Immersive Interconnected Virtual and Augmented Reality: A 5G and IoT Perspective

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Immersive Interconnected Virtual and Augmented Reality: A 5G and IoT Perspective Maria Torres Vega1   · Christos Liaskos2 · Sergi Abadal3 · Evangelos Papapetrou2 · Akshay Jain3 · Belkacem Mouhouche4 · Gökhan Kalem5 · Salih Ergüt5 · Marian Mach7 · Tomas Sabol7 · Albert Cabellos‑Aparicio3 · Christoph Grimm6 · Filip De Turck1 · Jeroen Famaey8 Received: 28 March 2020 / Revised: 20 May 2020 / Accepted: 27 May 2020 © Springer Science+Business Media, LLC, part of Springer Nature 2020

Abstract Despite remarkable advances, current augmented and virtual reality (AR/VR) applications are a largely individual and local experience. Interconnected AR/VR, where participants can virtually interact across vast distances, remains a distant dream. The great barrier that stands between current technology and such applications is the stringent end-to-end latency requirement, which should not exceed 20 ms in order to avoid motion sickness and other discomforts. Bringing AR/VR to the next level to enable immersive interconnected AR/VR will require significant advances towards 5G ultra-reliable low-latency communication (URLLC) and a Tactile Internet of Things (IoT). In this article, we articulate the technical challenges to enable a future AR/VR end-to-end architecture, that combines 5G URLLC and Tactile IoT technology to support this next generation of interconnected AR/VR applications. Through the use of IoT sensors and actuators, AR/VR applications will be aware of the environmental and user context, supporting human-centric adaptations of the application logic, and lifelike interactions with the virtual environment. We present potential use cases and the required technological building blocks. For each of them, we delve into the current state of the art and challenges that need to be addressed before the dream of remote AR/VR interaction can become reality. Keywords  Augmented and virtual reality · Tactile Internet · 5G · Internet of Things

* Maria Torres Vega [email protected] Extended author information available on the last page of the article

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Journal of Network and Systems Management

Fig. 1  Distribution of latency in the interconnected AR/VR system

1 Introduction Despite the remarkable advances in augmented and virtual reality (AR/VR) technology, interconnected AR/VR remains confined to the world of science fiction. In interconnected AR/VR applications, participants can interact with each other and the environment across long physical distances [1]. The great barrier that stands between current technology and remote AR/VR presence is the extremely stringent motion-to-photon latency, which should not exceed 20 milliseconds (ms) in order to avoid motion sickness and enable lifelike experiences [2]. The motion-to-photon latency includes any delay incurred by sensor sampling (e.g., motion capturing, location estimation, interactions with the environment), data processing and fusion, image rendering and encoding, transmission, and decoding and displaying of each frame. Figure  1 show more details