Characterization of Multi-User Augmented Reality over Cellular Networks | IEEE Conference Publication | IEEE Xplore

Characterization of Multi-User Augmented Reality over Cellular Networks


Abstract:

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 i...Show More

Abstract:

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 ~40-70%.
Date of Conference: 22-25 June 2020
Date Added to IEEE Xplore: 04 August 2020
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Conference Location: Como, Italy

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