theoretically provides space forartistic design while the ldquomultiple insightsrdquo of the appre-ciation function determine the way people understand in thevirtual world e research done in this paper can onlyprovide a certain reference value

Data Availability

e data that support the findings of this study are availablefrom the corresponding author upon reasonable request

Conflicts of Interest

ere are no potential conflicts of interest in our paper

References

[1] T Cao C Xu M Wang et al ldquoStochastic optimization forgreen multimedia services in dense 5G networksrdquo ACMTransactions on Multimedia Computing Communicationsand Applications vol 15 no 3 pp 1ndash22 2019

[2] B Kwintiana and D Roller ldquoUbiquitous virtual reality thestate-of-the-artrdquo Journal of Computer Science and Technologyvol 8 no 7 pp 16ndash26 2019

[3] J Yan D Wu H Wang and R Wang ldquoMultipoint coop-erative transmission for virtual reality in 5G new radiordquo IEEEMultimedia vol 26 no 1 pp 51ndash58 2019

[4] E Bastug M Bennis M Medard and M Debbah ldquoTowardinterconnected virtual reality opportunities challenges andenablersrdquo IEEE Communications Magazine vol 55 no 6pp 110ndash117 2017

[5] M S Elbamby C Perfecto M Bennis and K DopplerldquoToward low-latency and ultra-reliable virtual realityrdquo IEEENetwork vol 32 no 2 pp 78ndash84 2018

[6] S Sukhmani M Sadeghi M Erol-Kantarci and A El SaddikldquoEdge caching and computing in 5G for mobile ARVR andtactile Internetrdquo IEEE MultiMedia vol 26 no 1 pp 21ndash302019

[7] E M Roche and L W Townes ldquoMillimeter Wave ldquo5Grdquowireless networks to drive new research agendardquo Journal ofInformation Technology Case and Application Researchvol 19 no 1 pp 190ndash198 2017

[8] A M French M Risius and J P Shim ldquoe interaction ofvirtual reality blockchain and 5G new radio disruptingbusiness and societyrdquo Communications of the Association forInformation Systems vol 46 no 25 pp 603ndash618 2020

[9] I Brinkman and B Clist ldquoSpaces of correlation e art ofconversion christian visual culture in the Kingdom of KongoBy Cecile Fromont Chapel Hill NC published for theOmohundro Institute of early American history and cultureWilliamsburg Va by the University of North Carolina Press2014 Pp xviii + 283 $45 hardback (ISBN 978-1-4696-1871-5)rdquo Journal of African History vol 57 no 1 pp 163-1642016

[10] A Das S Kottur K Gupta et al ldquoVisual dialogrdquo IEEETransactions on Pattern Analysis and Machine Intelligencevol 41 no 5 pp 1242ndash1256 2019

[11] D Martın-Sacristan C Herranz J F Monserrat et al ldquo5Gvisualization the METIS-II project approachrdquo Mobile In-formation Systems vol 2018 no 3 8 pages Article ID2084950 2018

[12] A O Al-Abbasi V Aggarwal and M-R Ra ldquoMulti-tiercaching analysis in CDN-based over-the-top video streamingsystemsrdquo IEEEACM Transactions on Networking vol 27no 2 pp 835ndash847 2019

[13] A Hamacher ldquoEngineering a future-proof educationrdquo Pro-fessional Engineering vol 30 no 8 pp 24ndash28 2017

[14] L Anatole ldquoPlaying with senses in VR alternate perceptionscombining vision and touchrdquo IEEE Computer Graphics andApplications vol 37 no 1 pp 20ndash26 2017

[15] A S Priyanka K Nag V R Hemanth Kumar D R SinghS Kumar and T Sivashanmugam ldquoComparison of king visionand truview laryngoscope for postextubation visualization ofvocal cord mobility in patients undergoing thyroid and majorneck surgeries a randomized clinical trialrdquo Anesthesia Essaysand Researches vol 11 no 1 pp 238ndash242 2017

[16] L Yin ldquoVirtual design method of indoor space environmentbased on VR technologyrdquo Paper Asia vol 34 no 5 pp 39ndash432018

[17] F Adnan ldquoe design of augmented reality android-basedapplication as object introduction Media learning to thechildrenrdquo Advanced Science Letters vol 23 no 3pp 2392ndash2394 2017

[18] A Vankipuram P Khanal A Ashby et al ldquoDesign anddevelopment of a virtual reality simulator for advanced

Mobile Information Systems 7

cardiac life support trainingrdquo IEEE Journal of Biomedical ampHealth Informatics vol 18 no 4 pp 1478ndash1484 2014

[19] A Selivanova E Fenwick R Man W Seiple andM L Jackson ldquoOutcomes after comprehensive vision reha-bilitation using vision-related quality of life questionnairesimpact of vision impairment and national eye Institute visualfunctioning questionnairerdquo Optometry and Vision Sciencevol 96 no 2 pp 87ndash94 2019

[20] S Feng and A-H Tan ldquoTowards autonomous behaviorlearning of non-player characters in gamesrdquo Expert Systemswith Applications vol 56 pp 89ndash99 2016

8 Mobile Information Systems

Page 3: Artistic Style Conversion Based on 5G Virtual Reality and

overlapping eyes have this ability Stereo vision can also beseen as a linear crossover problem When the light sourceemits light part of the light will be reflected by the objectand reflected in the direction of human eyes Faint lightenters the pupil of the human eye where it ends thejourney [12] At this point there are two pieces of in-formation that need to be processed is is informationabout the position of the light source entering the eye andthe light equivalent to the retina of the eye e problemwith the visual cortex and the processing part of the brainis deciding where the light comes from

To solve this problem you must decide the direction ofyour eyes Assuming that light enters the human eye in astraight line at this moment the visual cortex will trackthe light in the opposite direction is is done for botheyes to determine the focus of the two straight lines If thelight actually moves in the straight line the intersection iswhere light is reflected by the object By solving theproblem of pairs of lines crossing the visible light ourbrain reconstructs the depth image we see ereforebefore studying the function of the lens the virtual objectis projected on the display the corresponding pixel ar-rangement is filled with the color value of the object andthe light of these pixels on the screen will be projected onthe eyes [13 14]

32 Composition of the VR System In order to realize theartistic style of simulated space this paper adopts the currentpopular 5G VR technology VR is the latest high technologywith computer technology as the core which can generate avery real virtual environment of vision hearing and touche experiencer can use some related equipment to talk andcommunicate with objects in the virtual environment in asimple and natural way thus giving the user a feeling ofbeing in the actual environment [15 16]

Use computer monitors to allow users to observe theVR world and provide users with a full-bodied VR ex-perience It feels like being in a real environment Em-bedded VR uses a display or other types of equipmentinstalled on the helmet to completely surround theexperiencerrsquos vision hearing and other feelings throughthe helmet providing users with a brand new and very realvirtual feeling space Distributed VR is connected to eachother in the form of a network by two or more users indifferent virtual environments [17] Other users of theexchange can share information in the same environmentA typical VR system usually consists of several main partsshown in Figure 1

(1) DetectionModule It detects input commands such asuser operation information and sends them to thevirtual simulation environment using the systemrsquoshuman-computer interaction interface

(2) Feedback Module It receives output informationfrom the human-computer interaction interface andfeeds it back to the user

(3) Human-Computer Interaction Module Usually withhardware support information is sent to the virtual

environment and the information received andprocessed by the system is returned to the user in aform acceptable to the user [18 19]

(4) Control Module It processes information from theinteractive interface between humans and computersand simulates according to specific mathematicaland physical control models which will affect thevirtual environment users and the real world

(5) 3D Model Library Module It is the application of thevirtual scene displayed on the front end

(6) Modeling Module It obtains the detection infor-mation and data input by the user and establishes thecorresponding simulation model

33 Virtual Design in the Time and Space of Multimedia ArtVirtual design is a comprehensive development product ofcomputer graphics artificial intelligence computer net-works information processing mechanical design andmanufacturing It was developed at the end of the 20thcentury Multimedia art is a new category of art derived fromcomputer technology Computers can create an entity thatpeople can feel but these are actually virtual not real evirtual space-time of multimedia art is actually the space-time of virtual fantasy produced by various feelings and it isa means of transmitting information and creating art [20]For example at the entrance of a large exhibition hall themultimedia art design is used to display the historical charmof the content displayed in virtual time and space and thevirtual scene is clearly displayed in front of the audienceeaudiencersquos immersion and actual experience can be bothtime and space show e space limit can be exceeded

e virtual space-time of multimedia art design is mainlyembodied in the following aspects e first aspect is thevirtual space-time system generated by graphics videoanimation text and text e second aspect is the spatio-temporal system of sound and music production and thethird aspect is the interactive spatiotemporal system Timeand space are the basic form of material existence andmultimedia art is also the form of time and space art Whendesigning multimedia works first use actual objects asreferences and then convert them into virtual environmententities In other words it includes real-time and multidi-mensional informational time-space mapping such asmodeling real-time tracking sound positioning visualtracking and viewpoint sensingWaiting formodeling basedon actual objects is a three-dimensional virtual worldconstructed by computer technology and part of its physicalcharacteristics will be maintained as required Seasonalchanges such as spring summer autumn and winterchanges in weather obstacles or encounters in differentenvironments and the actions of people are different so youcan experience the real mood and experience in the virtualspace-time environment Sound and music also constitutevirtual time and space For example the time differencephase difference and sound pressure difference of varioussound sources arriving at a specific location will form dif-ferent feelings of time and space

