  Immersive social interactions of mobile users are soon to be enabled within a
virtual space, by means of virtual reality (VR) technologies and wireless
cellular systems. In a VR mobile social network, the states of all interacting
users should be updated synchronously and with low latency via two-way
communications with edge computing servers. The resulting end-to-end latency
depends on the relationship between the virtual and physical locations of the
wireless VR users and of the edge servers. In this work, the problem of
analyzing and optimizing the end-to-end latency is investigated for a simple
network topology, yielding important insights into the interplay between
physical and virtual geometries.
