Media Operations Use Case for an Extended Reality Application on Edge Computing Infrastructure
draft-ietf-mops-ar-use-case-18
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draft-ietf-mops-ar-use-case-18
MOPS R. Krishna
Internet-Draft
Intended status: Informational A. Rahman
Expires: 21 December 2024 Ericsson
19 June 2024
Media Operations Use Case for an Extended Reality Application on Edge
Computing Infrastructure
draft-ietf-mops-ar-use-case-18
Abstract
This document explores the issues involved in the use of Edge
Computing resources to operationalize media use cases that involve
Extended Reality (XR) applications. In particular, this document
discusses those applications that run on devices having different
form factors (such as different physical sizes and shapes) and need
Edge computing resources to mitigate the effect of problems such as a
need to support interactive communication requiring low latency,
limited battery power, and heat dissipation from those devices. The
intended audience for this document are network operators who are
interested in providing edge computing resources to operationalize
the requirements of such applications. This document discusses the
expected behavior of XR applications which can be used to manage the
traffic. In addition, the document discusses the service
requirements of XR applications to be able to run on the network.
Status of This Memo
This Internet-Draft is submitted in full conformance with the
provisions of BCP 78 and BCP 79.
Internet-Drafts are working documents of the Internet Engineering
Task Force (IETF). Note that other groups may also distribute
working documents as Internet-Drafts. The list of current Internet-
Drafts is at https://datatracker.ietf.org/drafts/current/.
Internet-Drafts are draft documents valid for a maximum of six months
and may be updated, replaced, or obsoleted by other documents at any
time. It is inappropriate to use Internet-Drafts as reference
material or to cite them other than as "work in progress."
This Internet-Draft will expire on 21 December 2024.
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Copyright Notice
Copyright (c) 2024 IETF Trust and the persons identified as the
document authors. All rights reserved.
This document is subject to BCP 78 and the IETF Trust's Legal
Provisions Relating to IETF Documents (https://trustee.ietf.org/
license-info) in effect on the date of publication of this document.
Please review these documents carefully, as they describe your rights
and restrictions with respect to this document. Code Components
extracted from this document must include Revised BSD License text as
described in Section 4.e of the Trust Legal Provisions and are
provided without warranty as described in the Revised BSD License.
Table of Contents
1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . 2
2. Use Case . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.1. Processing of Scenes . . . . . . . . . . . . . . . . . . 5
2.2. Generation of Images . . . . . . . . . . . . . . . . . . 6
3. Technical Challenges and Solutions . . . . . . . . . . . . . 6
4. XR Network Traffic . . . . . . . . . . . . . . . . . . . . . 8
4.1. Traffic Workload . . . . . . . . . . . . . . . . . . . . 8
4.2. Traffic Performance Metrics . . . . . . . . . . . . . . . 9
5. Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . 11
6. IANA Considerations . . . . . . . . . . . . . . . . . . . . . 11
7. Security Considerations . . . . . . . . . . . . . . . . . . . 12
8. Acknowledgements . . . . . . . . . . . . . . . . . . . . . . 12
9. Informative References . . . . . . . . . . . . . . . . . . . 12
Authors' Addresses . . . . . . . . . . . . . . . . . . . . . . . 17
1. Introduction
Extended Reality (XR) is a term that includes Augmented Reality (AR),
Virtual Reality (VR) and Mixed Reality (MR) [XR]. AR combines the
real and virtual, is interactive and is aligned to the physical world
of the user [AUGMENTED_2]. On the other hand, VR places the user
inside a virtual environment generated by a computer [AUGMENTED].MR
merges the real and virtual world along a continuum that connects
completely real environment at one end to a completely virtual
environment at the other end. In this continuum, all combinations of
the real and virtual are captured [AUGMENTED].
XR applications will bring several requirements for the network and
the mobile devices running these applications. Some XR applications
such as AR require a real-time processing of video streams to
recognize specific objects. This is then used to overlay information
on the video being displayed to the user. In addition, XR
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applications such as AR and VR will also require generation of new
video frames to be played to the user. Both the real-time processing
of video streams and the generation of overlay information are
computationally intensive tasks that generate heat [DEV_HEAT_1],
[DEV_HEAT_2] and drain battery power [BATT_DRAIN] on the mobile
device running the XR application. Consequently, in order to run
applications with XR characteristics on mobile devices,
computationally intensive tasks need to be offloaded to resources
provided by Edge Computing.