Mobile Information Systems 3

34 Visual Variable Test Evaluation Index e gaze trackingmodule integrated into the VR device can record the eyemovement of the test subject without hindrance is re-search focuses on the effectiveness and efficiency of thesethree visual variables (color size and spatial posture) andinvestigates the impact of these three visual variables onhuman visual behavior in a VR environment e effec-tiveness and efficiency of visual variables can be evaluated bythe fixation point ratio and reaction time of two quantitativeindicators e fixation point ratio (GPP) can be calculatedbased on the number of fixation points distributed in thefollowing 7-color quadrilaterals

GPP Gcube

Gtataltimes 100 (1)

In formula (1) Gcube is the gaze points distributed in thecolor cube and Gtatal is the total number of gaze points ineach color cube rough the collision detection of the eyemovement light and themodel the data of the gaze point canbe obtained e reaction time (RT) is calculated based onthe time before the initial fixation is is on a colored cubeTaking into account the different response times of each testsubject the average response time of all test subjects is usedto measure efficiency

RT 1113936

ni1 Ti

n (2)

In formula (2) RT is the average response time Ti is theresponse time of the i-th object and n is the total number ofobjects In addition the choice of RT index refers to theresearch method of the AOI interest field

4 VR Visual Variable SpatialCognition Experiment

41 Experimental Conditions and Data Collection In orderto ensure the consistency of system display and interactioneffects all performers use the Pic ou VR device group in-tegrated with the same Android smartphone to record theoverall test data in real time in the experiment and use Excelfor data analysis to filter out invalid data In order to ensurethe objectivity and validity of this quantitative experimenttaking into account the influence of environmental factorson the experimenter nonspecific experimenters can inde-pendently complete the experiment content in a relatively

quiet environment e experimental site is the ProvincialInstitute of Media Technology and Art

42 VRVisual Variable Spatial Cognition Experiment DesignIn this experiment first we briefly introduce the experimentto the subject and entrust the test subject to sit at the originof the VR helmet coordinates Because the characteristics ofthe eyes vary from person to person the test subject mustcalibrate the eye movements before the experiment to ensurethe accuracy of the test subjectrsquos line of sight resultse taskof this research is mainly divided into three parts In the firststep of the experiment let the test subjects wear HTC ViveVR helmets and let them watch the model in the scene thatthey like e scene has only 7 color cubes (red to purple)Collect and find the eyemovement data of the participants tograsp the area of interest of the experimental participantsand calculate the effectiveness of these visual variables In thesecond step the participants will be shown the disorderedscene of the model e tasks of this step include the fol-lowing the participants discover 7 color cylinders (red topurple) and find the largest and smallest sealed cylindersneeded in the experiment Record the response time of thetask e last step of the experiment is to repeat the secondstep of the experiment in the scene of model ordering ereis no time limit for the entire experiment

43 Realization of Virtual Design Platform e space digitalvirtual design platform has the nature of informationsharing and sending so the realization of the virtual designplatform uses FTP (File Transfer Protocol) FTP is a two-waysending application that controls files on the Internet eprogram is based on the Internet e audience can use FTPto connect their computers to all servers in the world thatimplement the FTP protocol access the information on thedownload server and realize the sending and sharing ofinformation e realization and design analysis of thevirtual design platform are as follows

(1) e design of the display interface of the virtualdesign platform e design of the platform is basedon the principles of learning and communicatione platform interface is one of the visual methods torealize information exchange and sharing Directfriendly and user-friendly communication interfacefacilitates the operation of the audience While

User

Human-computer

interactioninterface

Control

Detect

Feedback

Virtualenvironment

Real world

Modelingmodule

3D module

Figure 1 Virtual reality (VR) system composition

4 Mobile Information Systems

maximizing information sharing correctly find thenecessary information e display interface designof the digital virtual design platform is realized in theform of web page display based on the Internet efield of communication is usually embodied as anindependent forum in the form of a web pagePromote the audience to communicate with eachother and learn from each other

(2) FTP upload and download interface e FTP ap-plication has two interfaces a text interface and agraphical interface e FTP application with agraphical interface is simple and easy to use whilethe FTP commands of the role interface are muchmore complicated erefore by using the FTPapplication with a graphical interface the virtualdesign platform used in digital virtual design can beconstructed

5 5G VR and VR Visual Space Art StyleConversion Data Analysis

51 Somatosensory Data Analysis of Space Art of VREquipment First the scores of the 20 subjects on the VRdevices in the original data table were added and summa-rized respectively the average value was calculated and thescore values were sorted en based on the usabilityevaluation index the scores of all the questions of eachevaluation index are added and the average value is calcu-lated and the 4 usability indexes are comprehensively sortedto obtain the average value of the original data and theranking result as shown in Table 1 e average rankinganalysis of the original data is shown in Figure 2 and theeasy-to-use data indicators are shown in Figure 3 Accordingto the design the average value in the ranking results reflectsthe userrsquos recognition of the ease of use of the VR devicespace art somatosensory interaction system

First we analyze the ease-of-use indicators Except forsensory experience indicators the average values of otherindicators are less than 1 which is a project with better easeof use e fault tolerance score is only 032 indicating thatthe system has a good error recovery function and theaverage subjective satisfaction is only 036 indicating thatusers are highly satisfied with the system According to theexperimental data it can be found that the average sensoryexperience is 1287 and it can be seen from the data thatexcept for items 2 3 and 8 the average value of otherquestions is less than 10 It shows that users experience moreobvious dizziness when experiencing this system and so-matosensory interactionmainly lies in buildingmodules Onthe whole the overall ease of use of the system is good withthe scores of all indicators below 10 except for sensoryexperience and it is worth noting that in the sensory ex-perience with poor performance the visual and auditoryeffect scores are higher If it is small it shows that the au-diovisual effect of this system is very goode reason for thepoor overall sensory experience is mainly due to the highvalue of the problem caused by dizziness which increases theoverall index value Dizziness is a common problem for all

VR products Because the experience environment of the VRproduct is special the user must wear a specific device toexperience At this stage the hardware device of technologyand experience quality cannot resolve vertigo As far as thesystem itself is concerned ease of use has reached the targetset in all indicators

52 Analysis of Experimental Results of Visual SimulationDegree Verification e visual simulation degree verificationexperiment adopts the Likert scale which is divided into 5grades for the sense of space material illumination realitydistance error and movement perception each scored 5ndash15points e data obtained from the subjective experiment areaveraged according to the gender of the subjects e averagevalue of the subjective index of the visual simulation degreeverification experiment is shown in Table 2 and the averagevalue of the experimental subjective index is shown in Figure 4

It can be seen from Table 2 that in terms of vision bothmales and females have reached very high indicators andthe authenticity of model materials and lighting is the basisfor achieving immersion e sense of space is almostcompletely consistent e average value of the subjectivejudgment of the distance error is about 5 indicating thatthe distance error of the virtual space is less than 15 cm Itcan also ensure that there will be no excessive errors in themobile conversation distance in the language conversationexperiment In terms of mobile perception it is found thatthere is no big difference in movement between virtualspace and real space Although both men and women havereached high targets there are also certain differencesAmong them women pay more attention to details thanmen Other indicators except for distance errors are lowerthan men which also shows that men are more sensitive indistance erefore gender is also an important controllingfactor in the privacy experiment of language conversationin this paper Among the 20 subjects no abnormal feelingssuch as dizziness occurred However through experimentsit is found that the time for experimenting with VRequipment should be controlled within 25 minutes as muchas possible otherwise fatigue may occur and affect the dataconclusion

53 Feasibility Analysis of VR of Space Art Works econcept of VR not only is an exploration of technology butalso involves technological innovation in the field of art Onlyby realizing the mutual integration of technology and art canthe charm of VR design be better expressed Compared withthe artistic expression of traditional physical forms digital VRhas achieved logical breakthroughs in two aspects Recog-nizing the actions corresponding to the place of the experi-encer and strengthening the feedback of single or multiplesenses can also produce the userrsquos sense of being on the spotNext through the performance of VR technology theexperiencer does not passively accept information from theoutside world but can interact with virtual objects in thescene is action refers to the degree of interaction betweenthe user and the object in the simulated environment and theactual degree of feedback obtained from the environment

Mobile Information Systems 5

mainly based on the interaction of two forms of vision andmovement e application comparison of traditional tech-nology and VR technology is shown in Figure 5 It can be seenfrom the figure that the VR of the art experiment form is notlimited to photos free-frame photos and specific audio but isinclusive Entering the era of universal ldquoexperiencerdquo VR withthe advancement of human creativity the existing lifestyle has

also changed e practice scene of traditional art must bebased on the form of the objective world while the art practiceplace of VR only needs to give the creator a subjective virtual

