The mobile metaverse offering a location related service experience may reach its limits, as significant resource intensive communication is required to support uplink sensor data and downlink media for each user In a crowded environment, such as an amusement park, users may want to experience augmented reality in their local environment.
In this use case, Dream Park is a huge theme park in a city. This theme park has been in operation for several decades. The attractions (roller coasters, etc.) are no longer 'new' or 'state of the art.' In order to increase interest for visitors without upgrading the attractions, the owners now provide extensive virtual content for each location in the park. This allows customers to enjoy and experience the theme park's thrilling rides in exciting new ways and to share the park with all sorts of animated characters and decoration.
Visitors can select the type of experience they wish. If they do not buy the premium content they can still enjoy the 'brick and mortar' rides, and conditionally (that is, if there is no congestion,) also the premium content. Paid premium users (i.e. users who have purchased tickets to experience special augmented content) can enjoy the premium content at any time, even if there is congestion.
There is general content that is provided to all visitors, for example, AR public safety messages and announcements. This class of content needs to be delivered very efficiently so it does not produce congestion, but it is not highly interactive or personalized for the specific viewer. This content still perfectly fits the context in which it is displayed, e.g. at the entrance to buildings or along a pathway.
In a major amusement park in 2019, there were an average of 119,000 visitors a day. The park has 2.023 km² surface area. The resulting user density is 58,824 visitors per km².
This use case considers how the 5GS can reasonably provide localized mobile metaverse services (AR that fits the location) even in high user density conditions. We will consider three aspects.
Support for AR content communicated by mass distribution
Ajay and Vijay also have subscriptions with the operator to receive XR multimedia communication service. They both have a mobile subscription to the local operator, Salvo Net.
Ajay has a premium ticket to the amusement park. Vijay has a normal ticket.
Dream Park offers mobile metaverse services to the park visitors by means of communication services from Salvo Net. They have arranged a specific network slice to suit their localized mobile metaverse services.
In this use case we do not assume that all content is 'all or nothing', that is, either one buys a premium ticket and gets the content, or one does not get any premium content at all. If there is sufficient capacity in the theme park, anyone can access the premium content. This ensure that the park will fill up every day! The availability of 'premium experiences' after a waiting interval gives an incentive to those who visit on weekdays, when there is bad weather, etc.
The amusement park network slice is 'congested' and there is limited access to premium content. Still, in any case there is 'general content' that has to be delivered to all visitors. This includes public safety announcement, so Dream Park considers the delivery of general content to park visitors crucial to support at all times.
The amusement park's mobile metaverse service requests exposed functionality of Salvo Net to deliver AR content to all visitors by means of efficient multicast or broadcast transmission, even though the density of visitors is very high (e.g. 60,000 per km2).
As a result of support for mass distribution of AR content is delivered to all users in the park efficiently, even though there is very high user density.
Different mobile metaverse services are delivered to the user simultaneously, i.e. it is not necessary to deliver only one XR content at the same time. It is therefore necessary to ensure that different mobile metaverse servers can synchronize their delivery of content to prevent clashes in the presentation to the user. This is even more important if there are different mobile metaverse servers that produce different components of multi-modal media that has to be delivered to one or more users.
The 5G system provides extensive support for mobile broadband communication and multicast and broadcast services.
The 5G system provides a means by which resources can be dedicated to multicast and broadcast services, so that these resources are dedicated, and do not diminish when the network is congested.
The 5G system supports network slices to provide services according to the requirements of customers who deliver services to mobile users.
The 5G system supports a means to support differentiated QoS policy for different subscribers who are using a particular service. The ARP parameter and other mechanisms for response to congestion in the 5G system cannot be set or otherwise influenced by a third party. There is no way for an AF to request a specific ARP be applied to the session.
Subject to operator policy, the 5G system shall support mechanisms to expose functionality to a trusted third party to be able to select subscribers to whom mobile metaverse media can be distributed in a resource efficient manner.
Subject to operator policy, subject to user consent, the 5G system shall support efficient mechanisms to provide resource efficient communication of third party mobile metaverse media to one or more subscribers.
Subject to operator policy, the 5G system shall support a mechanism to enable multiple authorized third parties to synchronize media communications from multiple service data flows delivered to one or more UEs.
The 5G system shall be able to collect charging information associated with distribution of third party mobile metaverse media to one or more subscribers.
Subject to operator policy and regulatory requirements, the 5G system shall support a means by which an authorized third-party service provider can request differentiated handling of specific subscribers using the third party's service during network congestion.