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XR and Immersive Experiences over 5G –happening now
Jan Soderstrom, Ph.D.V.P. Head of Technology Office Silicon ValleyGroup Function TechnologyEricsson
Jan Soderstrom
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 2
Mobile subscriptions by technology
Note: IoT connections and Fixed Wireless Access (FWA) subscriptions are not included in this graph
A 5G subscription is counted as such when associated with a device that supports NR as specified in 3GPP Release 15, and connected to a 5G-enabled network.
5G in 2018Now commercially launched
5G
LTE
WCDMA/HSPA
GSM/EDGE-only
TD-SCDMA
CDMA-only
Other
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 3
Mobile subscriptions by region and technology 2024
55% of mobile subscriptions in North America are expected to be for 5G in 2024.
Mobile subscriptions by region and technology (percent)
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 4
US operators target first mover advantages,with unique 5G launch strategies
— Launch with NR
— 600MHz + 28/39GHz
— Smartphones
— 2019/2020
— Launch with NR
— mmWave spectrum
— Mobile puck, 5G hotspot
— Late 2018, 2019
— Launch with NR
— 2.5GHz
— Smartphones
— First half of 2019
— Launch with TF for fixed, NR for mobile
— 28GHz
— Home broadband terminals
— Fixed wireless 10/1
Dallas, Las Vegas, Los Angeles, New York City
+ 26 markets
Atlanta, Dallas, Charlotte, Houston, Indianapolis, Jacksonville, Louisville, New Orleans, Oklahoma city, Raleigh, San Antonio, Waco
Atlanta, Chicago, Dallas, Houston, Los Angeles, New York City, Phoenix, Washington
Houston, Indianapolis , Los Angeles, Sacramento
Source: Operator announcements and earnings calls
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 5
5G Ericsson Commercial Contracts
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 6
5G is developed from use cases
Fixed wireless access
Massive machine type communication
Enhanced mobile broadband
Critical machine typecommunicationIndustry and
society transformations
Increased data traffic and performance
Critical machine typecommunication
5G time plan
NSA SA
Rel-15 Rel-16
5G/NR Phase 1 5G/NR Phase 2
3GPP
Rel- 16 - December 2019Main focus:
Wireless and Wireline
Convergence
Ultra Reliable Low Latency
Communication
Rel-15 - June 2018Main focus:
NR: New 5G radio
5G Core: EPC and 5GC
Network Slicing
Support for edge computing
5G devices broadly available
Rel-17, ...
2017 2018 2019 2020
© Telefonaktiebolaget LM Ericsson 2018 | Ericsson Capital Markets Day 2018, Nov 8 | Page 7 This slide contains forward-looking statements. Actual result may be materially different.
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 8
@
VNF VNF
AI, Management & Orchestration & Analytics & Exposure
Virtualization Software Defined Networking, SDN
Distributed Cloud Network Slicing
A common network platformenabling ICT transformation
One Architecture –Multiple Industries
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 9
Availability
99.999% (of time)
Reliability
99.999% (of packets)
Network energy efficiency
10X-100X over LTE
Area traffic capacity
0.1-10 Mbps/m2
Connection density
10k-10m devices/km2
Spectral efficiency
1X-3X over LTE
Global Standard
Peak data rate
1-20 Gbps
Experienced data rate
10-100 Mbps
Latency
1-10 ms
Mobility
300-350 km/h
Security
Stronger subscriber authentication, user privacy and network security
Position accuracy
1-10 m
Edge Cloud Support
Technical Expectations of 5G5G Characteristics as Enabler for New Immersive Experiences
Reference: https://www.ericsson.com/assets/local/newsroom/media-kits/5g/doc/ericsson_this-is-5g_pdf_v4.pdf
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 10
— Comfortable and Socially OK
— “Cool” looking devices
— Light and comfortable to wear all day
— Long Battery Life Time
— Mobility and Reaching a Large Audience
— Everywhere - on the move or at home
— Usable on ”any” device
— On any network
— Dependable
— Remote Control, Remote Surgery
— Immersive
— High Resolution Video and Spatial Audio
— Seamlessly blend (and move) between Virtual and Real Reality
— Haptics would be nice!
— Social and Interactive
— Ability to interact, communicate and share the experience in real-time
— Works directly in new environments
— No need to ”scan” every new environment -Shared Collaborative mapping
Immersive ExperiencesA 5G Engineers view on what might be important
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 11
— Collaboration between Warner Brothers, USC (Mobile and Environmental Media Lab), AT&T, Intel and Ericsson.
— Demonstrating a Mixed Reality Experience combing AR/VR and Physical Environment @ USC Campus.
— Inviting Students to “Lab Experiment” where they will help distract Scarecrow until Batman arrives.
— Technologies:
— Remote Rendering in Edge Node
— Early test version of 5G Radio on 28 GHz
— Gbps speeds
— 4-5 ms RTT to Edge Node Cloud
— UDP and WebRTC
— VR Goggles ”hacked" for AR
https://www.emovac.org/
Mixed Reality Immersive ExperiencesTaking the VR experience into the physical world
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 12
— Remote Band Rehearsal
— VR Football
— Collaborative Haptic VR Puzzle
Virtual Reality Social & Collaborative Experiences
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 13
Remote Immersive ExperiencesFor mission critical applications
— Remote Surgery with Haptics
— Remote Driving
— Remote Control of Mining Machines
In collaboration with the SliceLabOver 300 attendees7 media and analysts
Ericsson & AT&T Foundry co-created 5G and edge streaming solutions for virtual reality and games in collaboration with key players and partners, including HTC, Nvidia, NGCodec and PlayGiga.
Media CoveragePCWorldVentureBeat
Ericsson Santa Clara, March 25 & 26 2019
PCWorld
PCWorld
15
Boundless XR over 5GAugment on-device processing for boundless photorealistic mobile XR
Qualcomm Snapdragon is a product of Qualcomm Technologies, Inc. and/or its subsidiaries.
• Power-efficient, high-performance, latency-sensitive on-device rendering and tracking
• Partial rendering offload possible with 5G’s low latency, capacity and quality of service
• E/// and Qualcomm are working together towards commercial deployment of Boundless XR over 5G.
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 16
Smart Phone Lab ~2010
Device enablement ~2013
Co Creation Lab 20185G for Industries ~2015
Silicon Valley 5G Co-creation lab – enabling innovation on 5G
Research ~2008
4th
Industrial
Revolution
• Phone
manufacturers
• App developers
• Smart watches
• Smart speakers
• Non-SIM, eSIM,
WiFi devices
+ many more
• Industries
• Start-ups
• Operators
• Device makers
• App Developers
• Universites
• ..
5G Network Lab
APIsVR Codecs, Edge, 5G
WiFi Calling
Cloud Gaming + VR Production Video over 5G
More to Come
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 17
Summary
• 5G is beeing rolled out allowing for high bandwidth, low latency services
• Release 15 with NR and higher frequency bands
• Release 16 with URLLC
• Device offloading to the edge is a common theme for gaming, VR, AR, immersive
• Requiring low latency radio network
• Massive interest and engagment from the XR ecosystem
• To develop new cool use cases utilizing high bandwitdh low latency radio networks
• To test services over 5G
• XR use case going from conceptual demos to commercial silicon
• Ericsson Silicon Valley 5G testbed for co-creation partnerships
Jan Soderstrom | A | 2019-04-11 | XR and cloud gaming over 5G – happening now | | Page 18