Table 1 Sorting results of mean analysis of raw data

Serial number Total score Mean Sort Ease of use type Total score Mean Sort1 5 8 775

Fluency 14 98 62 8 10 1893 3 8 12754 6 6 567

Sensory experience 16 113 85 8 12 7956 4 8 4667 10 895 8 Easy to learn 24 1287 108 12 605 109 13 787 6 Efficiency 22 773 710 11 1095 85

1 2 3 4 5 6 7 8 9 10Serial number

Total scoreMeanSort

02468

101214

Attr

ibut

e val

ue

Figure 2 Analysis of original data mean sorting

0 5 10 15 20 25 30

Fluency

Sensoryexperience

Easy to learn

Efficiency

Sensory experience

Ease

-of-u

se ty

pe

Total scoreMeanSort

Figure 3 Easy-to-use data indicators

Table 2 Average value of subjective indicators of visual simulationdegree verification experiment

Sense ofspace Authenticity Distance

errorMobilesensing

Male 1058 685 893 965Female 865 767 1209 953

0

2

4

6

8

10

12

14Vi

sual

sim

ulat

ion

Male FemaleGroup

Sense of spaceAuthenticity

Distance errorMobile sensing

Figure 4 Average value of experimental subjective indicators

6

8

10

12

14

16

18

20

Attr

ibut

e val

ue

10 20 30 40 50 60 70 80 90 1000Group

Traditional technologyVR technology

Figure 5 Comparison of traditional technology and VR tech-nology application

6 Mobile Information Systems

space Compared with traditional art it can provide creatorswith a wider imagination

6 Conclusions

is paper first introduces the theory of VR vision tech-nology analyzes multiple problems in VR technology andalso gives a variety of solutions Aiming at the cause of theproblem this paper proposes that the VR system is dividedinto 6 modules which are detection module feedbackmodule human-computer interaction module controlmodule 3D model library module and modeling moduleis paper focuses on the research of 5G virtual technologyand spatial art style conversion in VR vision

is paper combines VR vision and VR technology todesign a VR space system based on VR vision and applies the5G VR-based visual variable test evaluation index proposedin this paper to the real-time optimization part of the camerapose in the system e experimental platform of the systemwas built and the experimental results of the system weredisplayed in detail Users can experience the synchronousinteraction between the real space and the virtual spacethrough this systemis paper has deeply studied the visualvariable test evaluation indicators in VR vision and learnedthat the working principles and applicable scenes are dif-ferent e traditional method estimates the camera pose byextracting image features and matching feature point pairsbut cannot face the lack of image features At the same timein the absence of a VR environment and VR vision methodstraditional methods cannot predict the camerarsquos dynamics

is paper attempts to improve the simulation effect ofVR by dealing with the concept of space art design that isthe relationship between art and technology based on hu-man needs e improvement of the simulation effect de-pends on the userrsquos needs and the improvement of theconsistency of the attributes of the virtual world e re-search results of this paper can lead to the characteristics ofVR art design e ldquocreative selection processrdquo of the au-thorrsquos creative function theoretically provides space forartistic design while the ldquomultiple insightsrdquo of the appre-ciation function determine the way people understand in thevirtual world e research done in this paper can onlyprovide a certain reference value

Data Availability

e data that support the findings of this study are availablefrom the corresponding author upon reasonable request

Conflicts of Interest

ere are no potential conflicts of interest in our paper

References

[1] T Cao C Xu M Wang et al ldquoStochastic optimization forgreen multimedia services in dense 5G networksrdquo ACMTransactions on Multimedia Computing Communicationsand Applications vol 15 no 3 pp 1ndash22 2019

[2] B Kwintiana and D Roller ldquoUbiquitous virtual reality thestate-of-the-artrdquo Journal of Computer Science and Technologyvol 8 no 7 pp 16ndash26 2019

[3] J Yan D Wu H Wang and R Wang ldquoMultipoint coop-erative transmission for virtual reality in 5G new radiordquo IEEEMultimedia vol 26 no 1 pp 51ndash58 2019

[4] E Bastug M Bennis M Medard and M Debbah ldquoTowardinterconnected virtual reality opportunities challenges andenablersrdquo IEEE Communications Magazine vol 55 no 6pp 110ndash117 2017

[5] M S Elbamby C Perfecto M Bennis and K DopplerldquoToward low-latency and ultra-reliable virtual realityrdquo IEEENetwork vol 32 no 2 pp 78ndash84 2018

[6] S Sukhmani M Sadeghi M Erol-Kantarci and A El SaddikldquoEdge caching and computing in 5G for mobile ARVR andtactile Internetrdquo IEEE MultiMedia vol 26 no 1 pp 21ndash302019

[7] E M Roche and L W Townes ldquoMillimeter Wave ldquo5Grdquowireless networks to drive new research agendardquo Journal ofInformation Technology Case and Application Researchvol 19 no 1 pp 190ndash198 2017

[8] A M French M Risius and J P Shim ldquoe interaction ofvirtual reality blockchain and 5G new radio disruptingbusiness and societyrdquo Communications of the Association forInformation Systems vol 46 no 25 pp 603ndash618 2020

[9] I Brinkman and B Clist ldquoSpaces of correlation e art ofconversion christian visual culture in the Kingdom of KongoBy Cecile Fromont Chapel Hill NC published for theOmohundro Institute of early American history and cultureWilliamsburg Va by the University of North Carolina Press2014 Pp xviii + 283 $45 hardback (ISBN 978-1-4696-1871-5)rdquo Journal of African History vol 57 no 1 pp 163-1642016

[10] A Das S Kottur K Gupta et al ldquoVisual dialogrdquo IEEETransactions on Pattern Analysis and Machine Intelligencevol 41 no 5 pp 1242ndash1256 2019

[11] D Martın-Sacristan C Herranz J F Monserrat et al ldquo5Gvisualization the METIS-II project approachrdquo Mobile In-formation Systems vol 2018 no 3 8 pages Article ID2084950 2018

[12] A O Al-Abbasi V Aggarwal and M-R Ra ldquoMulti-tiercaching analysis in CDN-based over-the-top video streamingsystemsrdquo IEEEACM Transactions on Networking vol 27no 2 pp 835ndash847 2019

[13] A Hamacher ldquoEngineering a future-proof educationrdquo Pro-fessional Engineering vol 30 no 8 pp 24ndash28 2017

[14] L Anatole ldquoPlaying with senses in VR alternate perceptionscombining vision and touchrdquo IEEE Computer Graphics andApplications vol 37 no 1 pp 20ndash26 2017

[15] A S Priyanka K Nag V R Hemanth Kumar D R SinghS Kumar and T Sivashanmugam ldquoComparison of king visionand truview laryngoscope for postextubation visualization ofvocal cord mobility in patients undergoing thyroid and majorneck surgeries a randomized clinical trialrdquo Anesthesia Essaysand Researches vol 11 no 1 pp 238ndash242 2017

[16] L Yin ldquoVirtual design method of indoor space environmentbased on VR technologyrdquo Paper Asia vol 34 no 5 pp 39ndash432018

[17] F Adnan ldquoe design of augmented reality android-basedapplication as object introduction Media learning to thechildrenrdquo Advanced Science Letters vol 23 no 3pp 2392ndash2394 2017

[18] A Vankipuram P Khanal A Ashby et al ldquoDesign anddevelopment of a virtual reality simulator for advanced

Mobile Information Systems 7

cardiac life support trainingrdquo IEEE Journal of Biomedical ampHealth Informatics vol 18 no 4 pp 1478ndash1484 2014

[19] A Selivanova E Fenwick R Man W Seiple andM L Jackson ldquoOutcomes after comprehensive vision reha-bilitation using vision-related quality of life questionnairesimpact of vision impairment and national eye Institute visualfunctioning questionnairerdquo Optometry and Vision Sciencevol 96 no 2 pp 87ndash94 2019

[20] S Feng and A-H Tan ldquoTowards autonomous behaviorlearning of non-player characters in gamesrdquo Expert Systemswith Applications vol 56 pp 89ndash99 2016

8 Mobile Information Systems

Page 4: Artistic Style Conversion Based on 5G Virtual Reality and

34 Visual Variable Test Evaluation Index e gaze trackingmodule integrated into the VR device can record the eyemovement of the test subject without hindrance is re-search focuses on the effectiveness and efficiency of thesethree visual variables (color size and spatial posture) andinvestigates the impact of these three visual variables onhuman visual behavior in a VR environment e effec-tiveness and efficiency of visual variables can be evaluated bythe fixation point ratio and reaction time of two quantitativeindicators e fixation point ratio (GPP) can be calculatedbased on the number of fixation points distributed in thefollowing 7-color quadrilaterals

GPP Gcube

Gtataltimes 100 (1)

