Within the NewMedia Centre at TU Delft, Jeroen Boots and Luuk Goossen focus on VR (virtual reality) and XR (extended reality). Together with Tim Kok of collaboration partner Surf they investigated step step by step how 5G can contribute to new applications in education. The main topic: how can we provide education to 400 students with the help of VR? What do we need and what are still stumbling blocks?
Luuk: “We basically looked very practically at what is needed in the future. First we investigated theoretically what will be required. 5G offers attractive solutions on paper. The response time is very fast. We are moving from tenths of milliseconds to hundredths of milliseconds. In addition, the bandwidth goes up to 100 times compared to 4G. So you can connect many more devices over a network simultaneously. We have our own 5G test facility at the Do IoT Fieldlab, on TU Delft campus. We can customize that network exactly the way we want. So you can probably imagine, we couldn’t wait to actually get into this.
Short response time and huge calculations
The research team wanted to test with an application that would merge all aspects. First of all, it involves interaction between – initially – two people in a virtual world. As part of this, they have to perform a task that is extremely precise in terms of movement, time and place. The team came up with what might sound like a simple solution: throwing a ball. In the application, both people have to see each other and interact. The slightest delay or glitch has an immediate effect: you throw inaccurately or you miss while catching. “This was the first part of our experiment. We knew: if this is successful, we will meet most of the requirements for future education,” Luuk explains.
The second part of the experiment concerned the performance and robustness of the network, making 5G applications useful in scientific research as well. As an example, Luuk mentions a study of black holes in space. The current processors in VR glasses are similar to those in a smartphone. Luuk outlines: “For powerful computations in VR simulations, you will need far more powerful computers than what glasses can provide. You could, for example overcome this by connecting four people by wiring the connecation to a computer for the extra computing power. But can you imagine if we wanted to connect 400 students in a lecture hall to the VR world? Then we’re spending a month relocating the equipment to connect everyone! So we are looking at using a virtual server, with all calculations taking place in a data center. So for each issue, we keep searching for a solution, aiming to measure as objectively as possible what the performance is, when we vary the research setup slightly.”