Huawei und TPCAST wollen 5G gemeinsam für VR nutzen

Das Unternehmen TPCAST, welches durch das Vive-X-Programm gefördert wurde und mittlerweile einen Adapter anbietet, der die HTC Vive und die Oculus Rift von seinen Kabeln befreit, geht nun eine Partnerschaft mit Huawei ein, um die Möglichkeiten von 5G im Mittleren Osten für die Virtual Reality auszuloten.

Huawei und TPCAST wollen 5G gemeinsam nutzen

Huawei MoU-Signing-with-TPCast 20181018

 

Huawei ist den meisten Menschen sicherlich durch Smartphones bekannt, doch das Unternehmen hat noch weitere Eisen im Feuer. Darunter beispielsweise eine eigene Cloud, die besonders in Verbindung mit 5G für VR interessant werden könnte.

Im Rahmen der Zusammenarbeit mit TPCast wird Huawei seine Cloud-basierte Video- und VR-Plattform zur Verfügung stellen. Diese ermöglicht den effizienten Zugriff, die Verwaltung und den Betrieb von Videoinhalten sowie hochspezifischen Set-Top-Boxen (STB). Im Gegenzug stellt TPCAST den extrem latenzarmen Code RTCODEC und RTCIP, ein VR-Feedback-Steuerungsprotokoll sowie eine drahtlose Mehrbenutzer-VR-Zentralverwaltung bereit. Entsprechend sollen der Codec von TPCAST, die Cloud von Huawei und das 5G-Netz im Zusammenspiel zukünftig spannende Möglichkeiten für Virtual Reality und Augmented Reality schaffen.

Herr Wang Su, Vice President of Marketing von Huawei Middle East, sieht großes Potenzial in der künftigen Kooperation:

“Die Zusammenarbeit mit TPCAST wird uns bei der Markteinführung eines 5G-basierten Cloud VR Use Cases helfen. Huawei stellt mit der Etablierung des 5G-Ökosystems für den Nahen Osten die Cloud-basierte Use-Case-Entwicklungsplattform zur Verfügung und unterstützt die Integration und Verifizierung von 5G-Anwendungsfällen. Huawei’s E2E-5G-Low-Latency-Lösung und TPCAST’s Codec-Technologie werden zusammen ein verbessertes VR-Erlebnis ermöglichen. Diese Partnerschaft wird Organisationen in der Region fördern und neue Wachstumschancen gewährleisten.”

Huawei und TPCAST sind nicht die einzigen Unternehmen, welche die Chancen von 5G für VR erkannt haben. Auch HTC ging bereits mit China Mobile eine Partnerschaft ein und gründete gemeinsam die “5G Devices Forerunner Initiative”.

Der Beitrag Huawei und TPCAST wollen 5G gemeinsam für VR nutzen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

5G’s Secret Weapon Will Be Low Latency, Empowering Next-Gen VR

5G’s Secret Weapon Will Be Low Latency, Empowering Next-Gen VR

As the 2018 Mobile World Congress wound down this week, next-generation 5G wireless technology was clearly the show’s biggest story, promising dramatically faster data speeds. But 5G’s secret weapon will actually be ultra-low latency, a concept that’s easily understood but hard to market. VerizonVodafone, and Huawei have spent the past month demonstrating how low latency will radically improve wireless video, video games, and VR, focusing on just a few of the industries 5G will transform over the next few years.

Latency means responsiveness — think of it as the time gap between a request and a response. When you finish entering a URL into your phone’s web browser, the page takes seconds to display because of two factors: the time it takes for the request to be acknowledged (latency), then the time it takes to send all of the page’s text, images, and video to your phone (data rate).

5G dramatically improves both latency and data rates. It can cut response time down to 1-2 milliseconds (0.001 or 0.002 seconds) from 4G’s average 50 ms (0.05 seconds). Similarly, it can increase the data rate from 4G’s average 0.02-0.03 gigabits per second to between 0.1-5.0 Gbps. That means you could expect to see the typical webpage load completely in one second, versus a several-second or longer delay.

But forget about web pages. The biggest beneficiaries of 5G’s ultra-low latency are expected to be games, VR, factories, medicine, autonomous cars, and traffic systems.

