5G Multiple-Access

“Multiple-access techniques enabling cloud gaming, remote surgery, unmanned vehicles, space cloning..”


[Left: Nvidia Game Stream, Right: Sony Streaming Game]

The demand for ultra-low latency communication is rapidly increasing. In the close future, we will enjoy video games outside using only portable displays and controllers without any consoles,  desktops, or laptops, i.e., cloud gaming. Several companies such as Nvidia and Sony have already launched preliminary cloud gaming services as shown in the figure above. In addition, we will get surgery by a doctor located in the opposite side of the globe through a surgery robot such as Davinci. We shall ride unmanned cars which drive safely communicating with other cars.

To enable these future applications, very low latency for the wireless communication is essential, e.g., communications between the client and computing server, between the doctor’s  site and surgery robot, and between unmanned cars.


[Vision of 5G Mobile Communications (Nokia*)]

The vision the 5G communication therefore includes ultra low latency lower than 1ms as shown in the figure above. However, to access current LTE base stations, it is observed that 20~50ms of the latency is required in a typical urban environment. Thus, breakthrough ideas are needed to significantly lower the access delay.


[Latency Requirements (5GNOW*)]

Several European research projects have already been kicked off  in pursuit of achieving the access delay lower than 1ms, e.g. 5GNOW as shown in the figure above. The AiSLab studies this issue to obtain a world-leading low-latency performing a 5-year research project funded by the Korea government. Furthermore, unlike the conventional research projects in Europe, the AiSLab tackes the end-to-end delay including all the wired networks collaborating with other groups in the UNIST.

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