TPCAST To Collaborate With Huawei On VR Use With 5G Broadband

2018 will go down as the year wireless or ‘untethered’ virtual reality (VR) became a very real reality. Thanks to the likes of the Oculus Go, HTC Vive’s Wireless adapter which launched last month, and of course there’s the work being undertaken by TPCAST, creators of the “first commercial wireless virtual reality solution”, as they put it.

TPCAST have been hard at work on a number of wireless solutions for VR, augmented reality (AR) and mixed reality (MR) headsets, but today’s announcement sees the company concentrating on trying to move the capabilities of wireless forward to benefit wireless VR and comes as Huawei continue their 5G Ecosystem Conference.

TPCAST signing not a contract, but a memorandum of understanding with a big name in computer technology and smart devices – Huawei. The two from now on will now be working together to enhance the performance of VR over 5G broadband. From its side, Huawei is set to provide its Cloud video and VR platform while TPCAST bring to the mix its will provide some items on the software side. Including VR feedback control protocol and multi-user wireless manager RTCIP and ultra-low latency codec RTCODEC. Pooling these resources together as they look to explore new opportunities in the Middle East.

“Within the 5G platform, the Huawei-TPCAST collaboration will also broaden the opportunities within both VR and AR. Our codec technologies will be a key factor for both accelerating the development and launching these opportunities to the market.” Said Reiner Pes, General Manager – EMEA at TPCAST on the agreement.

Huawei - Logo“This collaboration with TPCAST will help us to support the introduction of 5G-based cloud VR use case to the market. Huawei, through establishing the Middle East 5G ecosystem program, provides the cloud-based use case development platform, and supports the integration and verification of 5G use cases.” Added Vice President of Marketing for Huawei Middle East, Wang Su. “Huawei’s E2E 5G low latency solution and TPCAST’s codec technology will together offer an enhanced experience of VR services. This partnership will promote organizations in the region to seize these new opportunities for growth.”

VRFocus will bring you more details on the progress both parties are making in VR as we hear more.

New Study From Intel Finds 5G Networks Will Drive $1.3 Trillion In Revenues By 2028

According to a newly release report commissioned by Intel and conducted by Ovum, it is forecast that over the next decade media and entertainment companies will be competing to win a share of a near $3 trillion (USD) cumulative wireless revenue opportunity. Those experiences that leverage 5G wireless networks will account for nearly half of this revenue opportunity as the future for the technology seem bright.

Intel 5G Study

The report, titled “5G Economics of Entertainment Report”, says that by the year 2025 that 57 percent of global wireless media revenues will be generated by using the super-high-bandwidth capabilities of 5G networks and the devices that use it. Thanks to the low latency of these networks, users will not have to worry about videos stopping or stalling during playback with livestreaming and larger downloads happening more effective and in the blink of an eye.

“5G will inevitably shake up the media and entertainment landscape. It will be a major competitive asset if companies adapt. If not, they risk failure or even extinction.” Explains Jonathan Wood, general manager of Business Development & Partnerships, 5G Next Generation and Standards at Intel. “This wave of 5G transformation will not be the purview of any singular industry, and now is certainly the time for all business decision-makers to ask: Is your business 5G-ready?”

One of the main focus points for the report is the revenue that will be generated as 5G networks overtake 3G and 4G networks by offering new capabilities. According to the report, by the year 202 nearly 20 percent of total revenues will be from 5G, which is around $47 billion of $253 billion. By the year 2028 it will be an impressive 80 percent of total revenues making it $335 billion of $420 billion.

5G Smartphone Devices

The report also forecasts that 5G networks wil accelerate content consumption, including mobile media, mobile advertising, home broadband and TV, along with improving experiences across a broad range of new immersive and interactive technologies. This will mean that the full potential of augmented reality (AR), virtual reality (VR) and new media will be unlocked thanks to the capabilities of 5G networks along with the possibility of wireless experiences.

“The big question is: What will not be impacted or disrupted by 5G? The next generation wireless network will power diverse digital innovation – everything from the computerization of physical objects to artificial intelligence, ushering in an exciting new world that business leaders and indeed nations need to prepare for,” said Ed Barton, chief analyst of the Entertainment Practice, Ovum.

For more on 5G networks and how they will benefit all things AR and VR in the future, keep reading VRFocus.

Verizon Holds Contest for 5G Education With AR, VR and AR

One of the upcoming technology developments that stands to change various aspects of wireless communication is 5G. Communications company Verizon thinks the technology will have a substantial impact on areas such as education, and will enable to development of new augmented reality (AR) and virtual reality (VR) apps and hardware. To encourage this, Verizon are launching the Verizon 5G EdTech Challenge.