Games and VR

Huawei announced today that tests of the most recent 4G/LTE gaming advancement, Short TTI, achieved a 33-ms end-to-end latency — superior to the 50-ms latency that’s considered the bare minimum for enjoying non-VR games. For competitive online gamers, the over 30 percent reduction in latency over 4G is a nice improvement, but it’s not even close to what 5G will soon be offering.

In the VR world, it’s understood that headset users will experience nausea when latency is over 20 ms; ideally, VR latency would be no more than 7 ms, if not zero. (Vodafone and Ericsson offered a demo this week showing how even 15-ms VR gaming can be jarring if interrupted by 0.1-second network lag spikes.) Consequently, streaming VR content is currently a non-starter with today’s 4G cellular connections. But with 5G’s sub-5 or sub-2 ms latency, you could literally be turning your head in real time as cameras in a far-off place send live 3D video to your fully wireless headset.

Above: NBA players Bradley Beal and Anthony Davis were equipped with 5G camera-equipped VR headsets to demonstrate the low latency of live 5G virtual video during practice for the 2018 NBA All-Star Game in February 2018.

Image Credit: Verizon

Verizon recently demonstrated this by placing NFL and NBA players in camera-equipped, wireless VR headsets and having them practice in the real world using only 5G-streamed video for vision. Even when the video was streamed back and forth over a 5G network, it was “live” enough — thanks to low latency — for professionals to play two sports, not just watch.

Above: Qualcomm’s vision for the “extended reality” glasses of the future.

Image Credit: Qualcomm

Imagine 5G video games completely generated by a super-powerful server and livestreamed to your headset — that’s what’s coming next. After that, headsets could evolve into “extended reality” (XR) glasses that alternate between VR and augmented reality as needed. Qualcomm has been working on so-called XR concepts for some time, working with VR headset makers on next-generation fully wireless VR solutions for near-term release.

Factories and medicine

Factories will be another key beneficiary of 5G’s low latency. Qualcomm recently demonstrated how 5G will enable multiple industrial machines to be independently remote-controlled with only 1-2ms latency, using sets of four spinning platters to demonstrate. Each platter had a small hole at the top that either revealed or obscured a red LED light located at the 12:00 position. With 5G, all four fast-spinning platters could be coordinated to reveal the red light at the same split-second instant, indicating latency comparable to a wired Ethernet connection.

In the real world, factories won’t be using spinning platters, but their robotic machines will depend on low-latency wireless to process precise manufacturing and testing commands. The exact same technology will have medical implications as well: Picture the world’s best heart surgeon perfectly controlling robotic arms during a life-saving operation on the other side of the world. The impact on remote medicine will be astounding.

Self-driving cars and traffic systems

Will our society really trust machines to reliably provide services to people under remote wireless guidance? As hard as it might be to imagine now, the answer is yes. Keeping people safe in autonomous cars will literally depend on low latency — so much so that the 5G standard has been designed to include a special “ultra-reliable low-latency communications” (URLLC) protocol for vehicular use.

URLLC effectively tells the 5G wireless network that the data being sent demands 99.999 percent reliability, no interruptions, and millisecond-level responsiveness. That lets the network process data in short, accurate, and quick bits rather than huge and slower chunks — the difference between sending tiny remote steering wheel control commands or streaming a movie, which needs a lot of data but won’t kill anyone if the data arrives more slowly.

Combining AI and URLLC data over 5G will make it possible for millions of cars around the world to drive themselves, in cooperation with local 5G traffic systems. In the foreseeable future, your car will be able to share traffic data with other vehicles and the network, process changes faster than any person, and more quickly communicate with emergency vehicles if an accident occurs. Most technologists believe car accidents will begin to decrease in number as human drivers give way to coordinated computers.

The secret key to all of these game-changing advances is latency. So the next time you hear about 5G making it faster to download movies or browse the web, you’ll know that there’s a lot more to the 5G story than that, and that more responsive wireless devices will soon make a huge difference for all of us.

This post by Jeremy Horwitz originally appeared on VentureBeat.

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MWC 2018: SK Telecom Will Demo 5G Social VR

MWC 2018: SK Telecom Will Demo 5G Social VR

South Korea’s largest mobile provider — SK Telecom — announced today that it will debut “social virtual reality” and multiple 5G demonstrations, including “hologram AI,” at its 2018 Mobile World Congress booth next week. The demos will run from February 26 to March 1 in Barcelona, Spain.

