2,746 research outputs found
Business Case and Technology Analysis for 5G Low Latency Applications
A large number of new consumer and industrial applications are likely to
change the classic operator's business models and provide a wide range of new
markets to enter. This article analyses the most relevant 5G use cases that
require ultra-low latency, from both technical and business perspectives. Low
latency services pose challenging requirements to the network, and to fulfill
them operators need to invest in costly changes in their network. In this
sense, it is not clear whether such investments are going to be amortized with
these new business models. In light of this, specific applications and
requirements are described and the potential market benefits for operators are
analysed. Conclusions show that operators have clear opportunities to add value
and position themselves strongly with the increasing number of services to be
provided by 5G.Comment: 18 pages, 5 figure
Immersive interconnected virtual and augmented reality : a 5G and IoT perspective
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
An Overview of Self-Adaptive Technologies Within Virtual Reality Training
This overview presents the current state-of-the-art of self-adaptive technologies within virtual reality (VR) training. Virtual reality training and assessment is increasingly used for five key areas: medical, industrial & commercial training, serious games, rehabilitation and remote training such as Massive Open Online Courses (MOOCs). Adaptation can be applied to five core technologies of VR including haptic devices, stereo graphics, adaptive content, assessment and autonomous agents. Automation of VR training can contribute to automation of actual procedures including remote and robotic assisted surgery which reduces injury and improves accuracy of the procedure. Automated haptic interaction can enable tele-presence and virtual artefact tactile interaction from either remote or simulated environments. Automation, machine learning and data driven features play an important role in providing trainee-specific individual adaptive training content. Data from trainee assessment can form an input to autonomous systems for customised training and automated difficulty levels to match individual requirements. Self-adaptive technology has been developed previously within individual technologies of VR training. One of the conclusions of this research is that while it does not exist, an enhanced portable framework is needed and it would be beneficial to combine automation of core technologies, producing a reusable automation framework for VR training
Leveraging Intelligent Computation Offloading with Fog/Edge Computing for Tactile Internet: Advantages and Limitations
[EN] With the recent advancement in wireless communication and networks, we are at the doorstep of the Tactile Internet. The Tactile Internet aims to enable the skill delivery and thereafter democratize the specialized skills for many emerging applications (e.g., remote medical, industrial machinery, remote robotics, autonomous driving). In this article, we start with the motivation of applying intelligent edge computing for computation offloading in the Tactile Internet. Afterward, we outline the main research challenges to leverage edge intelligence at the master, network, and controlled domain of the Tactile Internet. The key research challenges in the Tactile Internet lie in its stringent requirements such as ultra-low latency, ultra-high reliability, and almost zero service outage. We also discuss major entities in intelligent edge computing and their role in the Tactile Internet. Finally, several potential research challenges in edge intelligence for the Tactile Internet are highlighted.This work was supported in part by the National Natural Science Foundation of China under Grant 61901128, and Agile Edge Intelligence for Delay Sensitive IoT (AgilE-IoT) project (Grant No. 9131-00119B) of Independent Research Fund Denmark (DFF).Mukherjee, M.; Guo, M.; Lloret, J.; Zhang, Q. (2020). Leveraging Intelligent Computation Offloading with Fog/Edge Computing for Tactile Internet: Advantages and Limitations. IEEE Network. 34(5):322-329. https://doi.org/10.1109/MNET.001.200000432232934
Towards Tactile Internet in Beyond 5G Era: Recent Advances, Current Issues and Future Directions
Tactile Internet (TI) is envisioned to create a paradigm shift from the content-oriented
communications to steer/control-based communications by enabling real-time transmission of haptic information (i.e., touch, actuation, motion, vibration, surface texture) over Internet in addition to the conventional audiovisual and data traffics. This emerging TI technology, also considered as the next evolution phase of Internet of Things (IoT), is expected to create numerous opportunities for technology markets in a wide variety of applications ranging from teleoperation systems and Augmented/Virtual Reality (AR/VR) to automotive safety and eHealthcare towards addressing the complex problems of human society. However, the realization of TI over wireless media in the upcoming Fifth Generation (5G) and beyond networks creates various non-conventional communication challenges and stringent requirements
in terms of ultra-low latency, ultra-high reliability, high data-rate connectivity, resource allocation, multiple access and quality-latency-rate tradeoff. To this end, this paper aims to provide a holistic view on wireless TI along with a thorough review of the existing state-of-the-art, to identify and analyze the involved technical issues, to highlight potential solutions and to propose future research directions. First, starting with the vision of TI and recent advances and a review of related survey/overview articles, we present a generalized framework for wireless TI in the Beyond 5G Era including a TI architecture, the main technical requirements, the key application areas and potential enabling technologies. Subsequently, we provide a comprehensive review of the existing TI works by broadly categorizing them into three main paradigms; namely, haptic communications, wireless AR/VR, and autonomous, intelligent and cooperative mobility systems. Next, potential enabling technologies across physical/Medium Access Control (MAC) and network layers are identified and discussed in detail. Also, security and privacy issues of TI applications are discussed
along with some promising enablers. Finally, we present some open research challenges and recommend promising future research directions
A Comprehensive Survey of the Tactile Internet: State of the art and Research Directions
The Internet has made several giant leaps over the years, from a fixed to a
mobile Internet, then to the Internet of Things, and now to a Tactile Internet.
The Tactile Internet goes far beyond data, audio and video delivery over fixed
and mobile networks, and even beyond allowing communication and collaboration
among things. It is expected to enable haptic communication and allow skill set
delivery over networks. Some examples of potential applications are
tele-surgery, vehicle fleets, augmented reality and industrial process
automation. Several papers already cover many of the Tactile Internet-related
concepts and technologies, such as haptic codecs, applications, and supporting
technologies. However, none of them offers a comprehensive survey of the
Tactile Internet, including its architectures and algorithms. Furthermore, none
of them provides a systematic and critical review of the existing solutions. To
address these lacunae, we provide a comprehensive survey of the architectures
and algorithms proposed to date for the Tactile Internet. In addition, we
critically review them using a well-defined set of requirements and discuss
some of the lessons learned as well as the most promising research directions
Performance Improvement of Multicommodity Flow of Tactile and Best Effort Packet in Internet Network
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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