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Network performance requirements of Augmented Reality Systems Mike - - PowerPoint PPT Presentation

Network performance requirements of Augmented Reality Systems Mike P. Wittie 1 Augmented Reality (AR) 2 Augmented Reality (AR) 3 Augmented Reality (AR) 4 Traffic in AR applications Augmented Reality Information Systems Location C S


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1

Network performance requirements of Augmented Reality Systems

Mike P. Wittie

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SLIDE 2

2

Augmented Reality (AR)

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3

Augmented Reality (AR)

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4

Augmented Reality (AR)

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Traffic in AR applications

Augmented Reality Information Systems

  • Static content queried and rendered by user

position

  • Google SkyMap, Augment, Zappar, Wikitude, Field

Trip, Yelp Monocle, SpecTreck, Zombies, Run!, Layar

C S

Location Content

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Traffic in AR applications

Augmented Reality Information Systems

  • Static content queried and rendered by user

position

  • Google SkyMap, Augment, Zappar, Wikitude, Field

Trip, Yelp Monocle, SpecTreck, Zombies, Run!, Layar

C S

Location Content

Siloed Augmented Reality

  • Indirect user interactions through changes to

application state

  • Pokemon GO, Ingress

C S

Location, State Changes Content, State Updates

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Traffic in AR applications

Augmented Reality Information Systems

  • Static content queried and rendered by user

position

  • Google SkyMap, Augment, Zappar, Wikitude, Field

Trip, Yelp Monocle, SpecTreck, Zombies, Run!, Layar

C S

Location Content

Siloed Augmented Reality

  • Indirect user interactions through changes to

application state

  • Pokemon GO, Ingress

C S

Location, State Changes Content, State Updates

Shared Augmented Reality

  • Direct user interaction supported by global state
  • Refresh, Tinder

C S C

Interaction Content

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Traffic in AR applications

Augmented Reality Information Systems

  • Static content queried and rendered by user

position

  • Google SkyMap, Augment, Zappar, Wikitude, Field

Trip, Yelp Monocle, SpecTreck, Zombies, Run!, Layar

C S

Location Content

Siloed Augmented Reality

  • Indirect user interactions through changes to

application state

  • Pokemon GO, Ingress

C S

Location, State Changes Content, State Updates

Real-Time Augmented Reality

R-T global state exchange

  • Simultaneousexperienceand collaborative interaction
  • Lyteshot, Holoportation

C S C C C Shared Augmented Reality

  • Direct user interaction supported by global state
  • Refresh, Tinder

C S C

Interaction Content

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Holoportation

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10

Impact of latency

Latency

  • M. Clay pool and K. Clay pool. Latency and play er actions in online games. Communications of the ACM, 49:40–45, Nov ember 2006
  • M. Bredel and M. Fidler. A measurement study regarding quality of serv ice and its impact on multiplay er online games. In Workshop on Network and Sy stems Support f or

Games, Nov ember 2010. NSF Follow-on Workshop on Ultra-Low Latency Wireless Networks Nov , 2016 http://inlab.lab.asu.edu/nsf /files/WorkshopReport-2.pdf Glenn Ricart. Application Latency . http://inlab.lab.asu.edu/nsf/files/NSF-workshop-2-Ricart.pdf November, 2016. Cy bersickness: 5-10 msec: https://www.wareable.com/v r/v r-headset-motion-sickness-solution-777 Cy bersickness: 2 msec. (BBC quoting Oculus): http://www.bbc.com/f uture/story/20140327-v irtual-realitys-puke-problem Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

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Impact of latency

Latency

200ms – Speech pause interval

  • M. Clay pool and K. Clay pool. Latency and play er actions in online games. Communications of the ACM, 49:40–45, Nov ember 2006
  • M. Bredel and M. Fidler. A measurement study regarding quality of serv ice and its impact on multiplay er online games. In Workshop on Network and Sy stems Support f or

Games, Nov ember 2010. NSF Follow-on Workshop on Ultra-Low Latency Wireless Networks Nov , 2016 http://inlab.lab.asu.edu/nsf /files/WorkshopReport-2.pdf Glenn Ricart. Application Latency . http://inlab.lab.asu.edu/nsf/files/NSF-workshop-2-Ricart.pdf November, 2016. Cy bersickness: 5-10 msec: https://www.wareable.com/v r/v r-headset-motion-sickness-solution-777 Cy bersickness: 2 msec. (BBC quoting Oculus): http://www.bbc.com/f uture/story/20140327-v irtual-realitys-puke-problem Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

