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MD-XXX Virtual and Augmented Reality in Broadband Assured IP Services (BAS) White Paper...
Table of Contents
1 Executive Summary
2 Virtual Reality
3 Augmented Reality (AR)
4 Impact on the Network
4.1 Definitions
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Executive Summary
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Augmented Reality (AR)
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As can be seen with the extremely popular smartphone game Pokémon Go, augmented reality is also taking off. AR is a live direct or indirect view of a physical, real-world environment whose elements are modified, augmented, or supplemented by computer-generated sensory input such as sound, video, graphics, or GPS data. The virtual world is an overlay on top of the real world.
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!worddav9a076069385bf205bc40826acc27bda4.png|height=357,width=625!
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VR and AR have some similar features, but they are two different technologies. Both virtual reality and augmented reality are similar in the goal of immersing the user, though in different ways. With AR, users continue to be in touch with the real world while interacting with virtual objects around them. With VR, the user is isolated from the real world while immersed in a world that is completely fabricated.
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As is being seen with Pokémon Go, AR can be a significant source of revenue. Within a week after its release, it has more users that Twitter \[Gizmodo\] and is generating a daily revenue of over $1.6M per day \[Los Angeles Times\], and this is for relatively low-quality AR. Higher quality AR can be expected to be a significant generator of revenues as well.
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The key actors would be expected to be:
• Network Provider: provides the QoE assured connectivity
• Content Provider: provides the AR content
• End User: consumes the AR content
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There are two main business models:
1) NP to EU: per-stream enhanced-QoE service, on top of basic connectivity
2) NP to CP/OTT: statistically enhanced-QoE on AR delivery
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Because the user is interacting with an augmented image of the world directly in his or her view, AR typically requires even less system latency than VR for a high-quality experience. Some analytic reports have targeted this latency requirement to be as small as 3ms. Of course, this is for more serious uses of AR rather than just adding objects to the surrounding environment as in a game or a tourism application that could add labels to monuments and other tourist points of interest, or adding labels to streets in a mapping application. But in general, for the display to keep up with camera movement and changes in the external environment, small latencies are required even for less serious applications.
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If AR is to be used with computing or database capabilities in the cloud, these ultra-low latency requirements become requirements for the underlying network as well. In the usual case, AR has lower bandwidth requirements than VR, since much of the image is locally sourced. AR has similar requirements as the line for VoIP, but of course the latency requirements are more stringent
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Service would most typically be initiated as a result of a user starting an AR session. The effect in the network would be to establish a path or flow on demand that can support the necessary QoS requirements discussed above.
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There are no known regulatory considerations for AR at this time, except that they could be treated similar to over-the-top streaming or interactive video. Like video, it could also be included as a part of network neutrality.
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Impact on the Network
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