—Live holographic teleportation is an emerging media application that allows Internet users to communicate in a fully immersive environment. One distinguishing feature of such an application is the ability to teleport multiple objects from different network locations into the receiver's field of view at the same time, mimicking the effect of group-based communications in a common physical space. In this case, live teleportation frames originated from different sources must be precisely synchronised at the receiver side to ensure user experiences with eliminated perception of motion misalignment effect. For the very first time in the literature, we quantify the motion misalignment between remote sources with different network contexts in order to justify the necessity of such frame synchronisation operations. Based on this motivation, we propose HoloSync, a novel edge-computing-based scheme capable of achieving controllable frame synchronisation performances for multi-source holographic tele-portation applications. We carry out systematic experiments on a real system with the HoloSync scheme in terms of frame synchronisation performances in specific network scenarios, and their sensitivity to different control parameters.
—Holographic Teleportation is an emerging media application allowing people or objects to be teleported in a real-time and immersive fashion into the virtual space of the audience side. Compared to the traditional video content, the network requirements for supporting such applications will be much more challenging. In this paper, we present a 5G edge computing framework for enabling remote production functions for live holographic Teleportation applications. The key idea is to offload complex holographic content production functions from end user premises to the 5G mobile edge in order to substantially reduce the cost of running such applications on the user side. We comprehensively evaluated how specific network-oriented and application-oriented factors may affect the performances of remote production operations based on 5G systems. Specifically, we tested the application performance from the following four dimensions: (1) different data rate requirements with multiple content resolution levels, (2) different transport-layer mechanisms over 5G uplink radio, (3) different indoor/outdoor location environments with imperfect 5G connections and (4) different object capturing scenarios including the number of teleported objects and the number of sensor cameras required. Based on these evaluations we derive useful guidelines and policies for future remote production operation for holographic Teleportation through 5G systems.