On the impact of VR/AR applications on optical transport networks: First experiments with Meta Quest 3 gaming and conferencing application

Fuente: arXiv
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Autores principales: de Quinto, C., Navarro, A., Otero, G., Koneva, N., Hernández, J. A., Quagliotti, M., Sánchez-Macian, A., Arpanaei, F., Reviriego, P., de Dios, Ó. González, Rivas-Moscoso, J. M., Riccardi, E., Larrabeiti, D.
Formato: Preprint
Publicado: 2024
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author de Quinto, C.
Navarro, A.
Otero, G.
Koneva, N.
Hernández, J. A.
Quagliotti, M.
Sánchez-Macian, A.
Arpanaei, F.
Reviriego, P.
de Dios, Ó. González
Rivas-Moscoso, J. M.
Riccardi, E.
Larrabeiti, D.
author_facet de Quinto, C.
Navarro, A.
Otero, G.
Koneva, N.
Hernández, J. A.
Quagliotti, M.
Sánchez-Macian, A.
Arpanaei, F.
Reviriego, P.
de Dios, Ó. González
Rivas-Moscoso, J. M.
Riccardi, E.
Larrabeiti, D.
contents With the advent of next-generation AR/VR headsets, many of them with affordable prices, telecom operators have forecasted an explosive growth of traffic in their networks. Penetration of AR/VR services and applications is estimated to grow exponentially in the next few years. This work attempts to shed light on the bandwidth capacity requirements and latency of popular AR/VR applications with four different real experimental settings on the Meta Quest 3 headsets, and their potential impact on the network.
format Preprint
id arxiv_https___arxiv_org_abs_2407_07686
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle On the impact of VR/AR applications on optical transport networks: First experiments with Meta Quest 3 gaming and conferencing application
de Quinto, C.
Navarro, A.
Otero, G.
Koneva, N.
Hernández, J. A.
Quagliotti, M.
Sánchez-Macian, A.
Arpanaei, F.
Reviriego, P.
de Dios, Ó. González
Rivas-Moscoso, J. M.
Riccardi, E.
Larrabeiti, D.
Networking and Internet Architecture
With the advent of next-generation AR/VR headsets, many of them with affordable prices, telecom operators have forecasted an explosive growth of traffic in their networks. Penetration of AR/VR services and applications is estimated to grow exponentially in the next few years. This work attempts to shed light on the bandwidth capacity requirements and latency of popular AR/VR applications with four different real experimental settings on the Meta Quest 3 headsets, and their potential impact on the network.
title On the impact of VR/AR applications on optical transport networks: First experiments with Meta Quest 3 gaming and conferencing application
topic Networking and Internet Architecture
url https://arxiv.org/abs/2407.07686