Emerging Applications and Services in Future 5G Networks
Alcardo Alex Barakabitze, Andrew Hines · 2022
The global market of 360 degree cameras grew at an annual rate of 35% from 2016 to 2020 while the global market for Virtual Reality (VR) related devices reached 30 billion USD by 2020. With the increasing acceptance of and demand for 360 degree immersive videos which are of much higher size than traditional 2D videos, service providers will need to reduce End-to-End network latency, bandwidth limits, and improve overall Quality of Service for video streaming media services as new use cases for Augmented Reality and VR are introduced to the market. With the advent of two connected and accessible gaming businesses toward 6G networks, gaming video streaming is growing in popularity. Light field videos, in comparison to traditional broadcast or streaming video content, typically have a very high resolution and hence a very large data need, necessitating more efficient compression as well as better network capacity.