Edge Computing is an emerging paradigm where for the purpose of this
document, computing resources and storage are made available in close
network proximity at the edge of the Internet to mobile devices and
sensors [EDGE_1], [EDGE_2]. A computing resource or storage is in
close network proximity to a mobile device or sensor if there is a
short and high-capacity network path to it such that the latency and
bandwidth requirements of applications running on those mobile
devices or sensors can be met. These edge computing devices use
cloud technologies that enable them to support offloaded XR
applications. In particular, cloud implementation techniques
[EDGE_3] such as the follows can be deployed:
* Disaggregation (using SDN to break vertically integrated systems
into independent components- these components can have open
interfaces which are standard, well documented and not
proprietary),
* Virtualization (being able to run multiple independent copies of
those components such as SDN Controller apps, Virtual Network
Functions on a common hardware platform).
* Commoditization (being able to elastically scale those virtual
components across commodity hardware as the workload dictates).
Such techniques enable XR applications requiring low-latency and high
bandwidth to be delivered by proximate edge devices. This is because
the disaggregated components can run on proximate edge devices rather
than on remote cloud several hops away and deliver low latency, high
bandwidth service to offloaded applications [EDGE_2].
This document discusses the issues involved when edge computing
resources are offered by network operators to operationalize the
requirements of XR applications running on devices with various form
factors. A network operator for the purposes of this document is any
organization or individual that manages or operates the compute
resources or storage in close network proximity to a mobile device or
sensors. Examples of form factors include Head Mounted Displays
(HMD) such as Optical-see through HMDs and video-see-through HMDs and
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Hand-held displays. Smart phones with video cameras and location
sensing capabilities using systems such as a global navigation
satellite system (GNSS) are another example of such devices. These
devices have limited battery capacity and dissipate heat when
running. Besides as the user of these devices moves around as they
run the XR application, the wireless latency and bandwidth available
to the devices fluctuates and the communication link itself might
fail. As a result, algorithms such as those based on adaptive-bit-
rate techniques that base their policy on heuristics or models of
deployment perform sub-optimally in such dynamic environments
[ABR_1]. In addition, network operators can expect that the
parameters that characterize the expected behavior of XR applications
are heavy-tailed. Heaviness of tails is defined as the difference
from the normal distribution in the proportion of the values that
fall a long way from the mean [HEAVY_TAIL_3]. Such workloads require
appropriate resource management policies to be used on the Edge. The
service requirements of XR applications are also challenging when
compared to the current video applications. In particular several
Quality of Experience (QoE) factors such as motion sickness are
unique to XR applications and must be considered when
operationalizing a network. This document motivates these issues
with a use-case that is presented in the following sections.
2. Use Case
A use case is now described that involves an application with XR
systems' characteristics. Consider a group of tourists who are being
conducted in a tour around the historical site of the Tower of
London. As they move around the site and within the historical
buildings, they can watch and listen to historical scenes in 3D that
are generated by the XR application and then overlaid by their XR
headsets onto their real-world view. The headset then continuously
updates their view as they move around.
The XR application first processes the scene that the walking tourist
is watching in real-time and identifies objects that will be targeted
for overlay of high-resolution videos. It then generates high-
resolution 3D images of historical scenes related to the perspective
of the tourist in real-time. These generated video images are then
overlaid on the view of the real-world as seen by the tourist.
This processing of scenes and generation of high-resolution images is
now discussed in greater detail.
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2.1. Processing of Scenes
The task of processing a scene can be broken down into a pipeline of
three consecutive subtasks namely tracking, followed by an
acquisition of a model of the real world, and finally registration
[AUGMENTED].
Tracking: The XR application that runs on the mobile device needs to
track the six-dimensional pose (translational in the three
perpendicular axes and rotational about those three axes) of the
user's head, eyes and the objects that are in view [AUGMENTED]. This
requires tracking natural features (for example points or edges of
objects) that are then used in the next stage of the pipeline.