In formula (1) Gcube is the gaze points distributed in thecolor cube and Gtatal is the total number of gaze points ineach color cube rough the collision detection of the eyemovement light and themodel the data of the gaze point canbe obtained e reaction time (RT) is calculated based onthe time before the initial fixation is is on a colored cubeTaking into account the different response times of each testsubject the average response time of all test subjects is usedto measure efficiency

RT 1113936

ni1 Ti

n (2)

In formula (2) RT is the average response time Ti is theresponse time of the i-th object and n is the total number ofobjects In addition the choice of RT index refers to theresearch method of the AOI interest field

4 VR Visual Variable SpatialCognition Experiment

41 Experimental Conditions and Data Collection In orderto ensure the consistency of system display and interactioneffects all performers use the Pic ou VR device group in-tegrated with the same Android smartphone to record theoverall test data in real time in the experiment and use Excelfor data analysis to filter out invalid data In order to ensurethe objectivity and validity of this quantitative experimenttaking into account the influence of environmental factorson the experimenter nonspecific experimenters can inde-pendently complete the experiment content in a relatively

quiet environment e experimental site is the ProvincialInstitute of Media Technology and Art

42 VRVisual Variable Spatial Cognition Experiment DesignIn this experiment first we briefly introduce the experimentto the subject and entrust the test subject to sit at the originof the VR helmet coordinates Because the characteristics ofthe eyes vary from person to person the test subject mustcalibrate the eye movements before the experiment to ensurethe accuracy of the test subjectrsquos line of sight resultse taskof this research is mainly divided into three parts In the firststep of the experiment let the test subjects wear HTC ViveVR helmets and let them watch the model in the scene thatthey like e scene has only 7 color cubes (red to purple)Collect and find the eyemovement data of the participants tograsp the area of interest of the experimental participantsand calculate the effectiveness of these visual variables In thesecond step the participants will be shown the disorderedscene of the model e tasks of this step include the fol-lowing the participants discover 7 color cylinders (red topurple) and find the largest and smallest sealed cylindersneeded in the experiment Record the response time of thetask e last step of the experiment is to repeat the secondstep of the experiment in the scene of model ordering ereis no time limit for the entire experiment

43 Realization of Virtual Design Platform e space digitalvirtual design platform has the nature of informationsharing and sending so the realization of the virtual designplatform uses FTP (File Transfer Protocol) FTP is a two-waysending application that controls files on the Internet eprogram is based on the Internet e audience can use FTPto connect their computers to all servers in the world thatimplement the FTP protocol access the information on thedownload server and realize the sending and sharing ofinformation e realization and design analysis of thevirtual design platform are as follows

(1) e design of the display interface of the virtualdesign platform e design of the platform is basedon the principles of learning and communicatione platform interface is one of the visual methods torealize information exchange and sharing Directfriendly and user-friendly communication interfacefacilitates the operation of the audience While

User

Human-computer

interactioninterface

Control

Detect

Feedback

Virtualenvironment

Real world

Modelingmodule

3D module

Figure 1 Virtual reality (VR) system composition

4 Mobile Information Systems

maximizing information sharing correctly find thenecessary information e display interface designof the digital virtual design platform is realized in theform of web page display based on the Internet efield of communication is usually embodied as anindependent forum in the form of a web pagePromote the audience to communicate with eachother and learn from each other

(2) FTP upload and download interface e FTP ap-plication has two interfaces a text interface and agraphical interface e FTP application with agraphical interface is simple and easy to use whilethe FTP commands of the role interface are muchmore complicated erefore by using the FTPapplication with a graphical interface the virtualdesign platform used in digital virtual design can beconstructed

5 5G VR and VR Visual Space Art StyleConversion Data Analysis

51 Somatosensory Data Analysis of Space Art of VREquipment First the scores of the 20 subjects on the VRdevices in the original data table were added and summa-rized respectively the average value was calculated and thescore values were sorted en based on the usabilityevaluation index the scores of all the questions of eachevaluation index are added and the average value is calcu-lated and the 4 usability indexes are comprehensively sortedto obtain the average value of the original data and theranking result as shown in Table 1 e average rankinganalysis of the original data is shown in Figure 2 and theeasy-to-use data indicators are shown in Figure 3 Accordingto the design the average value in the ranking results reflectsthe userrsquos recognition of the ease of use of the VR devicespace art somatosensory interaction system

First we analyze the ease-of-use indicators Except forsensory experience indicators the average values of otherindicators are less than 1 which is a project with better easeof use e fault tolerance score is only 032 indicating thatthe system has a good error recovery function and theaverage subjective satisfaction is only 036 indicating thatusers are highly satisfied with the system According to theexperimental data it can be found that the average sensoryexperience is 1287 and it can be seen from the data thatexcept for items 2 3 and 8 the average value of otherquestions is less than 10 It shows that users experience moreobvious dizziness when experiencing this system and so-matosensory interactionmainly lies in buildingmodules Onthe whole the overall ease of use of the system is good withthe scores of all indicators below 10 except for sensoryexperience and it is worth noting that in the sensory ex-perience with poor performance the visual and auditoryeffect scores are higher If it is small it shows that the au-diovisual effect of this system is very goode reason for thepoor overall sensory experience is mainly due to the highvalue of the problem caused by dizziness which increases theoverall index value Dizziness is a common problem for all

VR products Because the experience environment of the VRproduct is special the user must wear a specific device toexperience At this stage the hardware device of technologyand experience quality cannot resolve vertigo As far as thesystem itself is concerned ease of use has reached the targetset in all indicators

52 Analysis of Experimental Results of Visual SimulationDegree Verification e visual simulation degree verificationexperiment adopts the Likert scale which is divided into 5grades for the sense of space material illumination realitydistance error and movement perception each scored 5ndash15points e data obtained from the subjective experiment areaveraged according to the gender of the subjects e averagevalue of the subjective index of the visual simulation degreeverification experiment is shown in Table 2 and the averagevalue of the experimental subjective index is shown in Figure 4

It can be seen from Table 2 that in terms of vision bothmales and females have reached very high indicators andthe authenticity of model materials and lighting is the basisfor achieving immersion e sense of space is almostcompletely consistent e average value of the subjectivejudgment of the distance error is about 5 indicating thatthe distance error of the virtual space is less than 15 cm Itcan also ensure that there will be no excessive errors in themobile conversation distance in the language conversationexperiment In terms of mobile perception it is found thatthere is no big difference in movement between virtualspace and real space Although both men and women havereached high targets there are also certain differencesAmong them women pay more attention to details thanmen Other indicators except for distance errors are lowerthan men which also shows that men are more sensitive indistance erefore gender is also an important controllingfactor in the privacy experiment of language conversationin this paper Among the 20 subjects no abnormal feelingssuch as dizziness occurred However through experimentsit is found that the time for experimenting with VRequipment should be controlled within 25 minutes as muchas possible otherwise fatigue may occur and affect the dataconclusion

53 Feasibility Analysis of VR of Space Art Works econcept of VR not only is an exploration of technology butalso involves technological innovation in the field of art Onlyby realizing the mutual integration of technology and art canthe charm of VR design be better expressed Compared withthe artistic expression of traditional physical forms digital VRhas achieved logical breakthroughs in two aspects Recog-nizing the actions corresponding to the place of the experi-encer and strengthening the feedback of single or multiplesenses can also produce the userrsquos sense of being on the spotNext through the performance of VR technology theexperiencer does not passively accept information from theoutside world but can interact with virtual objects in thescene is action refers to the degree of interaction betweenthe user and the object in the simulated environment and theactual degree of feedback obtained from the environment

Mobile Information Systems 5

mainly based on the interaction of two forms of vision andmovement e application comparison of traditional tech-nology and VR technology is shown in Figure 5 It can be seenfrom the figure that the VR of the art experiment form is notlimited to photos free-frame photos and specific audio but isinclusive Entering the era of universal ldquoexperiencerdquo VR withthe advancement of human creativity the existing lifestyle has

also changed e practice scene of traditional art must bebased on the form of the objective world while the art practiceplace of VR only needs to give the creator a subjective virtual

Table 1 Sorting results of mean analysis of raw data

Serial number Total score Mean Sort Ease of use type Total score Mean Sort1 5 8 775

Fluency 14 98 62 8 10 1893 3 8 12754 6 6 567

Sensory experience 16 113 85 8 12 7956 4 8 4667 10 895 8 Easy to learn 24 1287 108 12 605 109 13 787 6 Efficiency 22 773 710 11 1095 85

1 2 3 4 5 6 7 8 9 10Serial number

Total scoreMeanSort

02468

101214

Attr

ibut

e val

ue

Figure 2 Analysis of original data mean sorting

0 5 10 15 20 25 30

Fluency

Sensoryexperience

Easy to learn

Efficiency

Sensory experience

Ease

-of-u

se ty

pe

Total scoreMeanSort

Figure 3 Easy-to-use data indicators

Table 2 Average value of subjective indicators of visual simulationdegree verification experiment

