In Network Computing Enablers for Extended Reality
draft-montpetit-coin-xr-01

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COIN                                                        M. Montpetit
Internet-Draft                                            Triangle Video
Intended status: Informational                          October 23, 2018
Expires: April 22, 2019

           In Network Computing Enablers for Extended Reality
                          draft-montpetit-coin-xr-01

Abstract

   Augmented Reality (AR) and Virtual Reality (VR), combined as Extended
   Reality or XR, challenge networking technologies and protocols
   because they combine the features of fast information display, image
   processing, computing and forwarding.  This document presents some of
   these challenges and how adding computing in the network could
   respond to them.

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   This Internet-Draft will expire on April 22, 2019.

Copyright Notice

   Copyright (c) 2018 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
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   (https://trustee.ietf.org/license-info) in effect on the date of
   publication of this document.  Please review these documents
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   include Simplified BSD License text as described in Section 4.e of

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   the Trust Legal Provisions and are provided without warranty as
   described in the Simplified BSD License.

Table of Contents

   1.  Introduction  . . . . . . . . . . . . . . . . . . . . . . . .   2
     1.1.  Requirements Language . . . . . . . . . . . . . . . . . .   3
   2.  Definitions . . . . . . . . . . . . . . . . . . . . . . . . .   3
   3.  Extended Reality and In-Network Computing . . . . . . . . . .   4
     3.1.  XR Network Requirements . . . . . . . . . . . . . . . . .   4
     3.2.  In-Network Computing Advantages in XR . . . . . . . . . .   5
   4.  Enabling Technologies . . . . . . . . . . . . . . . . . . . .   6
     4.1.  Information Centric Networking (ICN) and Named Data
           Networking (NDN)  . . . . . . . . . . . . . . . . . . . .   7
     4.2.  Network Coding  . . . . . . . . . . . . . . . . . . . . .   7
     4.3.  Blockchains and Distributed Trust . . . . . . . . . . . .   8
   5.  Conclusion  . . . . . . . . . . . . . . . . . . . . . . . . .   9
   6.  Acknowledgements  . . . . . . . . . . . . . . . . . . . . . .   9
   7.  References  . . . . . . . . . . . . . . . . . . . . . . . . .   9
     7.1.  Normative References  . . . . . . . . . . . . . . . . . .   9
     7.2.  Informative References  . . . . . . . . . . . . . . . . .   9
   Author's Address  . . . . . . . . . . . . . . . . . . . . . . . .  10

1.  Introduction

   Augmented and Virtual reality target different applications
   but they all share a number of stringent delay and bandwidth
   requirements to prevent confusing the brain whenever information
   about the virtual environment is not wholly consistent causing motion
   sickness symptoms [VRSICK].  Hence to now XR has been delivered
   mostly locally via combinations of computers and headsets with some
   cloud implementations being limited to time invariant imaging in one
   direction.

   But with the emergence of the edge and the programmability of network
   elements all the way from the data center to the users the
   possibility of creating networked, multiparty/multisource and
   interacting XR comes closer to reality.  This document wants to
   review what is necessary for the current localized and cloud
   supported XR to evolve to a more distributed and edge centric
   architecture to support advanced immersive application and services.
   It assumes that network programmability will enable to tailor the
   network to the XR requirements.  This document is about requirements
   not solutions per se but will mention work that has already been done

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   towards a more networked XR including Information Centric
   architectures, Artificial Intelligence and in network coding.  The
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