Characterization of Multi-User Augmented Reality over Cellular Networks

被引:4
|
作者
Apicharttrisorn, Kittipat [1 ]
Balasubramanian, Bharath [2 ]
Chen, Jiasi [1 ]
Sivaraj, Rajarajan [3 ]
Tsai, Yi-Zhen [1 ]
Jana, Rittwik [2 ]
Krishnamurthy, Srikanth [1 ]
Tuyen Tran [2 ]
Zhou, Yu [2 ]
机构
[1] Univ Calif Riverside, Riverside, CA 92521 USA
[2] AT&T Labs Res, Bedminster, NJ USA
[3] AT&T Labs Res, San Ramon, CA USA
关键词
Augmented reality; Mobile communication; Cross layer design; Radio access networks;
D O I
10.1109/secon48991.2020.9158434
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Augmented reality (AR) apps where multiple users interact within the same physical space are gaining in popularity (e.g., shared AR mode in Pokemon Go, virtual graffiti in Google's Just a Line). However, multi-user AR apps running over the cellular network can experience very high end-to-end latencies (measured at 12.5 s median on a public LTE network). To characterize and understand the root causes of this problem, we perform a first-of-its-kind measurement study on both public LTE and industry LTE testbed for two popular multi-user AR applications, yielding several insights: (1) The radio access network (RAN) accounts for a significant fraction of the end-to-end latency (31.2%, or 3.9 s median), resulting in AR users experiencing high, variable delays when interacting with a common set of virtual objects in off-the-shelf AR apps; (2) AR network traffic is characterized by large intermittent spikes on a single uplink TCP connection, resulting in frequent TCP slow starts that can increase user-perceived latency; (3) Applying a common traffic management mechanism of cellular operators, QoS Class Identifiers (QCI), can help by reducing AR latency by 33% but impacts non-AR users. Based on these insights, we propose network-aware and network-agnostic AR design optimization solutions to intelligently adapt IP packet sizes and periodically provide information on uplink data availability, respectively. Our solutions help ramp up network performance, improving the end-to-end AR latency and goodput by similar to 40-70%.
引用
收藏
页数:9
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