Abstract

Thanks to recent advancements in the technology, Augmented Reality (AR) and Virtual Reality (VR) applications are gaining a lot of momentum, and they will surely become increasingly popular in the next decade. These new applications, however, require a step forward also in terms of models to simulate and analyze this type of traffic sources in modern communication networks, in order to guarantee to the users state-of-the-art performance and Quality of Experience (QoE). Recognizing this need, in this work we present a novel open-source traffic model, which researchers can use as a starting point both for improvements of the model itself and for the design of optimized algorithms for the transmission of these peculiar data flows. Along with the mathematical model and the code, we also share with the community the traces that we gathered for our study, collected from freely available applications such as Minecraft VR , Google Earth VR , and Virus Popper . Finally, we propose a roadmap for the construction of an end-to-end framework that fills this gap in the current state of the art.

Highlights

  • After several years of innovations, the technology is ready for applications such as Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) to go mainstream (in the following we will use the term eXtended Reality (XR) as a general expression to consider all these distinct interaction modes)

  • The analysis presented in the previous section reveals that both packet sizes and Inter-Frame Inter-arrival (IFI) times appear to be discrete in the collected data traces

  • SIMULATION RESULTS To further test the validity of the proposed model, we implemented it on top of Network Simulator 3, a popular open-source full-stack simulation software, and has been made publicly available together with the processed VR traffic traces in CSV format

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Summary

Introduction

After several years of innovations, the technology is ready for applications such as Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) to go mainstream (in the following we will use the term eXtended Reality (XR) as a general expression to consider all these distinct interaction modes). By 2025 there will be over 200 million people using XR for immersive gaming experience and 95 million enjoying live events in this novel way [2] This immediately translates in an increasing sale of devices and headsets dedicated to experience this new type of contents, with an estimated shipment of these devices in the order of tens of millions in the coming decade, generating billions in revenue for all the fields in which this technology will be deployed [3]–[5]. From a sales point of view, instead, VR can give customers realistic experiences with products, allowing them to consider different options and configurations [3]

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