Toward Low-Latency and Ultra-Reliable Virtual Reality
By Mohammed S. Elbamby, Cristina Perfecto, Medhi Bennis, Klaus Doppler. IEEE Network, 2018
529 citations recorded by the source corpus.
VR is expected to be one of the killer applications in 5G networks. However, many technical bottlenecks and challenges need to be overcome to facilitate its wide adoption. In particular, VR requirements in terms of high throughput, low latency, and reliable communication call for innovative solutions and fundamental research cutting across several disciplines. In view of the above, this article discusses the challenges and enablers for ultra-reliable and low-latency VR. Furthermore, in an interactive VR gaming arcade case study, we show that a smart network design that leverages the use of mmWave communication, edge computing, and proactive caching can achieve the future vision of VR over wireless.
Subfields: Computer Networks and Communications, Electrical and Electronic Engineering
View Paper: https://www.semanticscholar.org/paper/521b78a9fd4002c1db61075d8589087a00a6a26e
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Networks and Communications
- Medhi Bennis
- Merouane Debbah
- Walid Saad
- Jihong Park
- Mingzhe Chen
- Ursula Challita
- H. Vincent Poor
- Changchuan Yin
In Electrical and Electronic Engineering
- Medhi Bennis
- Merouane Debbah
- Walid Saad
- Jihong Park
- Mingzhe Chen
- H. Vincent Poor
- Changchuan Yin
- Choong Seon Hong
Citations in the corpus
- Artificial Neural Networks-Based Machine Learning for Wireless Networks: A Tutorial (2017, background): “1) Virtual Reality Over Wireless Networks: Recently, the wireless industry such as Qualcomm [129] and Nokia [130], has rated VR as one of the most important applications in 5G and beyond networks.”
- Survey on 6G Frontiers: Trends, Applications, Requirements, Technologies and Future Research (2021, background): “In VR environments, requiring high latency is the utmost demand for a pleasant experience of an immersive VR headset to its users [187].”
- Edge-Computing-Enabled Smart Cities: A Comprehensive Survey (2019, background): “elf-driving car than AR to enable faster execution of the self-driving car functions to avoid accidents [151]. On the other hand, the throughput requirement of AR is larger than for self-driving cars [152]. Therefore, a trade-off must be made between computation and radio resource allocation. 5.4 Su”
- 5G-Advanced Toward 6G: Past, Present, and Future (2023, background): “Furthermore, [133] lists a set of technical enablers including mmWave communications, edge computing, proactive computing and caching, multi-connectivity, and multicast-”
- A Tutorial on Ultrareliable and Low-Latency Communications in 6G: Integrating Domain Knowledge Into Deep Learning (2021, background): “1) High Data Rate URLLCs: As one of the killer applications in 5G networks, VR/AR applications require ultrareliable and low-latency tactile feedback and high data rate 360 ◦ videos [95].”
- Edge computing meets millimeter-wave enabled VR: Paving the way to cutting the cord (2018, background): “Zooming on the VR requirements, even anticipating the use of 265 HEVC 1:600 video compression rate, a bit rate of up to 1 Gbps [2] would be needed to match the 2x64 million pixel human-eye accuracy.”
- URLLC-eMBB Slicing to Support VR Multimodal Perceptions over Wireless Cellular Systems (2018, background): “Related Works – The communication and computation resource management of mobile VR networks has recently been investigated in [2], [3], [14]–[16], particularly under a VR social network application [3] and a VR gaming scenario [16].”