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Special Sessions

Special sessions are very small and specialized events to be held during the conference as a set of oral and poster presentations that are highly specialized in some particular theme or consisting of the works of some particular international project. The goal of special sessions (minimum 4 papers; maximum 9) is to provide a focused discussion on innovative topics. All accepted papers will be published in a special section of the conference proceedings book, under an ISBN reference, and on digital support. All papers presented at the conference venue will be available at the SCITEPRESS Digital Library. SCITEPRESS is a member of CrossRef and every paper is given a DOI (Digital Object Identifier). The proceedings are submitted for indexation by Thomson Reuters Conference Proceedings Citation Index (ISI), DBLP, EI (Elsevier Engineering Village Index) and Scopus.


Net-AR.VR 2018Future Network Architecture for AR/VR and 360 Video Multimedia Distribution
Chair(s): Cedric Westphal

Future Network Architecture for AR/VR and 360 Video Multimedia Distribution - Net-AR.VR 2018

Paper Submission: June 12, 2018 (expired)
Authors Notification: June 19, 2018 (expired)
Camera Ready and Registration: June 27, 2018


Cedric Westphal
University of California
United States

This session will present new and innovative results on network architecture and protocols to better support emerging multimedia applications such as Augmented Reality and Virtual Reality (AR/VR). Applications like AR/VR will require even more bandwidth, shorter round-trip times, and better Quality of Service altogether. In order to provide such support, the network will have to evolve. This session investigate what type of architectural support would assist the delivery of AR/VR applications at the network layer. Also considered are new routing and transport protocols, new caching policies, new mobility mechanisms, new functions at the mobile edge of the network, post-IP network architectures such as Information-Centric Networks, naming of AR/VR data for ubiquitous access, etc.