Acquisition of a model of the real world: The tracked natural
features are used to develop a model of the real world. One of the
ways this is done is to develop an annotated point cloud (a set of
points in space that are annotated with descriptors) based model that
is then stored in a database. To ensure that this database can be
scaled up, techniques such as combining a client-side simultaneous
tracking and mapping and a server-side localization are used to
construct a model of the real world [SLAM_1], [SLAM_2], [SLAM_3],
[SLAM_4]. Another model that can be built is based on polygon mesh
and texture mapping technique. The polygon mesh encodes a 3D
object's shape which is expressed as a collection of small flat
surfaces that are polygons. In texture mapping, color patterns are
mapped on to an object's surface. A third modelling technique uses a
2D lightfield that describes the intensity or color of the light rays
arriving at a single point from arbitrary directions. Such a 2D
lightfield is stored as a two-dimensional table. Assuming distant
light sources, the single point is approximately valid for small
scenes. For larger scenes, many 3D positions are additionally stored
making the table 5D. A set of all such points (either 2D or 5D
lightfield) can then be used to construct a model of the real world
[AUGMENTED].
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Registration: The coordinate systems, brightness, and color of
virtual and real objects need to be aligned with each other and this
process is called registration [REG]. Once the natural features are
tracked as discussed above, virtual objects are geometrically aligned
with those features by geometric registration. This is followed by
resolving occlusion that can occur between virtual and the real
objects [OCCL_1], [OCCL_2]. The XR application also applies
photometric registration [PHOTO_REG] by aligning the brightness and
color between the virtual and real objects. Additionally, algorithms
that calculate global illumination of both the virtual and real
objects [GLB_ILLUM_1], [GLB_ILLUM_2] are executed. Various
algorithms to deal with artifacts generated by lens distortion
[LENS_DIST], blur [BLUR], noise [NOISE] etc. are also required.
2.2. Generation of Images
The XR application must generate a high-quality video that has the
properties described in the previous step and overlay the video on
the XR device's display- a step called situated visualization. A
situated visualization is a visualization in which the virtual
objects that need to be seen by the XR user are overlaid correctly on
the real world. This entails dealing with registration errors that
may arise, ensuring that there is no visual interference
[VIS_INTERFERE], and finally maintaining temporal coherence by
adapting to the movement of user's eyes and head.
3. Technical Challenges and Solutions
As discussed in section 2, the components of XR applications perform
tasks such as real-time generation and processing of high-quality
video content that are computationally intensive. This section will
discuss the challenges such applications can face as a consequence.
As a result of performing computationally intensive tasks on XR
devices such as XR glasses, excessive heat is generated by the chip-
sets that are involved in the computation [DEV_HEAT_1], [DEV_HEAT_2].
Additionally, the battery on such devices discharges quickly when
running such applications [BATT_DRAIN].
A solution to the heat dissipation and battery drainage problem is to
offload the processing and video generation tasks to the remote
cloud. However, running such tasks on the cloud is not feasible as
the end-to-end delays must be within the order of a few milliseconds.
Additionally, such applications require high bandwidth and low jitter
to provide a high QoE to the user. In order to achieve such hard
timing constraints, computationally intensive tasks can be offloaded
to Edge devices.
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Another requirement for our use case and similar applications such as
360-degree streaming (streaming of video that represents a view in
every direction in 3D space) is that the display on the XR device
should synchronize the visual input with the way the user is moving
their head. This synchronization is necessary to avoid motion
sickness that results from a time-lag between when the user moves
their head and when the appropriate video scene is rendered. This
time lag is often called "motion-to-photon" delay. Studies have
shown [PER_SENSE], [XR], [OCCL_3] that this delay can be at most 20ms
and preferably between 7-15ms in order to avoid the motion sickness
problem. Out of these 20ms, display techniques including the refresh
rate of write displays and pixel switching take 12-13ms [OCCL_3],
[CLOUD]. This leaves 7-8ms for the processing of motion sensor
inputs, graphic rendering, and round-trip-time (RTT) between the XR
device and the Edge. The use of predictive techniques to mask
latencies has been considered as a mitigating strategy to reduce
motion sickness [PREDICT]. In addition, Edge Devices that are
proximate to the user might be used to offload these computationally
intensive tasks. Towards this end, a 3GPP study indicates an Ultra
Reliable Low Latency of 0.1ms to 1ms for communication between an
Edge server and User Equipment (UE) [URLLC].