Verizon and NYC Media Lab have teamed up to launch the Verizon 5G EdTech Challenge, a contest to create 5G-based education solutions that incorporate mixed reality (MR), including VR and AR or machine learning, with a total of $1 million (USD) on offer.

The company is inviting education technology non-profit organisations,, such as research groups or universities to send in proposals for technology solutions which use 5G as a basis to assist under-resourced schools.

Challenges that successful entries will need to overcome include unengaged students, the need for STEM expertise among teachers and educators and supporting students with special needs. Entrants will need to pitch a solution which uses 5G in combination with AR, VR or artificial intelligence (AI).

“When we think about the youth in this country and what is needed to prepare students to be competitive in an increasingly tech dependent world,” said Verizon chief corporate social responsibility officer Rose Kirk, “we need to change the educational opportunities and the trajectory of the lives of a lot of students. 5G will open doors in the classroom we can’t even imagine yet, which will ultimately give students the power to be more successful, more engaged, and give them access to higher education and new career paths.”

Submissions will be accepted from 15th October through until 30th November, and can be sent through the 5G EdTech Challenge website. The submissions will be judged by a panel selected by Verizon and NYC Media Lab. The ten most compelling entries will receive $100,000 each, and access to Verizon’s 5G network and training resources.

For future coverage on developments in AR and VR technology, keep checking with VRFocus.

How Digital Infrastructure Is Holding VR Back

In today’s connected world, many of us are online 24/7. The realm of virtual reality (VR) much of the features that the technology relies on require and active internet connection to work. Some analysts think this dependence is holding VR back, but perhaps its the flaws in the communications infrastructure that are letting down modern VR.

With much of the distribution for VR being exclusively digital, relying on platforms such as Steam VR, Viveport or the Oculus Store, having fast, stable internet is essential for VR users. Especially when engaging in activities such as livestreaming. Yet many still lack the speed and stability of connection to truly support VR.

In February of this year, it was reported that the UK Government were very frustrated at the pace of deployment for ultrafast fibre broadband by BT Openreach. Despite aspirations to get 10 million Fibre-to-the-premises lines out, BT Openreach has only sold plans for 2 million. This leaves the majority of the UK still working on ADSL connections, which can have wildly different speeds depending on a host of factors. To make matters worse, roughly 5% of the UK still uses 56K dial-up for internet access.

Across the pond in the USA, things look even bleaker. Many areas are effectively held captive by one internet service provider (ISP), who can pretty much charge whatever price they like and provide whatever level of service they feel like, since they are the only game in town. One of the biggest ISPs, Comcast, has been twice awarded the ‘Worst company in America’ moniker thanks to reports of terrible customer service, pricing and assorted regulatory breeches.

This situation is compounded in the USA by strict data caps on downloads, which in some cases mean that users are cut off from all internet access once they exceed this, all too easy to do when downloading a VR title, since the demands of VR often mean large file downloads.

All this means that non-commercial customers are put off from VR due to the lack of fast, stable data connections, and fear of going over the data cap. This can cut off a large portion of the potential audience, which as the VR industry seeks to enter the mainstream, is certainly a concern.

Is there a solution? It is certainly true that companies that rely of their customers having fast, reliable access to the internet need to apply pressure to governments and regulators, but it might also be worth reconsidering the heavy reliance on digital distribution.

It could be noted that the Nintendo Switch has done phenomenally well, despite being primarily reliant on physical distribution, on a media that the industry had mostly declared to be dead (cartridge). Perhaps the VR industry should take note of this, and the limitations of current internet infrastructure and give thought towards providing a physical media option.

Of course, it’s possible that an end-run around the current internet gatekeepers will be performed with the introduction of 5G cellular networks, though only time will tell.

Experimental VR Piece From the Light of the Fire, our Dancing Shadows Explores the Possibilities of 5G

This month will see the city of Bristol, UK, become a test bed for 5G, hosted by the University of Bristol and Watershed. Taking place on the weekend of 17th/18th March, 2018, the two days will feature a range experimental public events to showcase the wireless technology. As part of it, Kaleider has created a virtual reality (VR) piece From the Light of the Fire, our Dancing Shadows, illustrating the artistic and creative potential of 5G.