Sense ofspace Authenticity Distance

errorMobilesensing

Male 1058 685 893 965Female 865 767 1209 953

0

2

4

6

8

10

12

14Vi

sual

sim

ulat

ion

Male FemaleGroup

Sense of spaceAuthenticity

Distance errorMobile sensing

Figure 4 Average value of experimental subjective indicators

6

8

10

12

14

16

18

20

Attr

ibut

e val

ue

10 20 30 40 50 60 70 80 90 1000Group

Traditional technologyVR technology

Figure 5 Comparison of traditional technology and VR tech-nology application

6 Mobile Information Systems

space Compared with traditional art it can provide creatorswith a wider imagination

6 Conclusions

is paper first introduces the theory of VR vision tech-nology analyzes multiple problems in VR technology andalso gives a variety of solutions Aiming at the cause of theproblem this paper proposes that the VR system is dividedinto 6 modules which are detection module feedbackmodule human-computer interaction module controlmodule 3D model library module and modeling moduleis paper focuses on the research of 5G virtual technologyand spatial art style conversion in VR vision

is paper combines VR vision and VR technology todesign a VR space system based on VR vision and applies the5G VR-based visual variable test evaluation index proposedin this paper to the real-time optimization part of the camerapose in the system e experimental platform of the systemwas built and the experimental results of the system weredisplayed in detail Users can experience the synchronousinteraction between the real space and the virtual spacethrough this systemis paper has deeply studied the visualvariable test evaluation indicators in VR vision and learnedthat the working principles and applicable scenes are dif-ferent e traditional method estimates the camera pose byextracting image features and matching feature point pairsbut cannot face the lack of image features At the same timein the absence of a VR environment and VR vision methodstraditional methods cannot predict the camerarsquos dynamics

is paper attempts to improve the simulation effect ofVR by dealing with the concept of space art design that isthe relationship between art and technology based on hu-man needs e improvement of the simulation effect de-pends on the userrsquos needs and the improvement of theconsistency of the attributes of the virtual world e re-search results of this paper can lead to the characteristics ofVR art design e ldquocreative selection processrdquo of the au-thorrsquos creative function theoretically provides space forartistic design while the ldquomultiple insightsrdquo of the appre-ciation function determine the way people understand in thevirtual world e research done in this paper can onlyprovide a certain reference value

Data Availability

e data that support the findings of this study are availablefrom the corresponding author upon reasonable request

Conflicts of Interest

ere are no potential conflicts of interest in our paper

References

[1] T Cao C Xu M Wang et al ldquoStochastic optimization forgreen multimedia services in dense 5G networksrdquo ACMTransactions on Multimedia Computing Communicationsand Applications vol 15 no 3 pp 1ndash22 2019

[2] B Kwintiana and D Roller ldquoUbiquitous virtual reality thestate-of-the-artrdquo Journal of Computer Science and Technologyvol 8 no 7 pp 16ndash26 2019

[3] J Yan D Wu H Wang and R Wang ldquoMultipoint coop-erative transmission for virtual reality in 5G new radiordquo IEEEMultimedia vol 26 no 1 pp 51ndash58 2019

[4] E Bastug M Bennis M Medard and M Debbah ldquoTowardinterconnected virtual reality opportunities challenges andenablersrdquo IEEE Communications Magazine vol 55 no 6pp 110ndash117 2017

[5] M S Elbamby C Perfecto M Bennis and K DopplerldquoToward low-latency and ultra-reliable virtual realityrdquo IEEENetwork vol 32 no 2 pp 78ndash84 2018

[6] S Sukhmani M Sadeghi M Erol-Kantarci and A El SaddikldquoEdge caching and computing in 5G for mobile ARVR andtactile Internetrdquo IEEE MultiMedia vol 26 no 1 pp 21ndash302019

[7] E M Roche and L W Townes ldquoMillimeter Wave ldquo5Grdquowireless networks to drive new research agendardquo Journal ofInformation Technology Case and Application Researchvol 19 no 1 pp 190ndash198 2017

[8] A M French M Risius and J P Shim ldquoe interaction ofvirtual reality blockchain and 5G new radio disruptingbusiness and societyrdquo Communications of the Association forInformation Systems vol 46 no 25 pp 603ndash618 2020

[9] I Brinkman and B Clist ldquoSpaces of correlation e art ofconversion christian visual culture in the Kingdom of KongoBy Cecile Fromont Chapel Hill NC published for theOmohundro Institute of early American history and cultureWilliamsburg Va by the University of North Carolina Press2014 Pp xviii + 283 $45 hardback (ISBN 978-1-4696-1871-5)rdquo Journal of African History vol 57 no 1 pp 163-1642016

[10] A Das S Kottur K Gupta et al ldquoVisual dialogrdquo IEEETransactions on Pattern Analysis and Machine Intelligencevol 41 no 5 pp 1242ndash1256 2019

[11] D Martın-Sacristan C Herranz J F Monserrat et al ldquo5Gvisualization the METIS-II project approachrdquo Mobile In-formation Systems vol 2018 no 3 8 pages Article ID2084950 2018

[12] A O Al-Abbasi V Aggarwal and M-R Ra ldquoMulti-tiercaching analysis in CDN-based over-the-top video streamingsystemsrdquo IEEEACM Transactions on Networking vol 27no 2 pp 835ndash847 2019

[13] A Hamacher ldquoEngineering a future-proof educationrdquo Pro-fessional Engineering vol 30 no 8 pp 24ndash28 2017

[14] L Anatole ldquoPlaying with senses in VR alternate perceptionscombining vision and touchrdquo IEEE Computer Graphics andApplications vol 37 no 1 pp 20ndash26 2017

[15] A S Priyanka K Nag V R Hemanth Kumar D R SinghS Kumar and T Sivashanmugam ldquoComparison of king visionand truview laryngoscope for postextubation visualization ofvocal cord mobility in patients undergoing thyroid and majorneck surgeries a randomized clinical trialrdquo Anesthesia Essaysand Researches vol 11 no 1 pp 238ndash242 2017

[16] L Yin ldquoVirtual design method of indoor space environmentbased on VR technologyrdquo Paper Asia vol 34 no 5 pp 39ndash432018

[17] F Adnan ldquoe design of augmented reality android-basedapplication as object introduction Media learning to thechildrenrdquo Advanced Science Letters vol 23 no 3pp 2392ndash2394 2017

[18] A Vankipuram P Khanal A Ashby et al ldquoDesign anddevelopment of a virtual reality simulator for advanced

Mobile Information Systems 7

cardiac life support trainingrdquo IEEE Journal of Biomedical ampHealth Informatics vol 18 no 4 pp 1478ndash1484 2014

[19] A Selivanova E Fenwick R Man W Seiple andM L Jackson ldquoOutcomes after comprehensive vision reha-bilitation using vision-related quality of life questionnairesimpact of vision impairment and national eye Institute visualfunctioning questionnairerdquo Optometry and Vision Sciencevol 96 no 2 pp 87ndash94 2019

[20] S Feng and A-H Tan ldquoTowards autonomous behaviorlearning of non-player characters in gamesrdquo Expert Systemswith Applications vol 56 pp 89ndash99 2016

8 Mobile Information Systems

Page 5: Artistic Style Conversion Based on 5G Virtual Reality and

maximizing information sharing correctly find thenecessary information e display interface designof the digital virtual design platform is realized in theform of web page display based on the Internet efield of communication is usually embodied as anindependent forum in the form of a web pagePromote the audience to communicate with eachother and learn from each other

(2) FTP upload and download interface e FTP ap-plication has two interfaces a text interface and agraphical interface e FTP application with agraphical interface is simple and easy to use whilethe FTP commands of the role interface are muchmore complicated erefore by using the FTPapplication with a graphical interface the virtualdesign platform used in digital virtual design can beconstructed

5 5G VR and VR Visual Space Art StyleConversion Data Analysis

51 Somatosensory Data Analysis of Space Art of VREquipment First the scores of the 20 subjects on the VRdevices in the original data table were added and summa-rized respectively the average value was calculated and thescore values were sorted en based on the usabilityevaluation index the scores of all the questions of eachevaluation index are added and the average value is calcu-lated and the 4 usability indexes are comprehensively sortedto obtain the average value of the original data and theranking result as shown in Table 1 e average rankinganalysis of the original data is shown in Figure 2 and theeasy-to-use data indicators are shown in Figure 3 Accordingto the design the average value in the ranking results reflectsthe userrsquos recognition of the ease of use of the VR devicespace art somatosensory interaction system

First we analyze the ease-of-use indicators Except forsensory experience indicators the average values of otherindicators are less than 1 which is a project with better easeof use e fault tolerance score is only 032 indicating thatthe system has a good error recovery function and theaverage subjective satisfaction is only 036 indicating thatusers are highly satisfied with the system According to theexperimental data it can be found that the average sensoryexperience is 1287 and it can be seen from the data thatexcept for items 2 3 and 8 the average value of otherquestions is less than 10 It shows that users experience moreobvious dizziness when experiencing this system and so-matosensory interactionmainly lies in buildingmodules Onthe whole the overall ease of use of the system is good withthe scores of all indicators below 10 except for sensoryexperience and it is worth noting that in the sensory ex-perience with poor performance the visual and auditoryeffect scores are higher If it is small it shows that the au-diovisual effect of this system is very goode reason for thepoor overall sensory experience is mainly due to the highvalue of the problem caused by dizziness which increases theoverall index value Dizziness is a common problem for all

