Performance modelling and assessment for social VR conference applications VR Conference Applications in 5G Radio Networks

conference paper
One of the most challenging applications targeted by evolving (beyond-)5G technology is virtual reality (VR). Particularly, 'Social VR' applications provide a fully immersive experience and sense of togetherness to users residing at different locations. To support such applications the network must deal with huge traffic demands, while keeping end-to-end latencies low. Moreover, the radio access network must deal with the volatility and vulnerability of mmWave radio channels, where even small movements of the users may have substantial effects on the Quality of Experience. We present an integral modelling framework for feasibility assessment and performance optimization of the radio access network for Social VR applications in indoor office scenarios. Using the presented modelling approach, we conduct an extensive simulation-based assessment to determine the performance impact of head motion, the frequency band (3.5 GHz, 26 GHz) and radio network configurations, and derive the required carrier bandwidth for a range of 'Social VR' scenarios. Insights into these issues are a prerequisite for setting up guidelines for network deployment and configuration as well as for the development of (AI/ML-based) methods for dynamic resource management to optimally support Social VR applications.
TNO Identifier
1002501
Source title
Proceedings of WiMob ’21, Bologna, Italy, 2021
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