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Impact of latency

Latency

200ms – Speech pause interval 80ms – Shortens Skype sessions

  • M. Clay pool and K. Clay pool. Latency and play er actions in online games. Communications of the ACM, 49:40–45, Nov ember 2006
  • M. Bredel and M. Fidler. A measurement study regarding quality of serv ice and its impact on multiplay er online games. In Workshop on Network and Sy stems Support f or

Games, Nov ember 2010. NSF Follow-on Workshop on Ultra-Low Latency Wireless Networks Nov , 2016 http://inlab.lab.asu.edu/nsf /files/WorkshopReport-2.pdf Glenn Ricart. Application Latency . http://inlab.lab.asu.edu/nsf/files/NSF-workshop-2-Ricart.pdf November, 2016. Cy bersickness: 5-10 msec: https://www.wareable.com/v r/v r-headset-motion-sickness-solution-777 Cy bersickness: 2 msec. (BBC quoting Oculus): http://www.bbc.com/f uture/story/20140327-v irtual-realitys-puke-problem Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

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Impact of latency

Latency

200ms – Speech pause interval 80ms – Shortens Skype sessions 20ms – Perceivable video delay

  • M. Clay pool and K. Clay pool. Latency and play er actions in online games. Communications of the ACM, 49:40–45, Nov ember 2006
  • M. Bredel and M. Fidler. A measurement study regarding quality of serv ice and its impact on multiplay er online games. In Workshop on Network and Sy stems Support f or

Games, Nov ember 2010. NSF Follow-on Workshop on Ultra-Low Latency Wireless Networks Nov , 2016 http://inlab.lab.asu.edu/nsf /files/WorkshopReport-2.pdf Glenn Ricart. Application Latency . http://inlab.lab.asu.edu/nsf/files/NSF-workshop-2-Ricart.pdf November, 2016. Cy bersickness: 5-10 msec: https://www.wareable.com/v r/v r-headset-motion-sickness-solution-777 Cy bersickness: 2 msec. (BBC quoting Oculus): http://www.bbc.com/f uture/story/20140327-v irtual-realitys-puke-problem Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

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Impact of latency

Latency

200ms – Speech pause interval 80ms – Shortens Skype sessions 20ms – Perceivable video delay 10ms – Perceivable haptic delay – Impacts game bots (jitter)

  • M. Clay pool and K. Clay pool. Latency and play er actions in online games. Communications of the ACM, 49:40–45, Nov ember 2006
  • M. Bredel and M. Fidler. A measurement study regarding quality of serv ice and its impact on multiplay er online games. In Workshop on Network and Sy stems Support f or

Games, Nov ember 2010. NSF Follow-on Workshop on Ultra-Low Latency Wireless Networks Nov , 2016 http://inlab.lab.asu.edu/nsf /files/WorkshopReport-2.pdf Glenn Ricart. Application Latency . http://inlab.lab.asu.edu/nsf/files/NSF-workshop-2-Ricart.pdf November, 2016. Cy bersickness: 5-10 msec: https://www.wareable.com/v r/v r-headset-motion-sickness-solution-777 Cy bersickness: 2 msec. (BBC quoting Oculus): http://www.bbc.com/f uture/story/20140327-v irtual-realitys-puke-problem Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

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15

Impact of latency

Latency

200ms – Speech pause interval 80ms – Shortens Skype sessions 5ms – Cybersickness 20ms – Perceivable video delay 10ms – Perceivable haptic delay – Impacts game bots (jitter)

  • M. Clay pool and K. Clay pool. Latency and play er actions in online games. Communications of the ACM, 49:40–45, Nov ember 2006
  • M. Bredel and M. Fidler. A measurement study regarding quality of serv ice and its impact on multiplay er online games. In Workshop on Network and Sy stems Support f or

Games, Nov ember 2010. NSF Follow-on Workshop on Ultra-Low Latency Wireless Networks Nov , 2016 http://inlab.lab.asu.edu/nsf /files/WorkshopReport-2.pdf Glenn Ricart. Application Latency . http://inlab.lab.asu.edu/nsf/files/NSF-workshop-2-Ricart.pdf November, 2016. Cy bersickness: 5-10 msec: https://www.wareable.com/v r/v r-headset-motion-sickness-solution-777 Cy bersickness: 2 msec. (BBC quoting Oculus): http://www.bbc.com/f uture/story/20140327-v irtual-realitys-puke-problem Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