VR products Because the experience environment of the VRproduct is special the user must wear a specific device toexperience At this stage the hardware device of technologyand experience quality cannot resolve vertigo As far as thesystem itself is concerned ease of use has reached the targetset in all indicators

52 Analysis of Experimental Results of Visual SimulationDegree Verification e visual simulation degree verificationexperiment adopts the Likert scale which is divided into 5grades for the sense of space material illumination realitydistance error and movement perception each scored 5ndash15points e data obtained from the subjective experiment areaveraged according to the gender of the subjects e averagevalue of the subjective index of the visual simulation degreeverification experiment is shown in Table 2 and the averagevalue of the experimental subjective index is shown in Figure 4

It can be seen from Table 2 that in terms of vision bothmales and females have reached very high indicators andthe authenticity of model materials and lighting is the basisfor achieving immersion e sense of space is almostcompletely consistent e average value of the subjectivejudgment of the distance error is about 5 indicating thatthe distance error of the virtual space is less than 15 cm Itcan also ensure that there will be no excessive errors in themobile conversation distance in the language conversationexperiment In terms of mobile perception it is found thatthere is no big difference in movement between virtualspace and real space Although both men and women havereached high targets there are also certain differencesAmong them women pay more attention to details thanmen Other indicators except for distance errors are lowerthan men which also shows that men are more sensitive indistance erefore gender is also an important controllingfactor in the privacy experiment of language conversationin this paper Among the 20 subjects no abnormal feelingssuch as dizziness occurred However through experimentsit is found that the time for experimenting with VRequipment should be controlled within 25 minutes as muchas possible otherwise fatigue may occur and affect the dataconclusion

53 Feasibility Analysis of VR of Space Art Works econcept of VR not only is an exploration of technology butalso involves technological innovation in the field of art Onlyby realizing the mutual integration of technology and art canthe charm of VR design be better expressed Compared withthe artistic expression of traditional physical forms digital VRhas achieved logical breakthroughs in two aspects Recog-nizing the actions corresponding to the place of the experi-encer and strengthening the feedback of single or multiplesenses can also produce the userrsquos sense of being on the spotNext through the performance of VR technology theexperiencer does not passively accept information from theoutside world but can interact with virtual objects in thescene is action refers to the degree of interaction betweenthe user and the object in the simulated environment and theactual degree of feedback obtained from the environment

Mobile Information Systems 5

mainly based on the interaction of two forms of vision andmovement e application comparison of traditional tech-nology and VR technology is shown in Figure 5 It can be seenfrom the figure that the VR of the art experiment form is notlimited to photos free-frame photos and specific audio but isinclusive Entering the era of universal ldquoexperiencerdquo VR withthe advancement of human creativity the existing lifestyle has

also changed e practice scene of traditional art must bebased on the form of the objective world while the art practiceplace of VR only needs to give the creator a subjective virtual

Table 1 Sorting results of mean analysis of raw data

Serial number Total score Mean Sort Ease of use type Total score Mean Sort1 5 8 775

Fluency 14 98 62 8 10 1893 3 8 12754 6 6 567

Sensory experience 16 113 85 8 12 7956 4 8 4667 10 895 8 Easy to learn 24 1287 108 12 605 109 13 787 6 Efficiency 22 773 710 11 1095 85

1 2 3 4 5 6 7 8 9 10Serial number

Total scoreMeanSort

02468

101214

Attr

ibut

e val

ue

Figure 2 Analysis of original data mean sorting

0 5 10 15 20 25 30

Fluency

Sensoryexperience

Easy to learn

Efficiency

Sensory experience

Ease

-of-u

se ty

pe

Total scoreMeanSort

Figure 3 Easy-to-use data indicators

Table 2 Average value of subjective indicators of visual simulationdegree verification experiment

Sense ofspace Authenticity Distance

errorMobilesensing

Male 1058 685 893 965Female 865 767 1209 953

0

2

4

6

8

10

12

14Vi

sual

sim

ulat

ion

Male FemaleGroup

Sense of spaceAuthenticity

Distance errorMobile sensing

Figure 4 Average value of experimental subjective indicators

6

8

10

12

14

16

18

20

Attr

ibut

e val

ue

10 20 30 40 50 60 70 80 90 1000Group

Traditional technologyVR technology

Figure 5 Comparison of traditional technology and VR tech-nology application

6 Mobile Information Systems

space Compared with traditional art it can provide creatorswith a wider imagination

6 Conclusions

is paper first introduces the theory of VR vision tech-nology analyzes multiple problems in VR technology andalso gives a variety of solutions Aiming at the cause of theproblem this paper proposes that the VR system is dividedinto 6 modules which are detection module feedbackmodule human-computer interaction module controlmodule 3D model library module and modeling moduleis paper focuses on the research of 5G virtual technologyand spatial art style conversion in VR vision

is paper combines VR vision and VR technology todesign a VR space system based on VR vision and applies the5G VR-based visual variable test evaluation index proposedin this paper to the real-time optimization part of the camerapose in the system e experimental platform of the systemwas built and the experimental results of the system weredisplayed in detail Users can experience the synchronousinteraction between the real space and the virtual spacethrough this systemis paper has deeply studied the visualvariable test evaluation indicators in VR vision and learnedthat the working principles and applicable scenes are dif-ferent e traditional method estimates the camera pose byextracting image features and matching feature point pairsbut cannot face the lack of image features At the same timein the absence of a VR environment and VR vision methodstraditional methods cannot predict the camerarsquos dynamics

is paper attempts to improve the simulation effect ofVR by dealing with the concept of space art design that isthe relationship between art and technology based on hu-man needs e improvement of the simulation effect de-pends on the userrsquos needs and the improvement of theconsistency of the attributes of the virtual world e re-search results of this paper can lead to the characteristics ofVR art design e ldquocreative selection processrdquo of the au-thorrsquos creative function theoretically provides space forartistic design while the ldquomultiple insightsrdquo of the appre-ciation function determine the way people understand in thevirtual world e research done in this paper can onlyprovide a certain reference value

Data Availability

e data that support the findings of this study are availablefrom the corresponding author upon reasonable request

Conflicts of Interest

ere are no potential conflicts of interest in our paper

References

[1] T Cao C Xu M Wang et al ldquoStochastic optimization forgreen multimedia services in dense 5G networksrdquo ACMTransactions on Multimedia Computing Communicationsand Applications vol 15 no 3 pp 1ndash22 2019

[2] B Kwintiana and D Roller ldquoUbiquitous virtual reality thestate-of-the-artrdquo Journal of Computer Science and Technologyvol 8 no 7 pp 16ndash26 2019

[3] J Yan D Wu H Wang and R Wang ldquoMultipoint coop-erative transmission for virtual reality in 5G new radiordquo IEEEMultimedia vol 26 no 1 pp 51ndash58 2019

[4] E Bastug M Bennis M Medard and M Debbah ldquoTowardinterconnected virtual reality opportunities challenges andenablersrdquo IEEE Communications Magazine vol 55 no 6pp 110ndash117 2017

[5] M S Elbamby C Perfecto M Bennis and K DopplerldquoToward low-latency and ultra-reliable virtual realityrdquo IEEENetwork vol 32 no 2 pp 78ndash84 2018

[6] S Sukhmani M Sadeghi M Erol-Kantarci and A El SaddikldquoEdge caching and computing in 5G for mobile ARVR andtactile Internetrdquo IEEE MultiMedia vol 26 no 1 pp 21ndash302019

[7] E M Roche and L W Townes ldquoMillimeter Wave ldquo5Grdquowireless networks to drive new research agendardquo Journal ofInformation Technology Case and Application Researchvol 19 no 1 pp 190ndash198 2017

[8] A M French M Risius and J P Shim ldquoe interaction ofvirtual reality blockchain and 5G new radio disruptingbusiness and societyrdquo Communications of the Association forInformation Systems vol 46 no 25 pp 603ndash618 2020

[9] I Brinkman and B Clist ldquoSpaces of correlation e art ofconversion christian visual culture in the Kingdom of KongoBy Cecile Fromont Chapel Hill NC published for theOmohundro Institute of early American history and cultureWilliamsburg Va by the University of North Carolina Press2014 Pp xviii + 283 $45 hardback (ISBN 978-1-4696-1871-5)rdquo Journal of African History vol 57 no 1 pp 163-1642016

[10] A Das S Kottur K Gupta et al ldquoVisual dialogrdquo IEEETransactions on Pattern Analysis and Machine Intelligencevol 41 no 5 pp 1242ndash1256 2019

[11] D Martın-Sacristan C Herranz J F Monserrat et al ldquo5Gvisualization the METIS-II project approachrdquo Mobile In-formation Systems vol 2018 no 3 8 pages Article ID2084950 2018

