Miten 5G-Teknologia Tulee Muuttamaan Ar/Vr-Maailmaa

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Miten 5G-Teknologia Tulee Muuttamaan Ar/Vr-Maailmaa OPINNÄYTETYÖ - AMMATTIKORKEAKOULUTUTKINTO TEKNIIKAN JA LIIKENTEEN ALA MITEN 5G-TEKNOLOGIA TULEE MUUTTAMAAN AR/VR-MAAILMAA TE- Joni Laukkanen KIJÄ/T: SAVONIA-AMMATTIKORKEAKOULU OPINNÄYTETYÖ Tiivistelmä Koulutusala Tekniikan ja liikenteen ala Koulutusohjelma/Tutkinto-ohjelma Tietotekniikan koulutusohjelma Työn tekijä(t) Joni Laukkanen Työn nimi Miten 5G-teknologia tulee muuttamaan AR/VR-maailmaa Päiväys 16.12.2019 Sivumäärä/Liitteet 23 Ohjaaja(t) Mikko Pääkkönen, lehtori ja Veijo Pitkänen, lehtori Toimeksiantaja/Yhteistyökumppani(t) DigiCenter North Savo Tiivistelmä Opinnäytetyö tehtiin DigiCenter NS:lle, jolle tehtiin selvitys mobiiliteknologian uusimmasta sukupolvesta 5G:stä ja kuinka se vaikuttaa AR- ja VR-teknologioihin ja kuinka niitä voidaan käyttää tulevaisuudessa hyväksi kyseisiä tek- nologioita ajatellen. Työssä käsiteltiin 5G:n ominaisuuksia, sovelluksia, ja kuinka ne vaikuttavat muihin laitteisiin. Käytiin läpi VR:n ja AR:n historiaa, kuinka ne ovat kehittyneet ja miten kehitys jatkuu. Työssä kerrottiin myös pilvipalveluiden langat- toman ratkaisun perusedellytyksiä XR-laitteiden kannalta. Lopuksi käytiin läpi 5G-teknologian tiedonsiirron teo- reettiset nopeuden vaatimukset AR- ja VR-laitteille. Tämän työn avulla havaitaan, kuinka tärkeä osa 5G-mobiiliverkko tulee olemaan hyödyntää VR- ja AR-laitteiden kehitystä lähitulevaisuudessa ja todennetaan 5G-verkon nopeuden vaatimuksia VR- ja AR-laitteiden kannalta. 5G- verkon kehitys vaatii kuitenkin jonkin verran aikaa, jotta parhaillaan yli 1 gigatavun sekuntinopeudet olisivat tule- vaisuudessa osa palveluita ja laitteita, joita 5G-verkko tukee. Avainsanat 5G, Virtuaalitodellisuus, Lisättytodellisuus SAVONIA UNIVERSITY OF APPLIED SCIENCES THESIS Abstract Field of Study Technology, Communication and Transport Degree Programme Degree Programme in Information Technology Author(s) Joni Laukkanen Title of Thesis Impact of 5G Technology on AR/VR World Date 16 December 2019 Pages/Appendices 23 Supervisor(s) Mr. Mikko Pääkkönen, Senior Lecturer and Mr. Veijo Pitkänen, Principal Lecturer Client Organisation /Partners DigiCenter North Savo Abstract This thesis was commissioned by DigiCenter NS, which researches the latest generation of mobile technology, 5G, and how it will impact AR and VR technologies and how they can be used in the future with those technolo- gies in mind. This thesis covered 5G's features, applications, and how they affect other devices. The information for research has been compiled from available online materials. Then the history of VR and AR was studied to see how they have evolved and how they continue to evolve. The thesis also discussed the basic prerequisites for cloud-based wireless solutions for XR devices. Lastly, theoretical speed requirements for 5G technology data transfer for VR and AR devices were reviewed. As result of thesis, it was possible to identify the important role that the 5G mobile network will play in leveraging the development of VR and AR devices in the near future and verifies the speed requirements of the 5G network for VR and AR devices. However, the development of the 5G network will take some time, so that in the future, speeds of more than 1 GB per second will be part of the services and devices supported by the 5G network. Keywords 5G, Virtual reality, Augmented reality SISÄLTÖ 1 JOHDANTO ......................................................................................................................... 6 2 VR-JA AR TEKNOLOGIA ........................................................................................................ 7 2.1 Virtuaalilaitteiden historia ......................................................................................................... 7 2.2 Yleistä tietoa VR- ja AR-laitteista .............................................................................................. 9 2.3 Virtuaalitodellisuuden puutteet ............................................................................................... 10 3 5G .................................................................................................................................... 11 3.1 Internet of Things ................................................................................................................. 11 3.2 Taajuusalueet ja spektri ......................................................................................................... 12 3.2.1 Tiedonmäärä ............................................................................................................. 13 3.2.2 Pilvipalvelut ja XR ...................................................................................................... 