Use Case Description:
Streaming of Immersive 6DoF
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Alice consumes a recorded highlight of a basketball match being seated close to the court by using an application on the 5G enabled HMD. For this, Alice wears an HMD together with a 6DoF manual controller. The HMD is connected to a 5G network but has no other tethered connection. The 6DoF controller allows to change the viewing position (i.e. the seat) and looking at the action from different angles. In addition, restricted local 6DoF movement of Alice at a location enables to locally interact with the scene based on HMD sensors. Even more the controller allows to rewind, slow mo and pause the scene. In the pause or slow-motion mode, the scene can be viewed from different angles using the controller and head motion. The scene is overlaid with information that helps Alice to navigate through the scene. Alice feels present in the scene. In an extension to the use case, the game is consumed in a live mode. |
Categorization |
Type:
VR
Degrees of Freedom:
3DoF+, 6DoF
Delivery:
Streaming, Interactive, Split
Device:
HMD with a controller
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Preconditions |
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Requirements and QoS/QoE Considerations |
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Feasibility |
Content generated in 6DoF
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Potential Standardization Status and Needs |
The following aspects may require standardization work:
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Use Case Description:
Emotional Streaming
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Bob is watching a horror movie using a 5G connected HMD. He is fascinated, but his body reaction, eye rolling, and other attributes are collected and are used to create a personalized story line. Movie effects are adjusted for personal preferences while reactions are collected when watching the movie. Bob's emotional reactions determine the story-line. Alice is watching the same story on her newest 5G connected smart phone. |
Categorization |
Type:
2D interactive, VR and AR
Degrees of Freedom:
2D, 3DoF+, 6DoF
Delivery:
Streaming, Interactive, Split
Device:
Phone and HMD
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Preconditions |
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Requirements and QoS/QoE Considerations |
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Feasibility |
https://
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Potential Standardization Status and Needs |
The following aspects may require standardization work:
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Use Case Description:
Untethered Immersive Online Gaming
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100 friends play Fortnite Battle Royal ™. Of the the 100 friends, several are on travel and connect on a stand-alone HMD. The HMD has a with 5G connection. Fortnite Battle Royale ™ is a free-to-play battle royale video game. As a battle royale game, Fortnite Battle Royale features up to 100 players, alone, in duos, or in squads of up to four players, attempting to be the last player or group alive by killing other players or evading them, while staying within a constantly shrinking safe zone to prevent taking lethal damage from being outside it. Players start with no intrinsic advantages, and scavenge for weapons and armor to gain the upper hand on their opponents. The game features cross-platform play between the platforms that was limited for the first five seasons, before the restrictions were eased. Other popular VR games are here: |
Categorization |
Type:
VR
Degrees of Freedom:
6DoF
Delivery:
Streaming, Interactive, Split
Device:
HMD with a Gaming controller
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Preconditions |
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Requirements and QoS/QoE Considerations |
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Feasibility |
Available Games
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Potential Standardization Status and Needs |
The following aspects may require standardization work:
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