[12] A O Al-Abbasi V Aggarwal and M-R Ra ldquoMulti-tiercaching analysis in CDN-based over-the-top video streamingsystemsrdquo IEEEACM Transactions on Networking vol 27no 2 pp 835ndash847 2019

[13] A Hamacher ldquoEngineering a future-proof educationrdquo Pro-fessional Engineering vol 30 no 8 pp 24ndash28 2017

[14] L Anatole ldquoPlaying with senses in VR alternate perceptionscombining vision and touchrdquo IEEE Computer Graphics andApplications vol 37 no 1 pp 20ndash26 2017

[15] A S Priyanka K Nag V R Hemanth Kumar D R SinghS Kumar and T Sivashanmugam ldquoComparison of king visionand truview laryngoscope for postextubation visualization ofvocal cord mobility in patients undergoing thyroid and majorneck surgeries a randomized clinical trialrdquo Anesthesia Essaysand Researches vol 11 no 1 pp 238ndash242 2017

[16] L Yin ldquoVirtual design method of indoor space environmentbased on VR technologyrdquo Paper Asia vol 34 no 5 pp 39ndash432018

[17] F Adnan ldquoe design of augmented reality android-basedapplication as object introduction Media learning to thechildrenrdquo Advanced Science Letters vol 23 no 3pp 2392ndash2394 2017

[18] A Vankipuram P Khanal A Ashby et al ldquoDesign anddevelopment of a virtual reality simulator for advanced

Mobile Information Systems 7

cardiac life support trainingrdquo IEEE Journal of Biomedical ampHealth Informatics vol 18 no 4 pp 1478ndash1484 2014

[19] A Selivanova E Fenwick R Man W Seiple andM L Jackson ldquoOutcomes after comprehensive vision reha-bilitation using vision-related quality of life questionnairesimpact of vision impairment and national eye Institute visualfunctioning questionnairerdquo Optometry and Vision Sciencevol 96 no 2 pp 87ndash94 2019

[20] S Feng and A-H Tan ldquoTowards autonomous behaviorlearning of non-player characters in gamesrdquo Expert Systemswith Applications vol 56 pp 89ndash99 2016

8 Mobile Information Systems

Page 6: Artistic Style Conversion Based on 5G Virtual Reality and

mainly based on the interaction of two forms of vision andmovement e application comparison of traditional tech-nology and VR technology is shown in Figure 5 It can be seenfrom the figure that the VR of the art experiment form is notlimited to photos free-frame photos and specific audio but isinclusive Entering the era of universal ldquoexperiencerdquo VR withthe advancement of human creativity the existing lifestyle has

also changed e practice scene of traditional art must bebased on the form of the objective world while the art practiceplace of VR only needs to give the creator a subjective virtual

Table 1 Sorting results of mean analysis of raw data

Serial number Total score Mean Sort Ease of use type Total score Mean Sort1 5 8 775

Fluency 14 98 62 8 10 1893 3 8 12754 6 6 567

Sensory experience 16 113 85 8 12 7956 4 8 4667 10 895 8 Easy to learn 24 1287 108 12 605 109 13 787 6 Efficiency 22 773 710 11 1095 85

1 2 3 4 5 6 7 8 9 10Serial number

Total scoreMeanSort

02468

101214

Attr

ibut

e val

ue

Figure 2 Analysis of original data mean sorting

0 5 10 15 20 25 30

Fluency

Sensoryexperience

Easy to learn

Efficiency

Sensory experience

Ease

-of-u

se ty

pe

Total scoreMeanSort

Figure 3 Easy-to-use data indicators

Table 2 Average value of subjective indicators of visual simulationdegree verification experiment

Sense ofspace Authenticity Distance

errorMobilesensing

Male 1058 685 893 965Female 865 767 1209 953

0

2

4

6

8

10

12

14Vi

sual

sim

ulat

ion

Male FemaleGroup

Sense of spaceAuthenticity

Distance errorMobile sensing

Figure 4 Average value of experimental subjective indicators

6

8

10

12

14

16

18

20

Attr

ibut

e val

ue

10 20 30 40 50 60 70 80 90 1000Group

Traditional technologyVR technology

Figure 5 Comparison of traditional technology and VR tech-nology application

6 Mobile Information Systems

space Compared with traditional art it can provide creatorswith a wider imagination

6 Conclusions

is paper first introduces the theory of VR vision tech-nology analyzes multiple problems in VR technology andalso gives a variety of solutions Aiming at the cause of theproblem this paper proposes that the VR system is dividedinto 6 modules which are detection module feedbackmodule human-computer interaction module controlmodule 3D model library module and modeling moduleis paper focuses on the research of 5G virtual technologyand spatial art style conversion in VR vision

is paper combines VR vision and VR technology todesign a VR space system based on VR vision and applies the5G VR-based visual variable test evaluation index proposedin this paper to the real-time optimization part of the camerapose in the system e experimental platform of the systemwas built and the experimental results of the system weredisplayed in detail Users can experience the synchronousinteraction between the real space and the virtual spacethrough this systemis paper has deeply studied the visualvariable test evaluation indicators in VR vision and learnedthat the working principles and applicable scenes are dif-ferent e traditional method estimates the camera pose byextracting image features and matching feature point pairsbut cannot face the lack of image features At the same timein the absence of a VR environment and VR vision methodstraditional methods cannot predict the camerarsquos dynamics

is paper attempts to improve the simulation effect ofVR by dealing with the concept of space art design that isthe relationship between art and technology based on hu-man needs e improvement of the simulation effect de-pends on the userrsquos needs and the improvement of theconsistency of the attributes of the virtual world e re-search results of this paper can lead to the characteristics ofVR art design e ldquocreative selection processrdquo of the au-thorrsquos creative function theoretically provides space forartistic design while the ldquomultiple insightsrdquo of the appre-ciation function determine the way people understand in thevirtual world e research done in this paper can onlyprovide a certain reference value

Data Availability

e data that support the findings of this study are availablefrom the corresponding author upon reasonable request

Conflicts of Interest

ere are no potential conflicts of interest in our paper

References

[1] T Cao C Xu M Wang et al ldquoStochastic optimization forgreen multimedia services in dense 5G networksrdquo ACMTransactions on Multimedia Computing Communicationsand Applications vol 15 no 3 pp 1ndash22 2019

[2] B Kwintiana and D Roller ldquoUbiquitous virtual reality thestate-of-the-artrdquo Journal of Computer Science and Technologyvol 8 no 7 pp 16ndash26 2019

[3] J Yan D Wu H Wang and R Wang ldquoMultipoint coop-erative transmission for virtual reality in 5G new radiordquo IEEEMultimedia vol 26 no 1 pp 51ndash58 2019

[4] E Bastug M Bennis M Medard and M Debbah ldquoTowardinterconnected virtual reality opportunities challenges andenablersrdquo IEEE Communications Magazine vol 55 no 6pp 110ndash117 2017

[5] M S Elbamby C Perfecto M Bennis and K DopplerldquoToward low-latency and ultra-reliable virtual realityrdquo IEEENetwork vol 32 no 2 pp 78ndash84 2018

[6] S Sukhmani M Sadeghi M Erol-Kantarci and A El SaddikldquoEdge caching and computing in 5G for mobile ARVR andtactile Internetrdquo IEEE MultiMedia vol 26 no 1 pp 21ndash302019

[7] E M Roche and L W Townes ldquoMillimeter Wave ldquo5Grdquowireless networks to drive new research agendardquo Journal ofInformation Technology Case and Application Researchvol 19 no 1 pp 190ndash198 2017

[8] A M French M Risius and J P Shim ldquoe interaction ofvirtual reality blockchain and 5G new radio disruptingbusiness and societyrdquo Communications of the Association forInformation Systems vol 46 no 25 pp 603ndash618 2020

[9] I Brinkman and B Clist ldquoSpaces of correlation e art ofconversion christian visual culture in the Kingdom of KongoBy Cecile Fromont Chapel Hill NC published for theOmohundro Institute of early American history and cultureWilliamsburg Va by the University of North Carolina Press2014 Pp xviii + 283 $45 hardback (ISBN 978-1-4696-1871-5)rdquo Journal of African History vol 57 no 1 pp 163-1642016

[10] A Das S Kottur K Gupta et al ldquoVisual dialogrdquo IEEETransactions on Pattern Analysis and Machine Intelligencevol 41 no 5 pp 1242ndash1256 2019

[11] D Martın-Sacristan C Herranz J F Monserrat et al ldquo5Gvisualization the METIS-II project approachrdquo Mobile In-formation Systems vol 2018 no 3 8 pages Article ID2084950 2018

[12] A O Al-Abbasi V Aggarwal and M-R Ra ldquoMulti-tiercaching analysis in CDN-based over-the-top video streamingsystemsrdquo IEEEACM Transactions on Networking vol 27no 2 pp 835ndash847 2019

[13] A Hamacher ldquoEngineering a future-proof educationrdquo Pro-fessional Engineering vol 30 no 8 pp 24ndash28 2017

[14] L Anatole ldquoPlaying with senses in VR alternate perceptionscombining vision and touchrdquo IEEE Computer Graphics andApplications vol 37 no 1 pp 20ndash26 2017