Illustrating the gulf between 4G and 5G speeds, SK Telecom will show how virtual reality improvements will evolve its existing Oksusu service, which lets Korean users chat while watching videos together. Oksusu Social VR will use Samsung’s Gear VR and Google Daydream to display 80-inch-equivalent 1080p TV screens alongside virtual avatars of users and their friends and will include body movements and facial expressions. Users of the 4G VR service will be able to watch and comment upon movies, League of Legends games, concerts, and sports as if they’re watching the content together on a TV.

By comparison, the 5G version of Oksusu Social VR will include 8K videos with 16 times as much detail as the 4G version, as well as the ability to be instantaneously streamed live from far-off cities, making users feel as if they’re actually visiting foreign destinations and attending live concerts. SK Telecom explains that this sort of real-time VR is not feasible over 4G because of the limited speeds of existing networks, but will be possible over 5G.

The carrier will also show off real-time 5G data streaming, 4G and 5G simultaneous streaming over separate radio frequency bands, and autonomous 5G car tests revealed earlier this month — 3D HD mapping, cellular vehicle-to-everything (C-V2X) communications, and a 5G self-driving car.

Intriguingly, SK Telecom also promises Mobile World Congress visitors “a glimpse of the future of AI” in the form of “hologram AI.” Without providing specifics, the carrier claims that hologram AI offers the opportunity for “mankind to have a completely new mobile communications experience.”

Last April, rival carrier KT and Verizon conducted the world’s “first 5G live hologram call,” wherein a Verizon employee appeared as a hologram on a monitor at KT headquarters. KT said at the time that commercial 5G networks will enable life-sized real-time holographic meetings between people, and SK Telecom has similarly suggested that holograms will be a major new benefit of 5G.

This article by Jeremy Horwitz originally appeared on VentureBeat.

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What to Expect in Wireless for AR and VR in 2018

What to Expect in Wireless for AR and VR in 2018

As an analyst, I have many areas of coverage when it comes to computing. In addition to covering AR and VR, I also spend a lot of my time covering wireless technologies. This report covers what to expect in 2018 and beyond when it comes to wireless technologies and how they might impact the AR/VR landscape.

First and foremost, 2018 is going to be a big transition year for a lot of technologies; this includes cellular, Wi-Fi and Bluetooth. We are going to see the transition from 4G to 5G happen this year with lots of trials and demonstrations, including at the Winter Olympics in Pyeong Chang next month. Wi-Fi is going to make the transition from 802.11ac to 802.11ax, and we may even start to see glimpses of 802.11ad beginning to switch over to the much faster 802.11ay, although I think that one is a little optimistic. We’re also going to see the transition from Bluetooth 4 over to Bluetooth 5, and I’ll explain why that’s relevant as well.

5G in 2018

Many different companies like to tout AR and VR as use cases for 5G, so naturally, it makes sense to talk about 5G in 2018.

Realistically, most of the 5G we’re going to see in relations to AR and VR is going to continue to be more of the same. We’re going to see more demos of live streaming content over Gigabit LTE or 5G to a VR headset located somewhere else. Because 5G is still so nascent and the 5G NR global specification was only ratified at the end of 2017, we probably shouldn’t expect to see any real 5G networks until 2019.

However, operators like AT&T have committed to launching their 5G NR networks in 2018, which is ahead of what everyone has been stating and doesn’t align with anyone else’s public timelines. Verizon is expected to launch their fixed wireless broadband ‘5G’ network in 2018, but that isn’t based on the global 5G NR spec, but will be upgraded to it eventually. This is not a mobile deployment, so it means that you can only use it as a home broadband connection, for now. Realistically, however, we probably won’t see 5G in VR or AR devices until 2019 or 2020 when it starts to make its way into phones and other mobile devices. Its possible, though, that we could see a standalone 5G VR device in 2019 because a VR headset is much larger and theoretically easier to design RF for than a smartphone.

Long term, I see 5G as an enabling technology for both AR and VR, and 5G networks should help increase the adoption of both mobile AR and VR. Both AR and VR will benefit from the lower latency and higher throughput that 4G LTE. I believe that as LTE networks improve toward Gigabit LTE, we will see better AR and VR experiences that will prepare us for the 5G networks due out in 2019.

