VR is expected to be one of the killer applications in 5G networks. However, many technical bottlenecks and challenges need to be overcome to facilitate its wide adoption. In particular, VR requirements in terms of high throughput, low latency, and reliable communication call for innovative solutions and fundamental research cutting across several disciplines. In view of the above, this article discusses the challenges and enablers for ultra-reliable and low-latency VR. Furthermore, in an interactive VR gaming arcade case study, we show that a smart network design that leverages the use of mmWave communication, edge computing, and proactive caching can achieve the future vision of VR over wireless.
Edge computing is an emerging concept based on distributed computing, storage, and control services closer to end network nodes. Edge computing lies at the heart of the fifth-generation (5G) wireless systems and beyond. While the current state-of-the-art networks communicate, compute, and process data in a centralized manner (at the cloud), for latency and compute-centric applications, both radio access and computational resources must be brought closer to the edge, harnessing the availability of computing and storage-enabled small cell base stations in proximity to the end devices. Furthermore, the network infrastructure must enable a distributed edge decision-making service that learns to adapt to the network dynamics with minimal latency and optimize network deployment and operation accordingly. This paper will provide a fresh look to the concept of edge computing by first discussing the applications that the network edge must provide, with a special emphasis on the ensuing challenges in enabling ultrareliable and low-latency edge computing services for mission-critical applications such as virtual reality (VR), vehicle-to-everything (V2X), edge artificial intelligence (AI), and so on. Furthermore, several case studies where the edge is key are explored followed by insights and prospect for future work.
27 June 2017 in IEEE Journal on Selected Areas in Communications
Recently, millimeter-wave (mmWave) bands have been postulated as a means to accommodate the foreseen extreme bandwidth demands in vehicular communications, which result from the dissemination of sensory data to nearby vehicles for enhanced environmental awareness and improved safety level. However, the literature is particularly scarce in regards to principled resource allocation schemes that deal with the challenging radio conditions posed by the high mobility of vehicular scenarios. In this paper, we propose a novel framework that blends together matching theory and swarm intelligence to dynamically and efficiently pair vehicles and optimize both transmission and reception beamwidths. This is done by jointly considering channel state information and queue state information when establishing vehicle-to-vehicle (V2V) links. To validate the proposed framework, simulation results are presented and discussed, where the throughput performance as well as the latency/reliability tradeoffs of the proposed approach are assessed and compared with several baseline approaches recently proposed in the literature. The results obtained in this paper show performance gains of 25% in reliability and delay for ultra-dense vehicular scenarios with 50% more active V2V links than the baselines. These results shed light on the operational limits and practical feasibility of mmWave bands, as a viable radio access solution for future high-rate V2V communications.
10 January 2020 in IEEE Transactions on Communications
Immersive virtual reality (VR) applications require ultra-high data rate and low-latency for smooth operation. Hence in this paper, aiming to improve VR experience in multi-user VR wireless video streaming, a deep-learning aided scheme for maximizing the quality of the delivered video chunks with low-latency is proposed. Therein the correlations in the predicted field of view (FoV) and locations of viewers watching 360° HD VR videos are capitalized on to realize a proactive FoV-centric millimeter wave (mmWave) physical-layer multicast transmission. The problem is cast as a frame quality maximization problem subject to tight latency constraints and network stability. The problem is then decoupled into an HD frame request admission and scheduling subproblems and a matching theory game is formulated to solve the scheduling subproblem by associating requests from clusters of users to mmWave small cell base stations (SBSs) for their unicast/multicast transmission. Furthermore, for realistic modeling and simulation purposes, a real VR head-tracking dataset and a deep recurrent neural network (DRNN) based on gated recurrent units (GRUs) are leveraged. Extensive simulation results show how the content-reuse for clusters of users with highly overlapping FoVs brought in by multicasting reduces the VR frame delay in 12%. This reduction is further boosted by proactiveness that cuts by half the average delays of both reactive unicast and multicast baselines while preserving HD delivery rates above 98%. Finally, enforcing tight latency bounds shortens the delay-tail as evinced by 13% lower delays in the 99th percentile.
8 November 2021 in IEEE Transactions on Communications
Cooperative perception plays a vital role in extending a vehicle’s sensing range beyond its line-of-sight. However, exchanging raw sensory data under limited communication resources is infeasible. Towards enabling an efficient cooperative perception, vehicles need to address the following fundamental question: What sensory data needs to be shared? at which resolution? and with which vehicles? To answer this question, in this paper, a novel framework is proposed to allow reinforcement learning (RL)-based vehicular association, resource block (RB) allocation, and content selection of cooperative perception messages (CPMs) by utilizing a quadtree-based point cloud compression mechanism. Furthermore, a federated RL approach is introduced in order to speed up the training process across vehicles. Simulation results show the ability of the RL agents to efficiently learn the vehicles’ association, RB allocation, and message content selection while maximizing vehicles’ satisfaction in terms of the received sensory information. The results also show that federated RL improves the training process, where better policies can be achieved within the same amount of time compared to the non-federated approach.
In this paper, a novel proactive computing and mmWave communication for ultra-reliable and low latency wireless virtual reality (VR is proposed. By leveraging information about users' poses, proactive computing and caching are used to pre-compute and store users' HD video frames to minimize the computing latency. Furthermore, multi-connectivity is exploited to ensure reliable mmWave links to deliver users' requested HD frames. The performance of the proposed approach is validated on a VR network serving an interactive gaming arcade, where dynamic and real-time rendering of HD video frames is needed and impulse actions of different players impact the content to be shown. Simulation results show significant gains of up to 30% reduction in end-to-end delay and 50% in the 90 th percentile communication delay.