[15] A S Priyanka K Nag V R Hemanth Kumar D R SinghS Kumar and T Sivashanmugam ldquoComparison of king visionand truview laryngoscope for postextubation visualization ofvocal cord mobility in patients undergoing thyroid and majorneck surgeries a randomized clinical trialrdquo Anesthesia Essaysand Researches vol 11 no 1 pp 238ndash242 2017

[16] L Yin ldquoVirtual design method of indoor space environmentbased on VR technologyrdquo Paper Asia vol 34 no 5 pp 39ndash432018

[17] F Adnan ldquoe design of augmented reality android-basedapplication as object introduction Media learning to thechildrenrdquo Advanced Science Letters vol 23 no 3pp 2392ndash2394 2017

[18] A Vankipuram P Khanal A Ashby et al ldquoDesign anddevelopment of a virtual reality simulator for advanced

Mobile Information Systems 7

cardiac life support trainingrdquo IEEE Journal of Biomedical ampHealth Informatics vol 18 no 4 pp 1478ndash1484 2014

[19] A Selivanova E Fenwick R Man W Seiple andM L Jackson ldquoOutcomes after comprehensive vision reha-bilitation using vision-related quality of life questionnairesimpact of vision impairment and national eye Institute visualfunctioning questionnairerdquo Optometry and Vision Sciencevol 96 no 2 pp 87ndash94 2019

[20] S Feng and A-H Tan ldquoTowards autonomous behaviorlearning of non-player characters in gamesrdquo Expert Systemswith Applications vol 56 pp 89ndash99 2016

8 Mobile Information Systems

Page 7: Artistic Style Conversion Based on 5G Virtual Reality and

space Compared with traditional art it can provide creatorswith a wider imagination

6 Conclusions

is paper first introduces the theory of VR vision tech-nology analyzes multiple problems in VR technology andalso gives a variety of solutions Aiming at the cause of theproblem this paper proposes that the VR system is dividedinto 6 modules which are detection module feedbackmodule human-computer interaction module controlmodule 3D model library module and modeling moduleis paper focuses on the research of 5G virtual technologyand spatial art style conversion in VR vision

is paper combines VR vision and VR technology todesign a VR space system based on VR vision and applies the5G VR-based visual variable test evaluation index proposedin this paper to the real-time optimization part of the camerapose in the system e experimental platform of the systemwas built and the experimental results of the system weredisplayed in detail Users can experience the synchronousinteraction between the real space and the virtual spacethrough this systemis paper has deeply studied the visualvariable test evaluation indicators in VR vision and learnedthat the working principles and applicable scenes are dif-ferent e traditional method estimates the camera pose byextracting image features and matching feature point pairsbut cannot face the lack of image features At the same timein the absence of a VR environment and VR vision methodstraditional methods cannot predict the camerarsquos dynamics

is paper attempts to improve the simulation effect ofVR by dealing with the concept of space art design that isthe relationship between art and technology based on hu-man needs e improvement of the simulation effect de-pends on the userrsquos needs and the improvement of theconsistency of the attributes of the virtual world e re-search results of this paper can lead to the characteristics ofVR art design e ldquocreative selection processrdquo of the au-thorrsquos creative function theoretically provides space forartistic design while the ldquomultiple insightsrdquo of the appre-ciation function determine the way people understand in thevirtual world e research done in this paper can onlyprovide a certain reference value

Data Availability

e data that support the findings of this study are availablefrom the corresponding author upon reasonable request

Conflicts of Interest

ere are no potential conflicts of interest in our paper

References

[1] T Cao C Xu M Wang et al ldquoStochastic optimization forgreen multimedia services in dense 5G networksrdquo ACMTransactions on Multimedia Computing Communicationsand Applications vol 15 no 3 pp 1ndash22 2019

[2] B Kwintiana and D Roller ldquoUbiquitous virtual reality thestate-of-the-artrdquo Journal of Computer Science and Technologyvol 8 no 7 pp 16ndash26 2019

[3] J Yan D Wu H Wang and R Wang ldquoMultipoint coop-erative transmission for virtual reality in 5G new radiordquo IEEEMultimedia vol 26 no 1 pp 51ndash58 2019

[4] E Bastug M Bennis M Medard and M Debbah ldquoTowardinterconnected virtual reality opportunities challenges andenablersrdquo IEEE Communications Magazine vol 55 no 6pp 110ndash117 2017

[5] M S Elbamby C Perfecto M Bennis and K DopplerldquoToward low-latency and ultra-reliable virtual realityrdquo IEEENetwork vol 32 no 2 pp 78ndash84 2018

[6] S Sukhmani M Sadeghi M Erol-Kantarci and A El SaddikldquoEdge caching and computing in 5G for mobile ARVR andtactile Internetrdquo IEEE MultiMedia vol 26 no 1 pp 21ndash302019

[7] E M Roche and L W Townes ldquoMillimeter Wave ldquo5Grdquowireless networks to drive new research agendardquo Journal ofInformation Technology Case and Application Researchvol 19 no 1 pp 190ndash198 2017

[8] A M French M Risius and J P Shim ldquoe interaction ofvirtual reality blockchain and 5G new radio disruptingbusiness and societyrdquo Communications of the Association forInformation Systems vol 46 no 25 pp 603ndash618 2020

[9] I Brinkman and B Clist ldquoSpaces of correlation e art ofconversion christian visual culture in the Kingdom of KongoBy Cecile Fromont Chapel Hill NC published for theOmohundro Institute of early American history and cultureWilliamsburg Va by the University of North Carolina Press2014 Pp xviii + 283 $45 hardback (ISBN 978-1-4696-1871-5)rdquo Journal of African History vol 57 no 1 pp 163-1642016

[10] A Das S Kottur K Gupta et al ldquoVisual dialogrdquo IEEETransactions on Pattern Analysis and Machine Intelligencevol 41 no 5 pp 1242ndash1256 2019

[11] D Martın-Sacristan C Herranz J F Monserrat et al ldquo5Gvisualization the METIS-II project approachrdquo Mobile In-formation Systems vol 2018 no 3 8 pages Article ID2084950 2018

[12] A O Al-Abbasi V Aggarwal and M-R Ra ldquoMulti-tiercaching analysis in CDN-based over-the-top video streamingsystemsrdquo IEEEACM Transactions on Networking vol 27no 2 pp 835ndash847 2019

[13] A Hamacher ldquoEngineering a future-proof educationrdquo Pro-fessional Engineering vol 30 no 8 pp 24ndash28 2017

[14] L Anatole ldquoPlaying with senses in VR alternate perceptionscombining vision and touchrdquo IEEE Computer Graphics andApplications vol 37 no 1 pp 20ndash26 2017

[15] A S Priyanka K Nag V R Hemanth Kumar D R SinghS Kumar and T Sivashanmugam ldquoComparison of king visionand truview laryngoscope for postextubation visualization ofvocal cord mobility in patients undergoing thyroid and majorneck surgeries a randomized clinical trialrdquo Anesthesia Essaysand Researches vol 11 no 1 pp 238ndash242 2017

[16] L Yin ldquoVirtual design method of indoor space environmentbased on VR technologyrdquo Paper Asia vol 34 no 5 pp 39ndash432018

[17] F Adnan ldquoe design of augmented reality android-basedapplication as object introduction Media learning to thechildrenrdquo Advanced Science Letters vol 23 no 3pp 2392ndash2394 2017

[18] A Vankipuram P Khanal A Ashby et al ldquoDesign anddevelopment of a virtual reality simulator for advanced

Mobile Information Systems 7

cardiac life support trainingrdquo IEEE Journal of Biomedical ampHealth Informatics vol 18 no 4 pp 1478ndash1484 2014

[19] A Selivanova E Fenwick R Man W Seiple andM L Jackson ldquoOutcomes after comprehensive vision reha-bilitation using vision-related quality of life questionnairesimpact of vision impairment and national eye Institute visualfunctioning questionnairerdquo Optometry and Vision Sciencevol 96 no 2 pp 87ndash94 2019

[20] S Feng and A-H Tan ldquoTowards autonomous behaviorlearning of non-player characters in gamesrdquo Expert Systemswith Applications vol 56 pp 89ndash99 2016

8 Mobile Information Systems

Page 8: Artistic Style Conversion Based on 5G Virtual Reality and

cardiac life support trainingrdquo IEEE Journal of Biomedical ampHealth Informatics vol 18 no 4 pp 1478ndash1484 2014

[19] A Selivanova E Fenwick R Man W Seiple andM L Jackson ldquoOutcomes after comprehensive vision reha-bilitation using vision-related quality of life questionnairesimpact of vision impairment and national eye Institute visualfunctioning questionnairerdquo Optometry and Vision Sciencevol 96 no 2 pp 87ndash94 2019

[20] S Feng and A-H Tan ldquoTowards autonomous behaviorlearning of non-player characters in gamesrdquo Expert Systemswith Applications vol 56 pp 89ndash99 2016

8 Mobile Information Systems