Wi-Fi in 2018

Wi-Fi will also see some significant changes in 2018. A lot of those changes are going to come from the increased adoption of 802.11ax, which is supposed to replace 802.11ac, the current standard in most residential and commercial Wi-Fi deployments. While the complete spec won’t be finished until next year, many of the players in the space including Broadcom, Intel, Qualcomm, Quantenna are pushing it quite hard, and some have even shipped early silicon in products. This will improve the overall speed of Wi-Fi as well as coverage in dense areas like homes and stadiums and could even allow for smoother and better streaming of VR and AR content. 802.11ax is designed to bring more capacity to the networks of today and make the overall experience for users better while also being able to address all the IoT devices in the home. Performance improvements over 802.11ac are minimal on the high-end of the specification, but I suspect real-world performance differences will be noticeable with multiple devices connected at the same time.

This year the 802.11ad 60GHz Wi-Fi specification will get a lot of traction in the VR space with solutions based on chips from companies like AMD, Intel, Peraso, Qualcomm, and others.

We already have the upcoming HTC Vive wireless solution based on Intel’s 802.11ad wireless chip solution this summer. I also had the opportunity to see Peraso’s solution in action at CES, and we know that Qualcomm has similar prototypes as well.

A demo of the Peraso wireless VR chipset we tried at CES 2018.

Many of these companies can’t talk about who their clients or design wins are, but it seems like there are a lot of designs in the pipeline for 2018 and it should be a very good year for 60 GHz Wi-Fi solutions. Additionally, at CES the TPCast team announced their second generation wireless VR solution. They made it sound like it will run on multiple Wi-Fi standards including 802.11ad, 802.11ay, and 802.11ax. While I have yet to see a wireless VR solution that integrates more than one radio, this is technically possible, I just haven’t seen it yet, and I’m not sure if we’ll even see it in 2018. The overall improved climate of Wi-Fi solutions alone should also make AR experiences better with improved overall throughput and lower power consumption. However, my view of AR long term is that it will primarily be consumed outside of the home and in the real world, which makes it more dependent on cellular technologies.

Bluetooth in 2018

When it comes to Bluetooth, I think we’re going to be looking at it as more of an accessory play than a core AR/VR play. With the new Bluetooth 5.0 standard that released last year and some of the new 5.0 chipsets that launched last year, we can expect to see some low-power and long battery life Bluetooth accessories for VR and AR. Bluetooth 5.0 has yet to make its way into actual devices even though it was announced and shipped in smartphones last year. But the doubled data rate should allow for cleaner audio quality and better user experience as well as lower latency which is crucial for things like controllers which are usually connected over Bluetooth and sometimes Wi-Fi.

Analyst Take

2018 will be an exciting year for wireless when it comes to AR and VR; speeds are going to improve and so will coverage. I think the significant improvements will be noticeable in Wi-Fi connectivity as well as 4G LTE which is getting upgraded to Gigabit LTE right now in preparation for 5G. Early 5G deployments in late 2018 or early 2019 will be very dependent on Gigabit LTE as a fallback, so having a robust Gigabit LTE network will be important for many of the carriers moving forward. The reality, however, is that most VR is still probably going to be consumed over Wi-Fi while a lot of AR will probably be used out in the field. So, if anything, the improved cellular speeds are likely to impact AR users and applications more than VR until we get enough bandwidth from Gigabit LTE and 5G so that 4K 360 videos stream smoothly.

Disclosure: My firm, Moor Insights & Strategy, like all research and analyst firms, provides or has provided research, analysis, advising, and/or consulting to many high-tech companies in the industry cited in this article, including AMD, Intel, Peraso, Qualcomm, and others. I do not hold any equity positions with any companies cited in this column.

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Robots delivering pizza and house viewing by VR: is 5G really the future?

The blazingly fast next-generation mobile data network is not far away – but not everyone is convinced that we really need it

Philip Hammond says he wants the UK to become a “world leader” in 5G, the next-generation mobile technology that proponents say is the key to an internet-connected world of driverless cars, smart home appliances, delivery drones and lightning-fast video on the go.

The government, which has published a 70-page tome on its future 5G strategy, said in the budget it would invest up to £16m to run trials and support the technology’s development, to make sure the UK is at the crest of the “next wave of mobile technology services”.

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