The IoE (Internet of Everything) based social networking shall provide consumers with an enhanced user experience. Remote users can seamlessly interact with local users in a real-time community virtual scene setup, i.e., a seamless combination of physical and virtual world. People can meet friends and families with VR and AR visualizations.
IoE social networking services will provide enhanced user experience in smart community and tourism for residents, guests, and tourists. Each community can be deemed as an independent living circle, where residents can share real-time life information and interact with each other. A virtual scene is provided to synchronize real-time IoE information streams from the real-world, e.g., including smart sensors and terminals, vehicles, people, and retailers, which gives all users an immersive real-time mixed reality experience for social networking. Remote users can interact with each other and with local users by VR tools, and local users can interact each other and with remote users by AR tools.
Smart terminals (IoE UEs) integrated with diverse sensors and cameras are deployed as a smart community infrastructure, which acquire real-time data in the physical world. The information streams of environmental, vehicular, acoustic and video sensors are shared among neighbouring smart terminals and processed in real-time to generate the mixed-reality virtual scene. This real-time virtual scene is provided to both remote and local users as the background of the interactions. The consumer UEs of local users can be AR enabled smart phones or glasses, while the consumer UEs of remote users can be VR enabled smart phone or glasses, or a 3D-gaming computer. The following pre-conditions of services are considered:
Co-located smart terminals share sensor information and generate the real-time mixed-reality virtual scene.
Real-time virtual scene is provided to local users as an AR scenario by proximity smart terminals.
Real-time virtual scene is provided to remote users as a VR scenario by a designated cloud server.
Social data information including social interests, demands and providing, etc., of both local and remote users are superimposed in the real-time virtual scene for supporting their social interactions.
Local users can appear as VR characters in remote users' VR scenario
Remote users can appear as AR characters in the local users' AR scenario.
Remote users can interact with each other as if they are all in the real-world community scenario, e.g., for virtual tourists and retailers, remote family gathering or conference.
Local users can interact with each other with real-time augmented information about the real-world scenarios and people.
Remote users can interact with local users as if they are both in the same real-world community scenario, e.g., for virtual tourists and retailers, remote family gathering or conference.
Massive smart terminals (IoE UEs) generate a large amount of communication data, which requires low communication latency for real-time aggregation, controlling, and information dissemination. AR enabled consumer UEs require very low latency in obtaining the real-time virtual scene from proximity, for acceptable interactive experience. VR enabled consumer UEs require very high bandwidth and low latency in obtaining the real-time virtual scene.
The required density (up to 0.2 node per sq. m) with very high data rate (50 to 500Mbps) and low latency (less than 10ms E2E), with continuous indoor and outdoor coverage of up to 1 sq. kilometre etc. push the requirements on 5GS to the high-end limits that have not been previously supported in 22.261.
The 5G system shall support a high density (more than [0.2] node per sq. m) of proximity UEs of with a mix of smart UEs and consumer devices in urban areas, with very high data rate and low latency requirements.
[P.R.5.5-002]
The UE shall support 360 degree high-definition video of minimal [1080p] and [120fps], with a density of more than [0.1] terminals per sq. m.
[P.R.5.5-003]
The consumer devices shall support a minimal peak rate of [500] Mbps for high-quality AR rendering of the virtual scene, with a density of more than [0.1] consumers per sq. m.
[P.R.5.5-004]
The 5G system shall support the ProSe Communication path (direct) and the 5GC path information sharing and computing with a proximity coverage range of more than [1 sq. km].
[P.R.5.5-005]
The 5G system shall support the ProSe Communication path (direct) and the 5GC path information sharing and computing by broadcast, unicast, and multicast.
[P.R.5.5-006]
The 5G system shall support a 5GC path data rate of more than [1Gbps] in every [100 sq. m] for delivering real-time virtual scene to the cloud and then to remote users.
[P.R.5.5-007]
The 5G system shall support a E2E latency of less than [10ms] for the ProSe Communication path (direct) and the 5GC path data packets of [1000] bytes, for interactive experience of local and remote users.
[P.R.5.5-008]
The 5G system shall support packet loss rate less than [10E-4] in order to achieve immersive interactive experience.
[P.R.5.5-009]
The 5G system shall support high precision positioning of local consumer UEs of less than [0.5] meter in positioning error, and less than [100] ms in positioning service latency, in both indoor and outdoor environment.
In this use case, UEs interested in the same NCIS service and joined the same NCIS session form one NCIS group. Those UEs in the same NCIS group could be in proximity or in non-proximity. When the UEs are in proximity, the UE could communicate with each other via direct or the 5GC path based on network control; while when the UEs are in non-proximity, the UE could only communicate with each other via the 5GC path. Besides, those UEs in the same NCIS group could be also from same MNO or different MNO.
An operator offers a service which makes use of the ProSe Communication path and the 5GC path for NCIS service, in which:
The operator is able to establish a NCIS group and allocate sufficient resources;
Some UEs in the NCIS group are in proximity, while some other UEs in the same group are in non-proximity;
Some UEs in the NCIS group are from the same PLMN, while some other UEs in the same group are from different PLMN.
In addition, the following assumptions are made:
UE A/B/C/D supporting NCIS Service, join the same NCIS session and form one NCIS group;
UE A/B are subscribers to the same MNO and currently residing on their HPLMN, while UE C/D are subscribers to the different MNO and currently residing on their HPLMN;
UE A/C/D are subscribers are in proximity and to be allowed to use its resources to communicate with each with direct communication;
UE A/B/C/D join the same NCIS session and establish one NCIS group, the corresponding NCIS group information, e.g. NCIS group ID, will be conveyed to the network;
UE A/C/D are in proximity;
UE A/C/D or only one of the UE is allowed to request the resources for UE A/C/D from its own PLMN for the ProSe Communication path, and UE A/C/D in proximity could use the resources requested;
During the resource allocation procedure, the UE level will be considered when requesting the resources, and QoS related parameters for NCIS session are provided by network;
When UE B becomes in proximity or UE C becomes non-proximity;
UE A could also request the updated resources for adding or releasing the member or UE B or UE C could request or release resources on its own, and UE A/B/C/D in proximity could use the updated resources requested.
The network will charge the UEs who are requesting the resources and during this procedure, and some QoS aspects, e.g. throughput, can be re-negotiated.
The NCIS group information should be released when NCIS session is finished.
Based on the group information provided by an entity outside the scope of 3GPP (e.g. a gaming server), the 3GPP network providing the network resources shall be able to serve the NCIS group members and allow charging based on the group identity.