13 3.3 Langattomat laitteet .............................................................................................................. 15 3.4 5G hyödyt muualla ................................................................................................................ 15 4 VARJO VIRTUAALILASIT JA 5G ........................................................................................... 16 4.1 Elisa Co-Creation Challenge 2019 ........................................................................................... 16 5 KÄYTÖNNÖN NOPEUS VAATIMUKSET 5G: LLE VR:N SUHTEEN ............................................. 17 5.1 VR-lasien näytöt .................................................................................................................... 17 5.2 Näytön tiedonsiirto tekniset vaatimukset ................................................................................. 17 5.3 Vaatimukset AR:n kohdalla .................................................................................................... 19 6 POHDINTA ........................................................................................................................ 20 LÄHTEET JA TUOTETUT AINEISTOT ........................................................................................ 21 5 (23) Työssä käytetyt lyhenteet ja termit AR Augmented Reality, lisättytodellisuus HEVC High Efficiency Video Coding, H.265, videonpakkaustandardi HMD Head-mounted display, päähän kiinnitetty näyttö IoT Internet of Things, Esineiten internet, verkon yli keskenään kommunikoivat älylaitteet IPD Interpupillary distance, silmien pupillien välinen etäisyys Kuvatajuus Frame rate, Frames per second, kehysnopeus, piirrettyjen kuvien määrä sekunnissa KPI Key performance indicator, eräänlainen suorituskyvyn mittari Pilvipalvelu Cloud service, palvelimien verkostoa, johon pääsee käsiksi melkein mistä ja milloin vain Renderöinti Kuvan muodostaminen tietokoneen näytölle Viive Latency, Kuinka kauan laite käyttää aikaa tiedon vastaanottamiseen VR Virtual Reality, virtuaalitodellisuus XR Cross Reality, Sekoitus VR, AR, MR teknologioista 6 (23) 1 JOHDANTO Opinnäytetyö selvittää 5G:n mobiiliteknologiaa uutta tuomaa kehitystä AR- ja VR-teknologioiden osalta ja kuinka nämä yhdessä tulevat johtamaan virtuaalilaitteiden kehitystä. Työn tavoitteena oli selvittää 5G:n avaintekijöitä AR/VR-laitteiden kannalta, kuten millaisia sovelluksia tällä on, tiedonsiir- ron yhteyden riittävyys ja millaiselta tulevaisuus näyttää molempien kannalta. Opinnäytetyön selvitys perustuu pääasiallisesti verkkoaineistosta saatavilla olevaan materiaaliin. Sel- vityksessä käytetään kuvia ja taulukoita havainnollistamaan asiakokonaisuuksia. Teksti tulisi katsoa 5G:n, virtuaalitodellisuuden ja lisätyn todellisuuden käsitteitä ja aiheita silmällä pitäen. AR/VR-laitteiden suosion kasvu on tuonut saapuvalle uuden sukupolven 5G-mobiiliteknologialle mahdollisuuden avata näiden koko potentiaalin. Yhä kehittynyt 5G-verkko tuo uusia ominaisuuksia ja mahdollisuuksia myös pilvipalveluille, jotka tulevat hyödyntämään uutta nopeaa mobiiliverkkoa pal- veluillaan ja sovelluksillaan. 5G-teknologia tarjoaa parhaan mahdollisuuden langattomalle tiedonsiirrolle sen korkean luotettavuu- den, nopeuden ja pienen viiveen takia. Parannukset eivät siis näy vain virtuaalilaitteissa, vaan myös monen muun alan laitteissa ja sovelluksissa, kuten itseohjautuvien autojen tai sairaaloiden potilaiden valvontaan liittyvissä parannuksissa. 7 (23) 2 VR-JA AR TEKNOLOGIA 2.1 Virtuaalilaitteiden historia Virtuaalitodellisuuden ensimmäiset suurimmat harppaukset voidaan katsoa alkaneen 1900-luvun puolivälin aikaan, jolloin laitteiden kehitykset ja kokeilut alkoivat tuottaa joitain tuloksia. Nykypäivän lähtökohdan virtuaalilaitteiden kehitykselle antoi kenties tietotekniikan tutkija Ivan Sutherland vuonna 1968, joka kehitti ensimmäisen virtuaalikypärän hänen oppilaansa Bob Sproullin kanssa. Tämä HMD-järjestelmä nimeltään “The Sword of the Damocles”, näytti tietokoneella luotuja rauta- lankamalli piirroksia käyttäjälle. Laite oli kuitenkin painoltaan suuri, jonka takia se ei ollut käyttäjäl- leen mukava käyttää, minkä takia se oli kiinnitetty kattoon. (Virtualspeech 2018.) Seitsemän vuotta myöhemmin 1975 ensimmäinen interaktiivinen VR-alusta, nimeltään Videoplace, laitettiin esille Milwaukeen Taidekeskustaan. Laitteen oli kehittänyt Myron Krueger, jonka hän oli ra- kentanut vuotta aiemmin laboratoriossaan. Laite käytti tietokone projektoreita, videokameroita, vi- deo näyttöjä ja paikka tunnistus teknologiaa luodakseen pimeä huoneessa “virtuaalisen tilan”, jossa laite imitoi käyttäjän liikkeitä ja heijasti ne näytölle. (Virtualspeech 2018.) Lisätyn todellisuuden termin, “Augmented Reality”, keksi Boeingin tutkija Tom Caudell vuonna 1990, joka myöhemmin yleistyi teknologian nimeksi. Vuonna 1992 Louis Rosenberg kehitti järjestelmän Fixtures,
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