Huawei iLab released social VR network bearing research results!

Huawei iLab is committed to researching network friendliness from the perspective of user experience and researching industry and ecology from an online perspective. Earlier, Huawei iLab conducted a 360-degree video research and analysis to discuss the 360-degree video and VR video environment under the network carrying requirements. Now, Huawei iLab once again conducted research on social VR and put forward requirements for hosting social VR experience networks.

Huawei iLab conducted in-depth research on social VR, systematically analyzed the core elements, key technologies, application experience, network requirements, network traffic and impact of current and future social VR application forms, and stated that social VR will Change future communications. The following are the seven points raised by Xiaobian's Huawei iLab:

1. Social VR is a multi-application virtual reality concept. Socialization makes VR a Communication method and next-generation communication platform.

2. The evolution of Social VR is a process of continuous development around the two core elements of Avatar and Share.

3. The continuous evolution of Avatar will provide users with a stronger social presence. Its realism puts higher requirements on network bandwidth. Meanwhile, the real-time and synchronization of social actions between Avatars requires low network latency (by a few hundred milliseconds. To 10ms level) protection.

4. From the State status share to the Environment share to the Experience share, it reflects the increase in the amount of information shared between group users in the virtual world. Compared to the State status share, the Environment share is increased from a few hundred K to several tens of M.

5. The multiple shared information flows among multiple users in Social VR bring about a further increase in the number of network connections, making the traditional linear relationship between the bandwidth requirements and the number of users into a more complex and non-linear relationship. The fold becomes approximately k*n times the relationship.

6, the current typical Social VR application traffic consumption has nearly 100 times that of traditional social applications. In the future, facing a global social network of over 3 billion people, assuming that 1% of users migrate from traditional social application platforms to Social VR applications and participate in social networking at the same time, the concurrent traffic across the entire network will exceed 800Tbps, which will undoubtedly bring about the network. Great challenge.

7. Based on the current development of the VR industry, 8K or higher full-view resolution, monocular 2K display technology, spatial audio, Avatar, and 360 Video real-time experience sharing models are necessary for the next Social VR product. characteristic.

Huawei iLab pointed out that with the same number of participants, the traffic consumption of typical social VR applications in the current development stage is nearly 100 times that of traditional social applications.

With the development of VR/AR technology and mobile Internet, social applications will also enter a new stage. Social VR will bring a new virtual social experience. This kind of integration into real-world panoramic video scenes, realistic avatar images, audio and video chat, video sharing, shopping, and travel and other functions of social applications, the traffic consumption will also be even greater. Huawei iLab pointed out that in the future, facing a global social network of more than 3 billion people, assuming that 1% of users migrate from traditional social application platforms to social VR applications and participate in social networking at the same time, the entire network concurrent traffic will exceed 800Tbps, which will undoubtedly Bring huge challenges to the network.

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