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Use Case: 5G networks will be able to provide an 'At Event’ fully immersive interaction from a remote viewing location through mobile devices, 4K TVs or AR/VR glasses and headsets. These live, interactive media streams need to be dynamically deployable and support the media interaction capacity, ensuring that the distribution and interaction across millions of viewers nationwide will not overwhelm the 5G infrastructure.
Device(s)
High-Definition TV, Portable Devices (Smartphones, tablets, laptops)KPIs
E2E Latency: Moderate: 10ms-100ms Jitter: Not Sensitive Data Rate: High: 50 Mbps – 100 Mbps Availability: Best Effort Criticality: Non critical Communication Direction: Two-way Common Communication Mode: Multicast Data Reporting Mode: Continuous-based Mobility (type/speed): Pedestrian Service Continuity: Not Required Device Autonomy (Power Constrained): Yes Connectivity Type: LAN - WiFi; WAN - Cellular, LPWA, Satellite Priority Services (NS/EP): No (it would not) Guaranteed Service: Delayed-Critical GBR Security: Medium Lifespan: Medium: 4-8 years Device Density: Low (<1000) Location Based Services: High Accuracy (less than 10M) Slice Type Slice Type: eMBB Augmented Reality Devices, Virtual Reality DevicesKPIs
E2E Latency: Low: <10ms Jitter: Sensitive Data Rate: High: 50 Mbps – 100 Mbps Availability: Best Effort Criticality: Non critical Communication Direction: Two-way Common Communication Mode: Multicast Data Reporting Mode: Continuous-based Mobility (type/speed): Pedestrian Service Continuity: Not Required Device Autonomy (Power Constrained): Yes Connectivity Type: LAN - WiFi; WAN - Cellular, LPWA, Satellite Priority Services (NS/EP): No (it would not) Guaranteed Service: Delayed-Critical GBR Security: Medium Lifespan: Medium: 4-8 years Device Density: Low (<1000) Location Based Services: High Accuracy (less than 10M) Slice Type Slice Type: eMBB Notes: But has low latency requirements