The mobile metaverse combines the physical and digital world. Mobile metaverse services have already gained significant attention and will benefit multiple areas, such as gaming, social, medical, industry, transport, and so on . Mobile metaverse services will bring more immersive user experience, which will bring more potential requirements to 5G systems. Among these fields, gaming is considered a pioneer in the development of mobile metaverse services. This use case aims to discuss mobile metaverse services for immersive gaming and live shows.
With the support of 5GS, game players can interact with each other on the cloud or edge server, which may form a digital world we term a mobile metaverse. Figure 5.6.1-1 shows the general idea of this use case. The mobile metaverse service may be deployed at the cloud or edge server for immersive gaming and live shows. When the players are playing a basketball game, they may achieve an immersive experience with their avatars, and the avatars can interact with each other, whether the players are in proximity or non-proximity. Meanwhile, other players in the metaverse can join in this digital world as spectators to watch the live show.
The sensor data obtained by the cloud or edge server may perform coding and rendering to generate the digital representation for immersive gaming and live shows, which may be displayed (as if) on a big screen, and the interactive service data could be exchanged among the players, avatars. Here, sensing data include the physical pose and gestures including movement. For a basketball game, the court and surrounding facilities also can have sensor. The sensor data obtained from these sensors is useful for the metaverse to determine how to perform 3D digital representation of the participants and setting. An immersive user experience could be provided for the players and their audience. The major impact on 3GPP is whether and how 5GS can be used to better utilize the sensor data and achieve immersive experiences of the multiple players.
The following are pre-conditions for this use case:
The computing resource used for game design and real-time processing such as game development library and rendering tools could be provided for mobile metaverse on the cloud or edge server.
5GS is capable of transporting the uplink/downlink service data.
The VR/AR/MR/Cloud Gaming mobile devices, such as mobile headsets or other haptic mobile devices, could be connected to the cloud or edge server for supporting the mobile metaverse immersive game and live show via 5GS.
The following are service flows for this use case:
Player A (a lady who is a fan of the gaming mobile metaverse service) configures her smartphone (a UE.) One path is established between the cloud or edge server and the UE. The UE sends a request to the 5GS, and the 5GS authorizes the request and exposes the capability of mobile metaverse game production and game development (e.g. expose APIs) to the UE. Player A controls her avatar and performs game production and game development based on the rules made by her and the game development or material library stored on the cloud or edge server. She creates a basketball game venue, game rules, NFT characters (with player attributes), supermarkets, etc., all stored and run on the cloud or edge server.
Player A invites seven players (B, C, D, E, F, G, H) who are participating in the mobile metaverse service to join the game venue created by herself. These players form two teams to play a 3v3 basketball game match. Among them, B, C, and D are one group, E, F, and G are another group, and H is the game referee. Each member of each group chooses their own digital representatoin. Then, player A publishes the game match information, and other players as spectators in the metaverse can enter the game venue to watch the match.
The game starts. When the players are playing in a venue realized as a mobile metaverse service. 3D positioning accuracy is required for the digital representations (avatars) that represent the players' location and also gestures in a basketball game. The team members in the physical world control the (digital representation of the) basketball through 5GS in the uplink direction by means of a typical mobile input device, e.g., VR headset, VR glasses. At the same time, the players can interact with each other and pass the basketball, etc.; though the player has no actual contact with a basketball in the physical world, he can get some haptic experience of the basketball. The team members both in the physical world and digital representation can interact with each other via 5GS anytime, anywhere for an immersive experience.
Spectators can watch the game match through 5G system by a typical mobile device. At the same time, the spectators can view diverse content such as the game attributes, including game rules and player information, by switching the viewing direction. Multiple mobile metaverse media can be provided to spectators an immersive live show experience through 5G system. The spectators can interact with each other via 5G system for an immersive experience.
The following are post-conditions for this use case:
The players in the game match achieved an immersive game experience by means of a mobile metaverse serivce enabled by 5GS.
The spectators in the game match had an immersive live show.
The 5GS can address and meet the mobile metaverse service game requirements with the cloud or edge side.
Players A, B, C, D, E, F, G, and H may earn money from the game, a mobile metaverse service.
In clause 6.43.2 of TS 22.261 there are the following requirements:
The 5G system shall enable an authorized 3rd party to provide policy(ies) for flows associated with an application. The policy may contain e.g. the set of UEs and data flows, the expected QoS handling and associated triggering events, and other coordination information.
The 5G system shall support a means to apply 3rd party provided policy(ies) for flows associated with an application. The policy may contain e.g. the set of UEs and data flows, the expected QoS handling and associated triggering events, and other coordination information.