No Arabic abstract
Virtual Reality (VR) has shown great potential to revolutionize the market by providing users immersive experiences with freedom of movement. Compared to traditional video streaming, VR is with ultra high-definition and dynamically changes with users head and eye movements, which poses significant challenges for the realization of such potential. In this paper, we provide a detailed and systematic survey of enabling technologies of virtual reality and its applications in Internet of Things (IoT). We identify major challenges of virtual reality on system design, view prediction, computation, streaming, and quality of experience evaluation. We discuss each of them by extensively surveying and reviewing related papers in the recent years. We also introduce several use cases of VR for IoT. Last, issues and future research directions are also identified and discussed.
Fog or Edge computing has recently attracted broad attention from both industry and academia. It is deemed as a paradigm shift from the current centralized cloud computing model and could potentially bring a Fog-IoT architecture that would significantly benefit the future ubiquitous Internet of Things (IoT) systems and applications. However, it takes a series of key enabling technologies including emerging technologies to realize such a vision. In this article, we will survey these key enabling technologies with specific focuses on security and scalability, which are two very important and much-needed characteristics for future large-scale deployment. We aim to draw an overall big picture of the future for the research and development in these areas.
Internet of Things is one of the most promising technology of the fifth-generation (5G) mobile broadband systems. Data-driven wireless services of 5G systems require unprecedented capacity and availability. The millimeter-wave based wireless communication technologies are expected to play an essential role in future 5G systems. In this article, we describe the three broad categories of fifth-generation services, viz., enhanced mobile broadband, ultra-reliable and low-latency communications, and massive machine-type communications. Furthermore, we introduce the potential issues of consumer devices under a unifying 5G framework. We provide the state-of-the-art overview with an emphasis on technical challenges when applying millimeter-wave (mmWave) technology to support the massive Internet of Things applications. Our discussion highlights the challenges and solutions, particularly for communication/computation requirements in consumer devices under the millimeter-wave 5G framework.
Wireless Virtual Reality (VR) and Augmented Reality (AR) will contribute to people increasingly working and socializing remotely. However, the VR/AR experience is very susceptible to various delays and timing discrepancies, which can lead to motion sickness and discomfort. This paper models and exploits the existence of multiple paths and redundancy to improve the timing performance of wireless VR communications. We consider Multiple Description Coding (MDC), a scheme where the video stream is encoded in Q streams (Q = 2 in this paper) known as descriptors and delivered independently over multiple paths. We also consider an alternating scheme, that simply switches between the paths. We analyze the full distribution of two relevant metrics: the packet delay and the Peak Age of Information (PAoI), which measures the freshness of the information at the receiver. The results show interesting trade-offs between picture quality, frame rate, and latency: full duplication results in fewer lost frames, but a higher latency than schemes with less redundancy. Even the simple alternating scheme can outperform duplication in terms of PAoI, but MDC can exploit the independent decodability of the descriptors to deliver a basic version of the frames faster, while still getting the full-quality frames with a slightly higher delay.
The Internet of Things (IoT) has started to empower the future of many industrial and mass-market applications. Localization techniques are becoming key to add location context to IoT data without human perception and intervention. Meanwhile, the newly-emerged Low-Power Wide-Area Network (LPWAN) technologies have advantages such as long-range, low power consumption, low cost, massive connections, and the capability for communication in both indoor and outdoor areas. These features make LPWAN signals strong candidates for mass-market localization applications. However, there are various error sources that have limited localization performance by using such IoT signals. This paper reviews the IoT localization system through the following sequence: IoT localization system review -- localization data sources -- localization algorithms -- localization error sources and mitigation -- localization performance evaluation. Compared to the related surveys, this paper has a more comprehensive and state-of-the-art review on IoT localization methods, an original review on IoT localization error sources and mitigation, an original review on IoT localization performance evaluation, and a more comprehensive review of IoT localization applications, opportunities, and challenges. Thus, this survey provides comprehensive guidance for peers who are interested in enabling localization ability in the existing IoT systems, using IoT systems for localization, or integrating IoT signals with the existing localization sensors.
Next-generation wireless communication technologies will allow users to obtain unprecedented performance, paving the way to new and immersive applications. A prominent application requiring high data rates and low communication delay is Virtual Reality (VR), whose presence will become increasingly stronger in the years to come. To the best of our knowledge, we propose the first traffic model for VR applications based on traffic traces acquired from a commercial VR streaming software, allowing the community to further study and improve the technology to manage this type of traffic. This work implements ns-3 applications able to generate and process large bursts of packets, enabling the possibility of analyzing APP-level end-to-end metrics, making the source code as well as the acquired VR traffic traces publicly available and open-source.