Future network trends driving universal metaverse mobility – Ericsson
Many network capabilities will need to grow exponentially during the decade ahead in order to unleash the full potential of technologies such as XR, artificial intelligence (AI), the particular Internet of Things (IoT) and the Internet associated with Senses. After successfully handling the exponential growth of each previous technology generation, our industry is now investing in evolved 5G and 6G research to meet future requirements.
Industry leadership will require QoE differentiation from the best-effort services that have traditionally dominated the IT industry. Guaranteed QoE requires solutions that span the particular end-to-end (E2E) ecosystem associated with device, system, distributed plus central compute, and application actors. This calls for collaboration among the different actors in the ecosystem to establish open standards that enable global scale, innovation, interoperability and performance.
Opening the door for extended reality
Starting from more basic functions, XR applications will develop as devices and network capabilities advance. Important software clusters for this evolution involve gaming, entertainment, social communication, retail, shopping and virtual work, for example.
Existing XR applications primarily focus on a single user who is physically present in a predefined static environment with immersive content that is semi-static in the sense that will it only partially adapts to the particular environment, such as attaching to the floor or another flat surface. This will certainly evolve to dynamic environments that contain moving objects and people, which means that applications need to start adapting to this kind of dynamics.
As XR continues to mature, it will eventually be possible for multiple users to be physically present in dynamic environments along with content that dynamically adapts to the particular surroundings. Real-time occlusion of the rendered content may enable a fully spatialized digital experience.
To render the immersive content material, the physical environment needs to be replicated in a digital format known as a spatial map. Spatial maps are built on stationary physical environmental data, like real estate and roads, overlaid by real-time bodily environmental data for example shifting cars plus pedestrians.
In order to master the particular rendering, the spatial map information also needs to include the particular location and orientation associated with the program user, including their head movement plus foveal area – which is, the region covered by the part of the human eye that is responsible for high-acuity vision.
XR applications can demand new system design optimization across the E2E system of device, connectivity, edge and cloud. For instance, spatial-map calculate and rendering distribution will have a strong influence upon device energy consumption, weight and size. Spatial mapping and making processing will need in order to be offloaded in order to style iconic products with eyeglass-style, slim form factor and long battery life. Our study at Ericsson indicates that will processing offload of XR applications to the edge reduces device energy consumption by threefold to sevenfold depending on the level of device processing offload.
The move from traditional 2D media in order to advanced immersive media solutions increases the particular informational load, due to the multiplicity of media streams plus the increased media quality requirements. It puts high pressure on digesting and transmission bitrates throughout the whole conversation chain asymmetrically depending upon how the XR use case is implemented – that is, it can impact the uplink, the particular downlink or a combination associated with both. For instance, gadget spatial-mapping figure out offload (to edge/cloud) will result in a more symmetric traffic load within the downlink and uplink compared with mobile broadband (MBB) visitors, which is mainly heavy downlink traffic.
To guarantee QoE for XR applications, stringent bounded latency requirements are needed when device compute is offloaded to the edge and the cloud. To reduce the bounded latency requirements smart on-device processing techniques will become implemented, such as asynchronous time warp that transforms network-rendered content to compensate for pose changes between time of object rendering and display.
To optimize QoE for all network customers, the traffic for XR applications can be separated from other MBB visitors with the help of intentbased system slicing. Further, to ensure that latency requirements are met, time-critical communication features such as radioaccess network (RAN) assisted rate adaptation (using low-latency, low-loss, scalable throughput technology) and latencyoptimized scheduling will be introduced.
There is a strong relationship between wide-area cellular network coverage, capacity plus latency demands. The key parameters for improving wide-area mobile network coverage are allocation spectrum efficiency and inter-site distance. With regard to 2030, Ericsson Mobility Report forecasts the traffic increase which is higher than the particular expected spectrum gains. As this will not be sufficient to support the forecasted traffic boost, network densification will grow in importance to ensure capacity and improved uplink protection for limitless connectivity.
The particular growing differentiation of XR services and the variety of new gadget types require more intelligent interaction with the network. In a cognitive network, the orchestration of these interactions involves tasks this kind of as device onboarding, connection management plus QoS policy selection. The network must have the ability to distribute actions among devices, the RAN, core, edge and application to dynamically secure the QoE with minimal E2E resource utilization. A first step in this direction is the Dynamic End-user Boost developed by Ericsson, a smartphone app that enables the user to dynamically enhance QoE.