Billennium Square002

From the Light of the Fire, our Dancing Shadows is a poetic VR dance from Kaleider, by Seth Honnor with Andy Wood and All Seeing Eye. Viewer will be able to explore two sides of the same VR experience, one in VR and the other watching on.  Choose to be a Witness and listen through your own headphones, or take to the stage as a Player, wearing a Gear VR headset to immerse yourself in a lyrical interplay between light and shadow. Being part of the 5G weekend From the Light of the Fire, our Dancing Shadows uses the experimental 5G network to enable different people to collaborate in the same virtual world at once, outdoors and in a public space.

In addition to Kaleider’s VR experience, the Layered Realities Weekender 5G showcase will feature plenty of other technology using 5G. Audiences are invited to test out new works by artists, researchers and creatives, from Uninvited Guests and celebrated artist Joanie Lemercier’s audio-visual journey across the cosmos, to a programme of critical talks and technology demonstrations as well as Duncan Speakman’s augmented reality (AR) theatre.

Professor Dimitra Simeonidou, Director of the Smart Internet Lab at University of Bristol said in a statement: “The Smart Internet Lab is a world leader in the field of 5G network technologies. In March 2018 we are taking the challenge to deliver an end-to-end 5G network in Bristol’s Millennium Square and to demonstrate for the first time 5G services to the general public. We have worked closely with our strategic technology partners BT, CCS, Nokia and Zeetta Networks in order to deliver a truly unique 5G Test Network and we are very excited to create the world’s first public 5G experience.”

tim kindberg talk

“We are thrilled to be able to offer the public the chance to examine next generation wireless connectivity through these experimental events – we have asked artists, researchers and creatives to produce bold new works which explore the capability and potential of 5G and the result is the Layered Realities Weekend 5G Showcase,” adds Clare Reddington, Creative Director, Watershed. “Technology and culture are inseparable – the Layered Realities weekend explores not only how artists might push the possibilities of 5G, but also explore how this technology might fit into the lives of people in new and transformative ways.”

For further information and to get tickets (which are free) head to the Layered Realities Weekender 5G showcase website. And for the latest updates on 5G’s VR benefits, keep reading VRFocus.

Digital Domain Driving 5G Innovation For Improved VR

Improvements in the speed of data transmission has implications for many industries, and visual effects studio and virtual reality (VR) content creators Digital Domain are hoping to tap into innovation surrounding 5G networks to improve the VR experience.

5G networks would offer higher speeds, lower latencies and better overall performance and reliability compared to existing 4G and 3G networks. This is key to the development of several technology areas, including VR, augmented reality (AR), autonomous vehicles and connected workplaces.

DigitalDomain_Header4

To explore the possibilities offered by 5G, Digital Domain has joined the ‘5G Networks Slicing Association’ along with prominent firms such as Huawei, Deutsche Telekom, Tencent, Vokwagen and China Mobile. The Association will look at what different industries require from 5G, and how technical issues and new standards will affect development.

Daniel Seah, Executive Director and Chief Executive Officer of Digital Domain, commented, “It’s a great honor for us to be able to work with global well-known partners across industries to form the 5G Network Slicing Association. 5G brings the promise of future innovation and invention. As XR technology and content continues to flourish and evolve, consumer demand for consistency in higher data rates and lower latency will grow exponentially. This association will ensure that we are all optimizing 5G to its highest capacity to provide an enhanced mobile broadband experience for the world.”

Digital Domain are probably best known for their visual effects work on films such as Titanic and Spider-Man: homecoming, though the company has also been heavily involved in VR, developing original VR films such as Micro Giants, which was featured at the 2018 Sundance Film Festival.

Micro Giants logo

Daniel Seah added, “The 5G network’s higher data speeds and lower latency rates will bring substantial improvements to the VR experience. In addition to exploring 5G technology, Digital Domain will continue to focus on creating premium VR content to drive the evolution of technologies and the transformation of the industry.”

For the latest news from the VR and AR sectors, keep checking back with VRFocus.

Cloud VR & 5G: More Work Still Required

There has been a lot of talks and great articles in the past on web augmented reality (AR) and virtual reality (VR). From a content and user experience point of view, it makes great sense to have VR content web based in the Cloud instead of downloading on a PC, especially as standalone VR headsets are being released. But how do you do that to deliver great experiences as good as from the ones downloaded on a PC?

Last year, HTC Vive partnered with Dalian Television and Beijing Cyber Cloud in China to launch the world’s first Cloud VR service for a commercial trial in Dalian; rather than plugging a Vive VR system to a PC, it was hooked up to a set-top box with access to the carrier’s VR Cloud content store and customers were offered a broadband package in the process.

Although there was not much feedback from those tests, it seemed that any drops in connection meant latency rate drops as well as image definition, therefore impacting the VR experiences where reliable high quality is a must.

