NASDAQ: IDCC , a mobile and video technology research and development company, today released a study revealing new use cases, and network challenges, in the next-generation video streaming ecosystem. The Streaming Media Report , a new report from ABI Research and commissioned by InterDigital, outlines how the advent of streaming media use cases like virtual reality VR , augmented reality AR , and cloud gaming is increasingly pushing data boundaries, while edge computing, multicasting, and more efficient codecs present vital solutions to this video-driven future. In addition to data-intensive video streaming, networks will also have to contend with media services beyond OTT video, including VR, AR and cloud gaming. The report found that simply doubling the number of users engaging with high-quality video content in a single cell network may push the network to its theoretical limit, driving the need for new solutions to address the capacity crunch. We are seeing new smartphones come to market, with larger screens and even foldable screens to enhance the mobile viewing experience; we are seeing VR gain more traction and become mainstream; and eSports is a phenomenon that continues to grow by the minute. With the mainstream deployment of 5G not expected for some years, we need technologies that are able to bridge this gap and support the bandwidth and low latency demands in the short-term. Edge computing, multicasting and more efficient codecs all have a valuable role to play, enabling consumers to enjoy these services now, rather than in years to come. The large volume of data required for future media applications, coupled with growing user bases and the demand for low latency, will give rise to network issues, particularly as users move between 4G and 5G networks. The report identifies the following technologies as instrumental to the implementation of VR, AR, cloud gaming, and other streaming use cases in the near-term:. To join the webinar, please click here. InterDigital is a registered trademark of InterDigital, Inc. For more information, visit: www. Get CEO. CA Pro. CA House Rules before posting. Use of this site indicates acceptance of the Privacy Policy and Terms of Use. The information on this Website is not reliable and not intended to provide tax, legal, or investment advice. Nothing contained on the Website shall be considered a recommendation, solicitation, or offer to buy or sell a security to any person in any jurisdiction. CA members discuss high-risk penny stocks which can lose their entire value. Only risk what you can afford to lose. Search Subscribe. The report identifies the following technologies as instrumental to the implementation of VR, AR, cloud gaming, and other streaming use cases in the near-term: Edge computing enables the distribution of processing capabilities throughout a network to allow mobile service providers to process data locally, break out traffic, and cache traffic more efficiently. More efficient codecs may not eliminate potential bottlenecks and congestion from high peak demands, but they will help reduce the bandwidth requirements and the overall network load across larger volumes of streaming and cloud services. Multicasting enables the distribution of content to a group of devices streaming immersive video in a way that greatly reduces the data demands on the network. Massive Multiple Input Multiple Output MIMO technology, one of the major improvements to 5G NR, can spatially separate groups of users and effectively double the spectral efficiency of a system, a paramount improvement for new streaming media use cases. No more messages to load. Sign up to become a contributing member of the community. Log in Sign up.

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