VR Archives | Ericsson Research Blog

Ericsson Research Blog

Research, insights and technology reflections

Living in a world of mixed reality

I’m Richard, a 23-year-old tech enthusiast spending my summer programming at Ericsson Research in Kista, Sweden. I’m part of the Device Technologies team, and my focus is on Mixed Reality.

Students from many different fields join Ericsson Research for internships or thesis work. You could be next. Follow our blog to learn about the students at Ericsson Research this summer.

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Test your 5G application in the Urban ICT Arena

The 5G test platform that Ericsson offers to innovators and service developers in the Urban ICT Arena (UICTA) now includes an edge cloud. Applications that need to be executed close to the end user – in other words, those that need very low latency or deal with a lot of local data – can now be tested in a real network environment. Find out more about this test environment and how it can support faster application development.

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5G and eye-tracking enabling mobile VR

How do we cope with the anticipated huge demands on bandwidth and device computational power coming from high-quality virtual reality as video resolutions grow higher and higher? Researchers from Ericsson Research, the Royal Institute of Technology KTH, Stockholm, Sweden, and Tobii have demonstrated how bandwidth and device computational requirements can be dramatically reduced by using smart eye-tracking combined with low-latency 5G networks and distributed cloud. This allows network service providers to provide excellent experiences at a fraction of the network burden.

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Exploring how to build standards for Virtual Reality

Virtual reality (VR) has quickly become a household term. There are lots of gadgets and apps that let you take control of your viewing experience by letting you watch a film clip in any direction in a head-mounted display or simply by moving your phone or tablet. However, since most of these apps define their own vertical, content has to be adapted for each of them. This also means that many players are motivated to find common ground and define relevant standards for VR content delivery and consumption.

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