IBC2022 | BACK AT THE RAI AMSTERDAM

9-12 SEPTEMBER 2022

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5G LBXR (Location-Based Extended Realities)

5G LBXR (Location-Based Extended Realities)

IBC Accelerators 2021 - 5G LBXR Final Showcase Highlights

The Challenge Objective:

The POC’s objective was to push the boundaries of 5G to explore and validate the advanced XR features using high-quality entertainment content from multiple formats using AR (Hado) and VR (Nanoclash), mocap/avatars and cloud/game engine platforms to improve a player’s experience via hyper-personalisation, analytics and AI-data points. This ambitious project also took a deep-dive look under the hood to better understand 5G’s advantages plugged into XR’s immersive interactivity, technical feasibility, inclusion and accessibility. 

The consortium also applied the learnings from this POC towards B2B and B2C commercial models, with a view towards monetisation and distribution around 5G-enabled cloud streaming XR services, content and user scenarios. 

The Aim of the POC: 

Exploring the role of 5G in Location-Based eXtended realities (LBXR), this ground-breaking Accelerator has focused on examining 5G’s low latency and provision of edge computing as critical aspects required for immersive, ultra-responsive interactivity and the technical feasibility of multi-user, multi-location XR gaming. The group utilised the esports/games market as an ideal template for 5G use cases for XR formats, due to requirements for low latency, high bandwidth, and serious computing power.  

The project’s POC explored this with two XR formats, using both Augmented Realty (AR) and Virtual Reality (VR). The AR workstream harnessed Hado, a virtual yet hybrid dodge ball game developed to be the world’s first in physical esport with a remote gameplay. The second workstream focussed on Nanoclash, the title Virtual Reality IP at Park Playground, which demonstrated 5G via multi-player, multi-location between Belgium, and at Vodafone’s 5G Hub in The Netherlands. 

These world-first R&D solutions in 5G and XR provided advantages and deep learnings on accessibility, user immersion and monetisation over existing XR solutions. In addition, these multiple areas of R&D and innovation came via the chain of compatibility from Content (accessories data) to XR equipment, to 5G devices, to cloud infrastructure. 

What’s the Innovation?

*Content & IP: 

  • Combined VR gaming (Park Playground), AR gaming (Hado) and esports (ESL & Promod esports) streaming/analytics platform (Weavr) to enrich the content and improve spectator experience in a live venue (Twickenham Studios) 

  • Used advance facial capture, live animation (Noitom/Digital Domain) and potentially a live virtual studio to improve spectator immersion and interaction 

*5G Solutions: 

  • Test and validate 5G’s connectivity towards XR equipment via different 5G devices (Vodafone, Telenet, Huawei) 

  • Build streaming solution from cloud infrastructure to XR equipment for different XR content (QuarkXR) 

  • Explore the potential access to 5G networks and cloud infrastructures from user case locations to multiple locations across Europe, as well as other potential locations around the world (Net Insight) 

*User Experience: 

  • Multiple Players played live AR/VR content via 5G streaming 

  • Exploration of spectator watching and interacting via Weavr platform with new features, e.g. Live Animated Avatar co-host 

*5G & Cloud: 

  • An aligned network & cloud SLA across locations & operators 

  • POC tested with as diversified 5G devices as possible, but at least one device solution should work for all 

*XR Equipment: 

  • As generic & vendor agnostic as possible 

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5G LBXR Workflow scenarios to explore:

*Content & IP:

  • Combine VR gaming (Park Playground), AR gaming (Hado) and esports (ESL) streaming platform (Weaver) to enrich the content and improve spectator experience 
  • Use advance facial capture, live animation (Noitom) and potentially a live virtual studio to improve spectator immersion and interaction

*5G Solutions:

  • Test and validate 5G’s connectivity towards XR equipment via different 5G devices (Vodafone, Telenet)
  • Build streaming solution from cloud infrastructure to XR equipment for different XR content (Nvidia)
  • Provide access to 5G networks and cloud infrastructures from user case locations to multiple locations across Europe, as well as other potential locations around the world

*User Experience:

  • Players can play content via 5G streaming
  • Spectators can watch and interact via Weaver platform with new features, e.g. Live Animated Avatar

*5G & Cloud:

  • An aligned network & cloud SLA across locations & operators
  • POC will test with as diversified 5G devices as possible, but at least one device solution should work for all

*XR Equipment:

  • As generic & vendor agnostic as possible

2021 Champions:

2021 Participants:

FINAL POC RESULTS

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