Publication | Open Access
Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers
564
Citations
8
References
2017
Year
EngineeringMixed RealityInterconnected Virtual RealityVirtual RealityImmersive TechnologySystems EngineeringInternet Of ThingsComputer EngineeringComputer ScienceMobile ComputingCollaborative Virtual EnvironmentMulti-user VrAugmented RealityVr Technology5G NetworksEdge ComputingCloud ComputingExtended RealityBusinessVirtual SpaceHuman-computer InteractionTechnologyGrand Challenges
AR/VR over wireless has captured the 5G ecosystem, yet delivering immersive VR requires overcoming multidisciplinary grand challenges. The article highlights VR as a disruptive 5G use case that leverages advances in storage, edge computing, computer vision, AI, and related technologies. The authors outline the core requirements of wireless interconnected VR, identify key enablers, and analyze three case studies with numerical results across different storage, computing, and network settings. The article reveals current network limitations and argues for further theory and innovation to bring VR to the masses.
Just recently, the concept of augmented and virtual reality (AR/VR) over wireless has taken the entire 5G ecosystem by storm, spurring an unprecedented interest from academia, industry, and others. However, the success of an immersive VR experience hinges on solving a plethora of grand challenges cutting across multiple disciplines. This article underscores the importance of VR technology as a disruptive use case of 5G (and beyond) harnessing the latest development of storage/ memory, fog/edge computing, computer vision, artificial intelligence, and others. In particular, the main requirements of wireless interconnected VR are described followed by a selection of key enablers; then research avenues and their underlying grand challenges are presented. Furthermore, we examine three VR case studies and provide numerical results under various storage, computing, and network configurations. Finally, this article exposes the limitations of current networks and makes the case for more theory, and innovations to spearhead VR for the masses.
| Year | Citations | |
|---|---|---|
Page 1
Page 1