This radio simulator oriented for virtual reality meetings is fully described in the paper: Performance Modelling and Assessment for Social VR Conference Applications in 5G Radio Networks by João Morais, Sjors Braam, Remco Litjens, Sandra Kizhakkekundil and Hans van Den Berg.
It uses the Quadriga stochastic channel model to simulate the wireless channels in a meeting room where XR meetings happen. Then, one can configure almost 100 parameters to evaluate their impact on the packet drop rate during VR meetings. These parameters span 3 layers: the physical layer (e.g., number of antennas), the MAC layer (e.g., scheduler and beam management parameters), and the application layer (e.g., frame and video compression parameters).
-
Windows (for the parallelization tool)
-
Python Libraries:
- numpy
- scipy
- joblib ( for generation)
- matplotlib ( for data analysis)
- moviepy (optional, for data analysis. To install do: conda install -c conda-forge moviepy)
- PyPDF2 (optional, for data analysis. To install do: conda install -c conda-forge pypdf2)
-
Matlab Runtime Compiler 9.8 (for Matlab 2020a)
Spyder, installed through Anaconda.
For installing:
- Install anaconda
- Open anaconda prompt
- Update anaconda: conda update conda
- Search the most recent version of spyder: conda search -f spyder
- Install that version (say 5.0.5 is currently the most recent): conda install spyder=5.0.5
For updating to a new version of Spyder, repeat steps 2 to 5.
-
The 1st research publication: Assessment of 5G RAN Features for Integrated Services Provisioning in Smart Cities by Ayushi Kandoi, Maria Raftopoulou and Remco Litjens
-
The 1st MSc thesis: Analysis of radio downlink in Social XR scenarios involving 5G channel state information acquisition techniques by Sandra Kizhakkekundil (advised by Remco Litjens and Alexander Yarovoy)
-
The 2nd MSc thesis and research publication: Application-level performance of cross-layer scheduling for social VR in 5G by Zheng Du, Hans van Den Berg, Toni Dimitrovski and Remco Litjens
-
The 3rd MSc thesis: Offloading Strategies for the Rendering Process in Edge-enabled Virtual Reality Games by Cathy Schmit