AR/VR and ICN
draft-westphal-icnrg-arvr-icn-00

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ICNRG Working Group                                          C. Westphal
Internet-Draft                                                    Huawei
Intended status: Informational                             July 14, 2018
Expires: January 15, 2019

                             AR/VR and ICN
                    draft-westphal-icnrg-arvr-icn-00

Abstract

   This document describes the challenges of AR/VR in ICN.

Status of This Memo

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   provisions of BCP 78 and BCP 79.

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   This Internet-Draft will expire on January 15, 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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Table of Contents

   1.  Introduction  . . . . . . . . . . . . . . . . . . . . . . . .   2
   2.  Definitions . . . . . . . . . . . . . . . . . . . . . . . . .   3
     2.1.  Use Cases . . . . . . . . . . . . . . . . . . . . . . . .   4
       2.1.1.  Office productivity, personal movie theater . . . . .   4
       2.1.2.  Retail, Museum, Real Estate, Education  . . . . . . .   4
       2.1.3.  Sports  . . . . . . . . . . . . . . . . . . . . . . .   4
       2.1.4.  Gaming  . . . . . . . . . . . . . . . . . . . . . . .   5
       2.1.5.  Maintenance, Medical, Therapeutic . . . . . . . . . .   5
       2.1.6.  Augmented maps and directions, facial recognition,
               teleportation . . . . . . . . . . . . . . . . . . . .   5
   3.  Information-Centric Network Architecture  . . . . . . . . . .   6
     3.1.  Native Multicast Support  . . . . . . . . . . . . . . . .   6
     3.2.  Caching . . . . . . . . . . . . . . . . . . . . . . . . .   7
     3.3.  Naming  . . . . . . . . . . . . . . . . . . . . . . . . .   7
     3.4.  Privacy . . . . . . . . . . . . . . . . . . . . . . . . .   7
     3.5.  Other benefits? . . . . . . . . . . . . . . . . . . . . .   7
     3.6.  Security Considerations . . . . . . . . . . . . . . . . .   7
   4.  References  . . . . . . . . . . . . . . . . . . . . . . . . .   8
     4.1.  Normative References  . . . . . . . . . . . . . . . . . .   8
     4.2.  Informative References  . . . . . . . . . . . . . . . . .   8
   Author's Address  . . . . . . . . . . . . . . . . . . . . . . . .   8

1.  Introduction

   Augmented Reality and Virtual Reality are becoming common place.
   Facebook and YouTube have deployed support for some immersive videos,
   including 360 videos.  Many companies, including the aforementioned
   Facebook, Google, but also Microsoft and others, are offering devices
   to view virtual reality, ranging from simple mechanical additions to
   a smart phone, such as Google Cardboard to full fledged dedicated
   devices, such as the Oculus Rift.

   Current networks however, are still struggling to deliver high
   quality video streams. 5G Networks will have to address the
   challenges introduced by the new applications delivering augmented
   reality and virtual reality services.  However, it is unclear that
   without architectural support, it will be possible to deploy such
   applications.

   Most surveys of augmented reality systems (say, [van2010survey])
   ignore the potential underlying network issues.  We attempt to
   present some of these issues in this paper.  We also intend to
   explain how an Information-Centric Network architecture is beneficial
   for AR/VR.  Information-Centric Networking has been considered for
   enhancing content delivery by adding features that are lacking in an

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   IP network, such as caching, or the requesting and routing of content
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