Tech-invite3GPPspaceIETFspace
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Content for  TS 22.156  Word version:  19.1.0

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1  Scopep. 6

The present document provides Stage 1 normative service and performance requirements for diverse service enablers to enhance XR-based services. The term 'metaverse' in the title of the present document embraces the broader implications of AR and VR.
Service enablers considered in this document include:
  • Localized mobile metaverse service functionality;
  • Avatar-based real-time communication functionality;
  • Digital asset management functionality;
  • Operation efficiency, exposure, coordination of mobile metaverse services.
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2  Referencesp. 6

The following documents contain provisions which, through reference in this text, constitute provisions of the present document.
  • References are either specific (identified by date of publication, edition number, version number, etc.) or non-specific.
  • For a specific reference, subsequent revisions do not apply.
  • For a non-specific reference, the latest version applies. In the case of a reference to a 3GPP document (including a GSM document), a non-specific reference implicitly refers to the latest version of that document in the same Release as the present document.
[1]
TR 21.905: "Vocabulary for 3GPP Specifications".
[2]
TS 22.228: "Service requirements for the Internet Protocol (IP) Multimedia core network Subsystem (IMS)".
[3]
ITU-T Recommendation Y.3090 (02/22): "Digital twin network - Requirements and architecture" (https://www.itu.int/rec/T-REC-Y.3090-202202-I).
[4]
TS 22.101: "Service principles".
[5]
ITU-T Recommendation F.703 (11/00): "Multimedia conversational services".
[6]
[7]
TS 22.261: "Service requirements for the 5G system".
[8]
5GAA: "C-V2X Use Cases Volume II: Examples and Service Level Requirements", 5G Automobile Association White Paper, https://5gaa.org/wp-content/uploads/2020/10/5GAA_White-Paper_C-V2X-Use-Cases-Volume-II.pdf <accessed 02.09.22>.
[9]
O. Holland et al.: "The IEEE 1918.1 "Tactile Internet" Standards Working Group and its Standards," Proceedings of the IEEE, vol. 107, no. 2, Feb. 2019."
[10]
A. Ebrahimzadeh, M. Maier and R. H. Glitho: "Trace-Driven Haptic Traffic Characterization for Tactile Internet Performance Evaluation," 2021 International Conference on Engineering and Emerging Technologies (ICEET), 2021, pp. 1-6.
[11]
Quote from Ursula von der Leyen, President of the European Commission, in her State of the Union address, 16 September 2020: <https://ec.europa.eu/info/strategy/priorities-2019-2024/europe-fit-digital-age/european-digital-identity_en>, accessed 16 November 2023.
[12]
"European Digital Identity", European Commission: <https://ec.europa.eu/info/strategy/priorities-2019-2024/europe-fit-digital-age/european-digital-identity_fr>, accessed 16 November 23.
[13]
glTF 2.0 specification, https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html, last accessed 14 Nov. 2023.
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3  Definitions of terms, symbols and abbreviationsp. 7

