Prologue 1 |
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ix | |
Prologue 2 |
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xi | |
Preface |
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xiii | |
Overview |
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xv | |
Acknowledgment |
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xvii | |
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1 | (20) |
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1 | (4) |
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1 | (1) |
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1 | (3) |
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4 | (1) |
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1.2 VR industry environment |
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5 | (4) |
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5 | (2) |
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1.2.2 Investment in the VR industry |
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7 | (1) |
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1.2.3 VR industry policies |
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8 | (1) |
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9 | (5) |
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1.3.1 Fractured ecosystem |
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9 | (2) |
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11 | (1) |
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12 | (2) |
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1.4 Emergence of cloud VR |
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14 | (1) |
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1.4.1 Cloud is the future |
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14 | (1) |
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1.4.2 Cloud-based applications are supported by network infrastructure |
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14 | (1) |
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1.4.3 Cloud VR will drive the industry |
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14 | (1) |
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2.5 Application scenarios of cloud VR |
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15 | (6) |
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1.5.1 Application scenarios at homes |
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15 | (2) |
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1.5.2 Application scenarios of industries |
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17 | (4) |
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21 | (40) |
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2.1 Cloud VR service and experience |
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21 | (3) |
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2.1.1 Cloud VR service types |
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21 | (2) |
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2.1.2 Cloud VR key elements for experience |
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23 | (1) |
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2.2 Overall technical architecture |
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24 | (6) |
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2.3 Cloud VR technical architecture and key technologies of weak-interaction services |
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30 | (12) |
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2.3.1 Core technical architecture |
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30 | (1) |
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2.3.2 Key issues: coding, decoding, and transmission of large-volume VR video data |
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31 | (1) |
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2.3.3 Key technologies: cloud VR video transmission technology |
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32 | (10) |
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2.4 Technical architecture and key technologies of strong-interaction cloud VR services |
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42 | (12) |
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2.4.1 Core technical architecture |
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43 | (2) |
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2.4.2 Key issues: meeting MTP delay requirement |
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45 | (1) |
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2.4.3 Key technologies: cloud VR real-time rendering technology |
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46 | (8) |
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2.5 Cloud, pipe, and device technical requirements |
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54 | (7) |
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2.5.1 Cloud VR development phases |
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54 | (1) |
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2.5.2 Key service metrics |
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55 | (2) |
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2.5.3 Platform, network, and terminal technology requirements |
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57 | (4) |
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3 Cloud VR Service Platform Technologies |
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61 | (38) |
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3.1 Weak-interaction cloud VR service platform |
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61 | (20) |
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3.1.1 Service platform overview |
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61 | (2) |
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3.1.2 Coding/decoding technologies |
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63 | (8) |
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3.1.3 Streaming technology |
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71 | (4) |
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75 | (4) |
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3.1.5 FoV transmission technology |
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79 | (2) |
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3.2 Strong-interaction cloud VR service platform |
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81 | (18) |
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3.2.1 Service platform overview |
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82 | (2) |
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3.2.2 Virtualization technology |
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84 | (4) |
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3.2.3 Rendering technology |
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88 | (5) |
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3.2.4 Fast coding/decoding technologies |
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93 | (3) |
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3.2.5 Streaming technology |
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96 | (3) |
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4 Cloud VR Network Solution |
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99 | (38) |
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4.1 Network metric requirements of cloud VR services |
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99 | (5) |
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4.1.1 Network metric requirements for weak-interaction cloud VR services |
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99 | (2) |
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4.1.2 Network metric requirements of strong-interaction cloud VR services |
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101 | (3) |
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4.2 Target network architecture of cloud VR services |
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104 | (19) |
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4.2.1 Comfortable-experience phase |
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104 | (1) |
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4.2.2 Ideal-experience phase |
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105 | (2) |
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4.2.3 It is recommended that CDN nodes and cloud rendering nodes be deployed on metro networks |
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107 | (1) |
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107 | (3) |
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110 | (4) |
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114 | (8) |
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122 | (1) |
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4.3 Cloud VR network transmission solution |
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123 | (5) |
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4.3.1 Dual-channel transmission |
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123 | (3) |
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4.3.2 Single-channel transmission |
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126 | (1) |
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4.3.3 Casting transmission solution |
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126 | (2) |
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4.4 QoS planning and deployment |
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128 | (3) |
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129 | (1) |
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129 | (2) |
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4.4.3 Scheduling deployment |
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131 | (1) |
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4.5 Future network evolution strategy of cloud VR |
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131 | (6) |
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4.5.1 Wi-Fi technology evolution: 60 GHz |
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132 | (1) |
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4.5.2 Access technology evolution: 25G/50G/100G PON |
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132 | (1) |
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4.5.3 Metro network evolution: flattened network architecture and WDM deployment at COs |
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133 | (1) |
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4.5.4 Cloud-network synergy with deterministic low latency |
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134 | (3) |
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137 | (36) |
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5.1 Cloud VR terminal forms |
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137 | (9) |
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5.1.1 Working principles of VR terminals |
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137 | (2) |
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5.1.2 Classification and comparison of VR terminals |
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139 | (4) |
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5.1.3 Cloud VR terminal selection |
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143 | (3) |
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5.2 Development status of key cloud VR terminal technologies |
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146 | (19) |
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146 | (1) |
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146 | (5) |
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5.2.3 Perception and interaction |
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151 | (9) |
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5.2.4 Network transmission |
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160 | (1) |
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5.2.5 Head motion rendering |
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161 | (4) |
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5.3 Interconnection between cloud VR terminals and the cloud platform |
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165 | (8) |
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5.3.1 Cloud platform interconnection requirements |
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165 | (1) |
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5.3.2 System function customization |
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166 | (1) |
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5.3.3 Login authentication |
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167 | (1) |
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167 | (1) |
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5.3.5 Application integration |
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168 | (1) |
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169 | (2) |
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171 | (2) |
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6 Research on Cloud VR Service Experience |
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173 | (30) |
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6.1 Analysis and modeling |
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173 | (10) |
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6.1.1 Definition and breakdown of immersive VR requirements |
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175 | (5) |
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6.1.2 Definition and breakdown of interactive VR requirements |
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180 | (3) |
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183 | (20) |
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183 | (15) |
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198 | (5) |
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7 Cloud VR Business Practices |
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203 | (18) |
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7.1 Cloud VR brings market opportunities to operators |
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203 | (5) |
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7.1.1 Current status of the cloud VR industry |
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203 | (3) |
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7.1.2 Operators have advantages in developing cloud VR |
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206 | (2) |
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7.1.3 Telco cloud VR industry ecosystem |
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208 | (1) |
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7.2 2C/2H business practices of telco cloud VR |
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208 | (7) |
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7.2.1 Business model design |
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208 | (4) |
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7.2.2 User package design |
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212 | (3) |
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7.3 B2B2C business practices of telco cloud VR |
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215 | (6) |
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7.3.1 Business model design |
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215 | (2) |
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7.3.2 Cloud VR live broadcast practices |
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217 | (4) |
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221 | (4) |
Acronyms and Abbreviations |
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225 | (4) |
References |
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229 | (2) |
Index |
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231 | |