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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


  1. Network performance requirements of Augmented Reality Systems Mike P. Wittie 1

  2. Augmented Reality (AR) 2

  3. Augmented Reality (AR) 3

  4. Augmented Reality (AR) 4

  5. Traffic in AR applications Augmented Reality Information Systems Location C S Content • Static content queried and rendered by user position • Google SkyMap, Augment, Zappar, Wikitude, Field Trip, Yelp Monocle, SpecTreck, Zombies, Run!, Layar 5

  6. Traffic in AR applications Augmented Reality Information Systems Location C S Content • Static content queried and rendered by user position • Google SkyMap, Augment, Zappar, Wikitude, Field Trip, Yelp Monocle, SpecTreck, Zombies, Run!, Layar Siloed Augmented Reality Location, State Changes C S Content, State Updates • Indirect user interactions through changes to application state • Pokemon GO, Ingress 6

  7. Traffic in AR applications Augmented Reality Information Systems Shared Augmented Reality Location C C S S Interaction Content Content • Static content queried and rendered by user C position • Google SkyMap, Augment, Zappar, Wikitude, Field • Direct user interaction supported by global state Trip, Yelp Monocle, SpecTreck, Zombies, Run!, Layar • Refresh, Tinder Siloed Augmented Reality Location, State Changes C S Content, State Updates • Indirect user interactions through changes to application state • Pokemon GO, Ingress 7

  8. Traffic in AR applications Augmented Reality Information Systems Shared Augmented Reality Location C C S S Interaction Content Content • Static content queried and rendered by user C position • Google SkyMap, Augment, Zappar, Wikitude, Field • Direct user interaction supported by global state Trip, Yelp Monocle, SpecTreck, Zombies, Run!, Layar • Refresh, Tinder Siloed Augmented Reality Real-Time Augmented Reality Location, State Changes R-T global state exchange C C C S S Content, State Updates C C • Indirect user interactions through changes to application state • Simultaneousexperienceand collaborative interaction • Pokemon GO, Ingress • Lyteshot, Holoportation 8

  9. Holoportation 9

  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 10 Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

  11. Impact of latency 200ms – Speech pause interval 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 11 Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

  12. Impact of latency 200ms – Speech pause interval 80ms – Shortens Skype sessions 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 12 Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

  13. Impact of latency 200ms – Speech pause interval 80ms – Shortens Skype sessions 20ms – Perceivable video delay 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 13 Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

  14. Impact of latency 200ms – Speech pause interval 80ms – Shortens Skype sessions 20ms – Perceivable video delay Latency 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 14 Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

  15. Impact of latency 200ms – Speech pause interval 80ms – Shortens Skype sessions 20ms – Perceivable video delay Latency 10ms – Perceivable haptic delay – Impacts game bots (jitter) 5ms – Cybersickness 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 15 Cy bersickness: 20 msec. is the maximum "accept" (Oculus blog): http://oculusrif t-blog.com/john-carmacks-message-of -latency/682/

  16. Impact of latency 200ms – Speech pause interval 80ms – Shortens Skype sessions 20ms – Perceivable video delay Latency 10ms – Perceivable haptic delay – Impacts game bots (jitter) 5ms – Cybersickness <5ms – Impact in M2M interactions? 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 16 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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