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SLIDE 16

16

Impact of latency

Latency

200ms – Speech pause interval 80ms – Shortens Skype sessions 5ms – Cybersickness <5ms – Impact in M2M interactions? 20ms – Perceivable video delay 10ms – Perceivable haptic delay – Impacts game bots (jitter)

  • M. Clay pool and K. Clay pool. Latency and play er actions in online games. Communications of the ACM, 49:40–45, Nov ember 2006
  • M. Bredel and M. Fidler. A measurement study regarding quality of serv ice and its impact on multiplay er online games. In Workshop on Network and Sy stems Support f or

Games, Nov ember 2010. NSF Follow-on Workshop on Ultra-Low Latency Wireless Networks Nov , 2016 http://inlab.lab.asu.edu/nsf /files/WorkshopReport-2.pdf Glenn Ricart. Application Latency . http://inlab.lab.asu.edu/nsf/files/NSF-workshop-2-Ricart.pdf November, 2016. Cy bersickness: 5-10 msec: https://www.wareable.com/v r/v r-headset-motion-sickness-solution-777 Cy bersickness: 2 msec. (BBC quoting Oculus): http://www.bbc.com/f uture/story/20140327-v irtual-realitys-puke-problem Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

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SLIDE 17

17

Impact of latency

Latency

200ms – Speech pause interval 80ms – Shortens Skype sessions 5ms – Cybersickness <5ms – Impact in M2M interactions? 20ms – Perceivable video delay 10ms – Perceivable haptic delay – Impacts game bots (jitter)

  • M. Clay pool and K. Clay pool. Latency and play er actions in online games. Communications of the ACM, 49:40–45, Nov ember 2006
  • M. Bredel and M. Fidler. A measurement study regarding quality of serv ice and its impact on multiplay er online games. In Workshop on Network and Sy stems Support f or

Games, Nov ember 2010. NSF Follow-on Workshop on Ultra-Low Latency Wireless Networks Nov , 2016 http://inlab.lab.asu.edu/nsf /files/WorkshopReport-2.pdf Glenn Ricart. Application Latency . http://inlab.lab.asu.edu/nsf/files/NSF-workshop-2-Ricart.pdf November, 2016. Cy bersickness: 5-10 msec: https://www.wareable.com/v r/v r-headset-motion-sickness-solution-777 Cy bersickness: 2 msec. (BBC quoting Oculus): http://www.bbc.com/f uture/story/20140327-v irtual-realitys-puke-problem Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

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Impact of Other Metrics

Bandwidth

  • 5Mbps - HD streaming
  • 25Mbps – 4K

Less bandwidth User satisfaction Voice Video Bulk transfer

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Impact of Other Metrics

Bandwidth

  • 5Mbps - HD streaming
  • 25Mbps – 4K

Loss ss

  • Critical in smart manufacturing

Less bandwidth User satisfaction Voice Video Bulk transfer

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Impact of Other Metrics

Bandwidth

  • 5Mbps - HD streaming
  • 25Mbps – 4K

Loss ss

  • Critical in smart manufacturing
  • Not much effect on game scores

Less bandwidth User satisfaction Voice Video Bulk transfer

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21

Impact of Other Metrics

Bandwidth

  • 5Mbps - HD streaming
  • 25Mbps – 4K

Loss ss

  • Critical in smart manufacturing
  • Not much effect on game scores
  • Affects speech recognition

systems

Less bandwidth User satisfaction Voice Video Bulk transfer

Siri Dragon (UDP)

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Lag in group Applications

Engaging Rating Engaging Rating

Eben How ard, Clint Cooper, Mike P. Wittie, Steven Sw inford, Qing Yang. "Cascading Impact of Lag on User Experience in Multiplayer Games," in ACM NetGames, December 2014

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Overcoming Tracker-to-Display Lag

Lincoln, Blate, Singh, Whitted, State, Lastra, Fuchs “From Motion to Photons in 80 Microseconds: Tow ards Minimal Latency for Virtual and Augmented Reality” IEEE VR 2016 Conf. and IEEE TVCG