Virtual and Augmented Reality on the 5G Highway
Open accessAbstract
In recent years, virtual and augmented reality have begun to take advantage of the high speed capabilities of data streaming technologies and wireless networks. However, limitations like bandwidth and latency still prevent us from achieving high fidelity telepresence and collaborative virtual and augmented reality applications. Fortunately, both researchers and engineers are aware of these problems and have set out to design 5G networks to help us to move to the next generation of virtual interfaces. This paper reviews state of the art virtual and augmented reality communications technology and outlines current efforts to design an effective, ubiquitous 5G network to help to adapt to virtual application demands. We discuss application needs in domains like telepresence, education, healthcare, streaming media, and haptics, and provide guidelines and future directions for growth based on this new network infrastructure.
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AR gained widespread public acceptance in the late 2000s through the entertainment sector, with games like Sony's Eyes of Judgement and Nintendo's Pokemon GO.
“AR gained widespread public acceptance in the late 2000s through the entertainment sector, with the help of games like Sony ' s Eyes of Judgement, which is regarded to be the fi rst AR game, and Nintendo ' s Pokemon GO, the most popular AR game to date (Orlosky, Kiyokawa, and Takemura 2017).”
From The route to immersion: a conceptual framework for cross-disciplinary immersive theatre and experiences (2023) · cites this paper as Orlosky, Kiyokawa, and Takemura 2017
Section 1.2, “A Brief History of Augmented Reality,” says AR became known to the general public through entertainment in the late 2000s and names The Eye of Judgement (2007), thought to be the first AR consumer game. It names the Nintendo 3DS—not Pokémon Go—as the other example in that historical account. Sections 1.2 and 2.1 describe Pokémon Go’s later popularity, but do not place it in the late-2000s adoption period or establish that it was the most popular AR game to date. (LLM, conf=0.88)
Experimental — accuracy not yet measuredIn the early years, the goal of utilizing AR was to help users perform the task at hand with less effort.
“In the early years, the goal of utilizing AR was to help users ' perform the task at hand with less effort ' (Orlosky, Kiyokawa, and Takemura 2017, 133 -134)”
From The route to immersion: a conceptual framework for cross-disciplinary immersive theatre and experiences (2023) · cites this paper as Orlosky, Kiyokawa, and Takemura 2017, 133-134
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Cited by
Sorted by citations
Toward immersive communications in 6G
Shen, X. (., Gao, J., Li, M., Zhou, C., Hu, S., He, M., & Zhuang, W. (2023) · Frontiers in Computer Science · doi:10.3389/fcomp.2022.1068478 · Cited by 124 · see citing works
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“…Kiyokawa, and Takemura 2017, 133 – 134), such as when scientists at the Boeing Corporation developed an AR system to help workers put together wiring harnesses (Orlosky, Kiyokawa, and Takemura 2017; Bottani and Vignali 2019), and when it was used for image-guided surgery (Syed et al. 2023).”
- Authors
- Orlosky, J., Kiyokawa, K., & Takemura, H.
- Affiliations
- The University of Osaka (JP)
- Venue
- Journal of Information Processing
- Published
- 2017
- Volume
- 25
- Issue
- 0
- Pages
- 133-141
- ISSN
- 1882-6652 (ISSN-L)
- OpenAlex
- W2588283971
- Cited by
- 107
- References
- 46
- Citations by year
- 2026: 1 · 2025: 8 · 2024: 13 · 2023: 18 · 2022: 16 · 2021: 13 · 2020: 13 · 2019: 16 · 2018: 5 · 2017: 4
- FWCI
- 8.08
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Locations
- Journal of Information Processing (publishedVersion)
- Institutional Repositories DataBase (IRDB) (submittedVersion)
- NAIST Digital Library (Nara Institute of Science and Technology) (submittedVersion, cc-by-nc-nd)
- Funders
- Japan Society for the Promotion of Science (15J03023, 15H02738)
- Topics
- Physical Sciences › Engineering › Mechanical Engineering › Teleoperation and Haptic Systems
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Physical Sciences › Computer Science › Computer Networks and Communications › Software-Defined Networks and 5G
- Keywords
- virtual reality, augmented reality, 5G, telepresence, bandwidth, latency, collaborative virtual reality, haptics, streaming media, wireless networks, network design
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