Note that the Edge device providing the computation and storage is
itself limited in such resources compared to the Cloud. So, for
example, a sudden surge in demand from a large group of tourists can
overwhelm that device. This will result in a degraded user
experience as their XR device experiences delays in receiving the
video frames. In order to deal with this problem, the client XR
applications will need to use Adaptive Bit Rate (ABR) algorithms that
choose bit-rates policies tailored in a fine-grained manner to the
resource demands and playback the videos with appropriate QoE metrics
as the user moves around with the group of tourists.
However, heavy-tailed nature of several operational parameters makes
prediction-based adaptation by ABR algorithms sub-optimal [ABR_2].
This is because with such distributions, law of large numbers (how
long does it take for sample mean to stabilize) works too slowly
[HEAVY_TAIL_2], the mean of sample does not equal the mean of
distribution [HEAVY_TAIL_2], and as a result standard deviation and
variance are unsuitable as metrics for such operational parameters
[HEAVY_TAIL_1]. Other subtle issues with these distributions include
the "expectation paradox" [HEAVY_TAIL_1] where the longer the wait
for an event, the longer a further need to wait and the issue of
mismatch between the size and count of events [HEAVY_TAIL_1]. This
makes designing an algorithm for adaptation error-prone and
challenging. Such operational parameters include but are not limited
to buffer occupancy, throughput, client-server latency, and variable
transmission times. In addition, edge devices and communication
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links may fail and logical communication relationships between
various software components change frequently as the user moves
around with their XR device [UBICOMP].
4. XR Network Traffic
4.1. Traffic Workload
As discussed earlier, the parameters that capture the characteristics
of XR application behavior are heavy-tailed. Examples of such
parameters include the distribution of arrival times between XR
application invocation, the amount of data transferred, and the
inter-arrival times of packets within a session. As a result, any
traffic model based on such parameters are themselves heavy-tailed.
Using these models to predict performance under alternative resource
allocations by the network operator is challenging. For example,
both uplink and downlink traffic to a user device has parameters such
as volume of XR data, burst time, and idle time that are heavy-
tailed.
Table 1 below shows various streaming video applications and their
associated throughput requirements [METRICS_1]. Since our use case
envisages a 6 degrees of freedom (6DoF) video or point cloud, it can
be seen from the table that it will require 200 to 1000Mbps of
bandwidth. As seen from the table, the XR application such as our
use case transmit a larger amount of data per unit time as compared
to traditional video applications. As a result, issues arising out
of heavy-tailed parameters such as long-range dependent traffic
[METRICS_2], self-similar traffic [METRICS_3], would be experienced
at time scales of milliseconds and microseconds rather than hours or
seconds. Additionally, burstiness at the time scale of tens of
milliseconds due to multi-fractal spectrum of traffic will be
experienced [METRICS_4]. Long-range dependent traffic can have long
bursts and various traffic parameters from widely separated time can
show correlation [HEAVY_TAIL_1]. Self-similar traffic contains
bursts at a wide range of time scales [HEAVY_TAIL_1]. Multi-fractal
spectrum bursts for traffic summarizes the statistical distribution
of local scaling exponents found in a traffic trace [HEAVY_TAIL_1].
The operational consequences of XR traffic having characteristics
such as long-range dependency, and self-similarity is that the edge
servers to which multiple XR devices are connected wirelessly could
face long bursts of traffic [METRICS_2], [METRICS_3]. In addition,
multi-fractal spectrum burstiness at the scale of milli-seconds could
induce jitter contributing to motion sickness [METRICS_4]. This is
because bursty traffic combined with variable queueing delays leads
to large delay jitter [METRICS_4]. The operators of edge servers
will need to run a 'managed edge cloud service' [METRICS_5] to deal
with the above problems. Functionalities that such a managed edge
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cloud service could operationally provide include dynamic placement
of XR servers, mobility support and energy management [METRICS_6].
