高通:VR与AR:第一波5G APP杀手.pdfVIP

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  • 2018-12-03 发布于天津
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Augmented and Virtual Reality: the First Wave of 5G Killer Apps A TRANSFORMATIVE SHIFT SUPPORTED BY THE INTRODUCTION OF 5G The synergistic relationship between upcoming technologies in the connectivity and computing space often leads to a revolution across markets. With applications and use cases morphing to take full advantage of new technologies, such as 5G, cloud, and edge computing, the industry is investigating new business opportunities, otherwise not possible before the introduction of these technologies. This white paper will focus on augmented reality (AR) and virtual reality (VR), among the most attractive use cases for 5G. These technologies are promising to transform the way content is consumed and communicated, and will no doubt help a wide variety of industries increase productivity and change the way they do business. Workflow assistance and “see-what-I- see” remote interaction and guidance have seen strong uptake already among existing AR rollouts. ABI Research estimates the total AR market will reach US$114 billion by 2021, and the total VR market will reach US$65 billion within the same timeframe. AR and VR have similar underlying technologies, but distinct experiences. As described in this study, both AR and VR applications can be very sensitive to network performance, as any associated hiccup can penalize the overall user experience. Today’s typical 4G networks place serious limitations on AR and VR applications, such as latency and capacity, which can negate some use cases entirely. Although current 4G networks are sufficient for some early adopter AR and VR experiences, the introduction of 5G, which represents a considerable leap over 4G, will no doubt strengthen existing experiences, enable novel ones, and make them available for mass adoption. Offering much more capacity, lower latency, and a more uniform experience

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