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