Providing Edge server support for the techniques being developed at
the DETNET Working Group at the IETF [RFC8939], [RFC9023], [RFC9450]
could guarantee performance of XR applications. For example, these
techniques could be used for the link between the XR device and the
edge as well as within the managed edge cloud service. Another
option for the network operators could be to deploy equipment that
supports differentiated services [RFC2475] or per-connection quality-
of-service guarantees [RFC2210].
+===============================================+============+
| Application | Throughput |
| | Required |
+===============================================+============+
| Real-world objects annotated with text and | 1 Mbps |
| images for workflow assistance (e.g. repair) | |
+-----------------------------------------------+------------+
| Video Conferencing | 2 Mbps |
+-----------------------------------------------+------------+
| 3D Model and Data Visualization | 2 to 20 |
| | Mbps |
+-----------------------------------------------+------------+
| Two-way 3D Telepresence | 5 to 25 |
| | Mbps |
+-----------------------------------------------+------------+
| Current-Gen 360-degree video (4K) | 10 to 50 |
| | Mbps |
+-----------------------------------------------+------------+
| Next-Gen 360-degree video (8K, 90+ Frames- | 50 to 200 |
| per-second, High Dynamic Range, Stereoscopic) | Mbps |
+-----------------------------------------------+------------+
| 6 Degree of Freedom Video or Point Cloud | 200 to |
| | 1000 Mbps |
+-----------------------------------------------+------------+
Table 1: Throughput requirement for streaming video
applications
Thus, the provisioning of edge servers in terms of the number of
servers, the topology, where to place them, the assignment of link
capacity, CPUs and GPUs should keep the above factors in mind.
4.2. Traffic Performance Metrics
The performance requirements for XR traffic have characteristics that
need to be considered when operationalizing a network. These
characteristics are now discussed.
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The bandwidth requirements of XR applications are substantially
higher than those of video-based applications.
The latency requirements of XR applications have been studied
recently [XR_TRAFFIC]. The following characteristics were
identified.:
* The uploading of data from an XR device to a remote server for
processing dominates the end-to-end latency.
* A lack of visual features in the grid environment can cause
increased latencies as the XR device uploads additional visual
data for processing to the remote server.
* XR applications tend to have large bursts that are separated by
significant time gaps.
Additionally, XR applications interact with each other on a time
scale of a round-trip-time propagation, and this must be considered
when operationalizing a network.
The following Table 2 [METRICS_6] shows a taxonomy of applications
with their associated required response times and bandwidths.
Response times can be defined as the time interval between the end of
a request submission and the end of the corresponding response from a
system. If the XR device offloads a task to an edge server, the
response time of the server is the round-trip time from when a data
packet is sent from the XR device until a response is received. Note
that the required response time provides an upper bound on the sum of
the time taken by computational tasks such as processing of scenes,
generation of images and the round-trip time. This response time
depends only on the Quality of Service (QOS) required by an
application. The response time is therefore independent of the
underlying technology of the network and the time taken by the
computational tasks.
Our use case requires a response time of 20ms at most and preferably
between 7-15ms as discussed earlier. This requirement for response
time is similar to the first two entries of Table 2 below.
Additionally, the required bandwidth for our use case as discussed in
section 5.1, Table 1, is 200Mbps-1000Mbps. Since our use case
envisages multiple users running the XR applications on their
devices, and connected to an edge server that is closest to them,
these latency and bandwidth connections will grow linearly with the
number of users. The operators should match the network provisioning
to the maximum number of tourists that can be supported by a link to
an edge server.
