Challenges for enabling virtual reality broadcast using 5G small cell network

A. Prasad, M. Uusitalo, David Navratil, Mikko Säily
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引用次数: 18

Abstract

In the recent past, with the ubiquitous adoption of smartphones and tablets, there has been an exponential increase in data rate demands which has become increasingly challenging for network operators to support. This trend is expected to continue in future, with the advent of high-performance gaming and increasing appetite for immersive applications and social media experiences. Such factors have contributed to the development of the fifth generation (5G) of mobile networks, which would be supporting significantly higher data rates with improved reliability and latency. 5G has also enabled the deployment of wireless virtual reality applications, with wide-ranging use cases. In this work, we consider the key challenges for broadcasting such content to a large number of audience thereby enabling new disruptions in mass media consumption. The technology potential and practical constraints for such deployments were also evaluated using realistic network settings. Based on the performance evaluations, it was shown that with slightly higher system bandwidth requirements, VR broadcast can be supported under ideal conditions, using 5G millimeter wave small cell networks. Potential areas for future work in order to make VR broadcast a reality is also discussed.
利用5G小型蜂窝网络实现虚拟现实广播的挑战
最近,随着智能手机和平板电脑的普及,数据速率需求呈指数级增长,这对网络运营商来说越来越具有挑战性。随着高性能游戏的出现,人们对沉浸式应用和社交媒体体验的需求不断增加,这一趋势预计将持续下去。这些因素促进了第五代(5G)移动网络的发展,该网络将支持更高的数据速率,并改善可靠性和延迟。5G还实现了无线虚拟现实应用的部署,具有广泛的用例。在这项工作中,我们考虑了向大量受众传播此类内容的关键挑战,从而使大众媒体消费出现新的中断。还使用实际网络设置评估了此类部署的技术潜力和实际限制。性能评估表明,在稍微提高系统带宽要求的情况下,使用5G毫米波小蜂窝网络,在理想条件下可以支持VR广播。为了使虚拟现实广播成为现实,未来可能的工作领域也进行了讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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