Characterization of Multi-User Augmented Reality over Cellular Networks

Augmented reality (AR) apps where multiple users interact within the same physical space are gaining in popularity (e.g., shared AR mode in Pokemon Go, virtual graffiti in Google’s Just a Line). However, multi-user AR apps running over the cellular network can experience very high end-to-end latencies (measured at 12.5 s median on a public LTE network). To characterize and understand the root causes of this problem, we perform a first-of-its-kind measurement study on both public LTE and industry LTE testbed for two popular multi-user AR applications, yielding several insights: (1) The radio access network (RAN) accounts for a significant fraction of the end-to-end latency (31.2%, or 3.9 s median), resulting in AR users experiencing high, variable delays when interacting with a common set of virtual objects in off-the-shelf AR apps; (2) AR network traffic is characterized by large intermittent spikes on a single uplink TCP connection, resulting in frequent TCP slow starts that can increase user-perceived latency; (3) Applying a common traffic management mechanism of cellular operators, QoS Class Identifiers (QCI), can help by reducing AR latency by 33% but impacts non-AR users. Based on these insights, we propose network-aware and network-agnostic AR design optimization solutions to intelligently adapt IP packet sizes and periodically provide information on uplink data availability, respectively. Our solutions help ramp up network performance, improving the end-to-end AR latency and goodput by ~40-70%.

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