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+===================+==============+==========+=====================+
| Application | Required | Expected | Possible |
| | Response | Data | Implementations/ |
| | Time | Capacity | Examples |
+===================+==============+==========+=====================+
| Mobile XR based | Less than 10 | Greater | Assisting |
| remote assistance | milliseconds | than 7.5 | maintenance |
| with uncompressed | | Gbps | technicians, |
| 4K (1920x1080 | | | Industry 4.0 |
| pixels) 120 fps | | | remote |
| HDR 10-bit real- | | | maintenance, |
| time video stream | | | remote assistance |
| | | | in robotics |
| | | | industry |
+-------------------+--------------+----------+---------------------+
| Indoor and | Less than 20 | 50 to | Theme Parks, |
| localized outdoor | milliseconds | 200 Mbps | Shopping Malls, |
| navigation | | | Archaeological |
| | | | Sites, Museum |
| | | | guidance |
+-------------------+--------------+----------+---------------------+
| Cloud-based | Less than 50 | 50 to | Google Live View, |
| Mobile XR | milliseconds | 100 Mbps | XR-enhanced |
| applications | | | Google Translate |
+-------------------+--------------+----------+---------------------+
Table 2: Traffic Performance Metrics of Selected XR Applications
5. Conclusion
In order to operationalize a use case such as the one presented in
this document, a network operator could dimension their network to
provide a short and high-capacity network path from the edge compute
resources or storage to the mobile devices running the XR
application. This is required to ensure a response time of 20ms at
most and preferably between 7-15ms. Additionally, a bandwidth of 200
to 1000Mbps is required by such applications. To deal with the
characteristics of XR traffic as discussed in this document, network
operators could deploy a managed edge cloud service that
operationally provides dynamic placement of XR servers, mobility
support and energy management. Although the use case is technically
feasible, economic viability is an important factor that must be
considered.
6. IANA Considerations
This document has no IANA actions.
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7. Security Considerations
The security issues for the presented use case are similar to other
streaming applications [DIST], [NIST1], [CWE], [NIST2]. This
document itself introduces no new security issues.
8. Acknowledgements
Many Thanks to Spencer Dawkins, Rohit Abhishek, Jake Holland, Kiran
Makhijani, Ali Begen, Cullen Jennings, Stephan Wenger, Eric Vyncke,
Wesley Eddy, Paul Kyzivat, Jim Guichard, Roman Danyliw, Warren
Kumari, and Zaheduzzaman Sarker for providing very helpful feedback,
suggestions and comments.
9. Informative References
[ABR_1] Mao, H., Netravali, R., and M. Alizadeh, "Neural Adaptive
Video Streaming with Pensieve", In Proceedings of the
Conference of the ACM Special Interest Group on Data
Communication, pp. 197-210, 2017.
[ABR_2] Yan, F., Ayers, H., Zhu, C., Fouladi, S., Hong, J., Zhang,
K., Levis, P., and K. Winstein, "Learning in situ: a
randomized experiment in video streaming", In 17th USENIX
Symposium on Networked Systems Design and Implementation
(NSDI 20), pp. 495-511, 2020.
[AUGMENTED]
Schmalstieg, D. S. and T.H. Hollerer, "Augmented
Reality", Addison Wesley, 2016.
[AUGMENTED_2]
Azuma, R. T., "A Survey of Augmented
Reality.", Presence:Teleoperators and Virtual
Environments 6.4, pp. 355-385., 1997.
[BATT_DRAIN]
Seneviratne, S., Hu, Y., Nguyen, T., Lan, G., Khalifa, S.,
Thilakarathna, K., Hassan, M., and A. Seneviratne, "A
survey of wearable devices and challenges.", In IEEE
Communication Surveys and Tutorials, 19(4), p.2573-2620.,
2017.
[BLUR] Kan, P. and H. Kaufmann, "Physically-Based Depth of Field
in Augmented Reality.", In Eurographics (Short Papers),
pp. 89-92., 2012.
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[CLOUD] Corneo, L., Eder, M., Mohan, N., Zavodovski, A., Bayhan,
S., Wong, W., Gunningberg, P., Kangasharju, J., and J.
Ott, "Surrounded by the Clouds: A Comprehensive Cloud
Reachability Study.", In Proceedings of the Web Conference
2021, pp. 295-304, 2021.
[CWE] "CWE/SANS TOP 25 Most Dangerous Software Errorss", Common
Weakness Enumeration, SANS Institute, 2012.
[DEV_HEAT_1]
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[XR_TRAFFIC]
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Authors' Addresses
Renan Krishna
United Kingdom
Email: renan.krishna@gmail.com
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Akbar Rahman
Ericsson
349 Terry Fox Drive
Ottawa Ontario K2K 2V6
Canada
Email: Akbar.Rahman@ericsson.com
Krishna & Rahman Expires 21 December 2024 [Page 18]