3.1  Termsp. 7

For the purposes of the present document, the terms given in TR 21.905 and the following apply. A term defined in the present document takes precedence over the definition of the same term, if any, in TR 21.905.
avatar:
a digital representation specific to media that encodes facial (possibly body) position, motions and expressions of a person or some software generated entity.
Conference:
An IP multimedia session with two or more participants. Each conference has a "conference focus". A conference can be uniquely identified by a user. Examples for a conference could be a Telepresence or a multimedia game, in which the conference focus is located in a game server.
Conference Focus:
The conference focus is an entity which has abilities to host conferences including their creation, maintenance, and manipulation of the media. A conference focus implements the conference policy (e.g., rules for talk burst control, assign priorities and participant's rights).
digital asset:
digitally stored information that is uniquely identifiable and can be used to realize value according to their licensing conditions and applicable regulations. Examples of digital assets include digital representation (avatar), software licenses, gift certificates, tokens and files (e.g., music files) that have been purchased. This is not an exhaustive list of examples.
digital representation:
the mobile metaverse media associated with the presentation of a particular virtual or physical object. The digital representation could present the current state of the object. One example of a digital representation is an avatar, see Annex A.
digital twin:
A real-time representation of physical assets in a digital world.
digital wallet:
one type of digital asset container, also known as e-wallet or mobile wallet. It is a software application that securely stores digital credentials typically part of personal data, such as payment information, loyalty cards, tickets, and other digital assets. It allows users to make electronic transactions, such as payments and transfers, conveniently and securely using their digital credentials.
gesture:
a change in the pose that is considered significant, i.e., as a discriminated interaction with a mobile metaverse service.
immersive:
a characteristic of a service experience or AR/MR/VR media, seeming to surround the user, so that they feel completely involved.
localization:
A known location in 3 dimensional space, including an orientation, e.g., defined as pitch, yaw and roll.
location related service experience:
user interaction and information provided by a service to a user that is relevant to the physical location in which the user accesses the service.
location agnostic service experience:
user interaction and information provided by a service to a user that has little or no relation to the physical location in which the user accesses the service. Rather the service provides interaction and information concerning either a distant or a non-existent physical location.
mobile metaverse media:
media communicated or enabled using the 5G system including audio, video, XR (including haptic) media, and data from which media can be constructed (e.g., a 'point cloud' that could be used to generate XR media.)
mobile metaverse:
the user experience enabled by the 5G system of interactive and/or immersive XR media, including haptic media.
mobile metaverse server:
an application server that supports one or more mobile metaverse services to a user access by means of the 5G system.
mobile metaverse service:
the service that provides a mobile metaverse experience to a user by means of the 5G system.
pose:
the relative location, orientation and direction of the parts of a whole. The pose can refer the user, specifically used in terms of identifying the position of a user's body. The pose can also also refer to an entity or object (whose parts can adopt different locations, orientations, etc.) that the user interacts with by means of mobile metaverse services.
service information:
this information is out of scope of standardization but could contain, e.g., a URL, media data, media access information, etc. This information is used by an application to access a service.
spatial anchor:
an association between a location in space (three dimensions) and service information that can be used to identify and access services, e.g., information to access AR media content.
spatial map:
A collection of information that corresponds to space, including information gathered from sensors concerning characteristics of the forms in that space, especially appearance information.
spatial mapping service:
A service offered by a mobile network operator that gathers sensor data in order to create and maintain a Spatial Map that can be used to offer customers Spatial Localization Service.
spatial localization service:
A service offered by a mobile network operator that can provide customers with Localization.
User Identifier:
a piece of information used to identify one specific User Identity in one or more systems.
User Identity:
information representing a user in a specific context. A user can have several user identities, e.g., a User Identity in the context of his profession, or a private User Identity for some aspects of private life.
User Identity Profile:
A collection of information associated with the User Identities of a user.
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3.2  Abbreviationsp. 9

For the purposes of the present document, the abbreviations given in TR 21.905 and the following apply. An abbreviation defined in the present document takes precedence over the definition of the same abbreviation, if any, in TR 21.905.
AI
Artificial Intelligence
CCTV
ClosedCircuit TeleVision
DoF
Degrees of Freedom
DVE
Distributed Virtual Environment
FACS
Facial Action Coding System
FOV
Field Of View
LiDAR
Light Detection And Ranging
MR
Mixed Reality
VRU
Vulnerable Road User
XR
eXtended Reality
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4  Overviewp. 9

The term metaverse has been used in various ways to refer to the broader implications of AR and VR. Metaverse in diverse sectors evokes a number of possible immersive user experiences. Products and services can emerge once virtual reality and augmented reality become commonly available and find application in our work, leisure and other activities. The present document uses this term to refer to a shared, perceived set of interactive perceived spaces that can be persistent.
In addition to services that offer location-independent user experiences, this feature also considers content and services that are associated or applicable only in a particular location. These metaverse services are mobile in the sense that mobile users are able to interact with services anywhere and in particular when located where specific services are offered.
The present document focuses on how to make these services function well, consistently and with diverse support mechanisms over mobile telecommunications networks.
Requirements for diverse service enablers are introduced to the 5G system to support these services, including avatar call functionality, coordination of mobile metaverse services, digital asset management and support for spatial anchors.
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