Huawei: 5G LatencyMore recently, Verizon ran trials involving streaming VR over 5G of a Super Bowl experience at 50 megabits per second per HTC Vive VR headset, which is relatively the low end of 5G but still much higher than 4G.

This month, at the Winter Olympics, KT Corporation and Intel are also showcasing the technology. High-definition pictures and 360 Video VR  from the Games in Pyeongchang are streamed through 5G from multiple cameras.

It is said that VR will flourish thanks to 5G, because headsets can work free of wires and debilitating motion sickness because latency reduces to almost zero with 5G.

But as I found out at a pre-Mobile World Congress 2018 (MWC) briefing by Huawei recently in London, it is not as simple. First of all, connection drops and variations in bandwidth like the ones experienced over fibre broadband in the Cloud-based Chinese trial could be the same over 5G: there could be signal drops and switching from 3G to 4G back to 5G, really potentially impacting the experience.

So, in a world where fibre is very likely to be taken over by mobile telecoms and therefore 5G, how can we make sure that we get a compelling Cloud-based experience for VR? And therefore for 360 degree video and traditional video streaming as those will also most probably deliver all our media in the future, think terabytes monthly plans for 24K video feeds. Especially as 24K has been theoretically identified in the past as one of the important element to deliver true realistic VR experiences.

via Huawei Pre MWC 2018 Brief

To solve those problems, it was interesting to first learn at the Huawei brief about Massive MIMOs (Massive Multiple Input Multiple Output) technologies which are basically mobile data masts with very clever multi antennas which are working together following algorithms to ensure that 5G signals do not get dropped. Those have been used in 4G already and it seems that they are just getting better and better with more security, smaller form factors and more power efficient.

The second important aspect to ensuring that the signal is stable and the VR content is of high quality is an AI Cloud which is capable at managing GPUs (the Graphics Processing Units running high quality video) and content in such a way that the latency output and resolution stay of high enough quality. There is currently more and more competition in AI Clouds but what seemed really interesting about the Huawei AI Cloud (called Atlas), is that it is directly feeding from the rest of the network infrastructure data in order to optimise itself using machine learning. It looks at the massive MIMOs 5G clients connections quality as well as the video GPU throughput from the Cloud to make sure the content delivery is optimised.

Network Cloud Engine 5G
via Huawei Pre MWC 2018 Brief

This end to end hardware / software optimisation using AI machine learning is surely the way forward in order to make sure we get compelling VR experiences in our future standalone high-quality VR headsets, free of wires and computers and I cannot wait to experience more of it. MWC 2018 will showcase more demonstrations of those technologies and it will be exciting to start getting those to the end user. Some partnerships such as last year’s announced TPCast & Huawei X Labs Cloud VR rendering solution partnership, are surely exciting developments to watch as well as the launch of the Open Lab cooperation plan launched last year to focus on innovation around Cloud VR. Those will be a game changer as offering a lot less friction for the user to experience VR with stable high quality and therefore making adoption much easier for applications such social VR, eSports, live broadcast, business remote collaboration, and much more.

Ericsson and Verizon Use VR Streaming Car to Test 5G

Faster wireless speeds are always something that consumers and businesses are seeking. As part of a trial of 5G technology, Ericsson have teamed up with telecoms carrier Verizon to test the speed and latency times of the 5G network using an Indianapolis 500 racing car and a virtual reality (VR) headset.

In a novel test of the capabilities of 5G, a racing car was outfitted with a camera on its roof and entirely blacked-out windows. The driver then donned a VR headset that was equipped with 5G technology that showed a 4K streaming video of the track ahead, with the driver steering the car based solely upon that input.

“We’re pushing beyond today’s technology — with multi-gigabit speeds and super low latency, we’re enabling new applications and the Internet of Things,” said Bill Goodman, lead engineer on Ericsson’s Technology Team.

The trial managed to attain downlink speeds of 6.4Gbps in a vehicle that was travelling at 6p miles per hour(100kmph). The team at Ericcson told ZDNet that in future, they hoped that similar cameras and sensors could be added to racing cars and racetracks so fans and pit crew engineers could watch the race from several viewpoints, and engineers could get a high-quality live feed of critical performance data.

“To really kind of push the envelope and showcase the low latency, we added in this virtual-reality driving where we’ll black out the windows, virtual reality glasses will be worn by the driver, and the camera will take a feed and uplink through 5G into the network, turn it around and send it back over 5G, and do that quickly enough so the driver can react appropriately as he’s running around this track at speed,” Goodman explained.

A video of the test is available to view below.

VRFocus will bring you further new of developments in VR streaming technology.