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Content for  TR 26.928  Word version:  17.0.0

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0  Introductionp. 6

This Technical Report collects information on eXtended Reality (XR) in the context of 5G radio and network services. Extended reality (XR) refers to all real-and-virtual combined environments and associated human-machine interactions generated by computer technology and wearables. It includes representative forms such as augmented reality (AR), mixed reality (MR), and virtual reality (VR) and the areas interpolated among them. In this Technical Report, baseline technologies for XR type of services and applications are introduced outlining the QoE/QoS issues of XR-based services, the delivery of XR in the 5G system, and an architectural model of 5G media streaming defined in TS 26.501. In addition to the conventional service category, interactive, streaming, download, and split compute/rendering are identified as new delivery categories. A survey of 3D, XR visual and audio formats is also provided.
Use cases and device types are classified, and processing and media centric architectures are introduced. This includes viewport independent and dependent streaming, as well as different distributed computing architectures for XR. Core use cases of XR include those unique to AR and MR in addition to those of VR discussed in TR 26.918, ranging from offline sharing of 3D objects, real-time sharing, multimedia streaming, online gaming, mission critical applications, and multi-party call/conferences. Based on the details in the report, proposals for potential standardisation areas are documented.
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1  Scopep. 8

The present document collects information on eXtended Reality (XR) in the context of 5G radio and network services. The primary scope of the present document is the documentation of the following aspects:
  • Introducing Extended Reality by providing definitions, core technology enablers, a summary of devices and form factors, as well as ongoing related work in 3GPP and elsewhere,
  • Collecting and documenting core use cases in the context of Extended Reality,
  • Identifying relevant client and network architectures, APIs and media processing functions that support XR use cases,
  • Analysing and identifying the media formats (including audio and video), metadata, accessibility features, interfaces and delivery procedures between client and network required to offer such an experience,
  • Collecting key performance indicators and Quality-of-Experience metrics for relevant XR services and the applied technology components,
  • Drawing conclusions on the potential needs for standardisation in 3GPP.
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2  Referencesp. 8

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]
TR 26.918: "Virtual Reality (VR) media services over 3GPP".
[3]
TS 26.118: "3GPP Virtual reality profiles for streaming applications".
[4]
[5]
[6]
TR 22.842: "Study on Network Controlled Interactive Service in 5GS".
[7]
TR 26.247: "Transparent end-to-end Packet-switched Streaming Service (PSS); Progressive Download and Dynamic Adaptive Streaming over HTTP (3GP-DASH)".
[8]
TS 23.501: "System Architecture for the 5G System".
[9]
Schuemie, Martijn J., Peter Van Der Straaten, Merel Krijn, and Charles A.P.G. Van Der Mast. "Research on Presence in Virtual Reality: A Survey." CyberPsychology & Behavior, Vol. 4, No. 2. April 2001.
[10]
Ching, Teo Choong. "The Concept of Presence in Virtual Reality." Medium. 27 August 2016.
[11]
Sparks, Matt. "Don't Break the Spell: Creating Presence in Virtual Reality" Learning Solutions Magazine, 17 July 2017.
[12]
TS 26.501: "5G Media Streaming Architecture".
[13]
TS 22.173: "IP Multimedia Core Network Subsystem (IMS) Multimedia Telephony Service and supplementary services; Stage 1".
[14]
TS 26.114: "IP Multimedia Subsystem (IMS); Multimedia Telephony; Media handling and interaction".
[15]
TR 22.891: "Feasibility Study on New Services and Markets Technology".
[16]
Khronos, "The OpenXR Specification", Jan 25, 2020, https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#introduction
[17]
W3C, "WebXR Device API", https://www.w3.org/TR/webxr/
[18]
Rolland, Jannick & Holloway, Richard & Fuchs, Henry. (1994). Comparison of optical and video see-through, head-mounted displays. Proceedings of SPIE - The International Society for Optical Engineering. 10.1117/12.197322.
[19]
"Cloud Gaming: Architecture and Performance", Ryan Shea and Jiangchuan Liu, Simon Fraser University; Edith C.-H. Ngai, Uppsala University; Yong Cui, Tsinghua University; IEEE Network-July/August 2013.
[20]
M. Claypool and K. Claypool. Latency and player actions in online games. Communications of the ACM, 49(11):40-45, 2006.
[21]
Quax, P., Monsieurs, P., Lamotte, W., De Vleeschauwer, D., and Degrande, N. Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game. In Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games (New York, NY, USA, 2004), NetGames '04, ACM, pp. 152-156.
[22]
Chen, K.-t., Huang, P., Wang, G.-s., Huang, C.-y., and Lei, C.-l. On the Sensitivity of Online Game Playing Time to Network QoS. Proceedings of IEEE INFOCOM 2006 00, c (2006).
[23]
TS 23.501: "System architecture for the 5G System (5GS)".
[24]
TS 38.300: "NR; Overall description; Stage-2".
[25]
TS 22.173: "IP Multimedia Core Network Subsystem (IMS) Multimedia Telephony Service and supplementary services; Stage 1".
[26]
TS 26.114: "IP Multimedia Subsystem (IMS); Multimedia telephony; Media handling and interaction".
[27]
TR 23.758: "Study on application architecture for enabling Edge Applications"
[28]
TR 23.748: "Study on enhancement of support for Edge Computing in 5G Core network (5GC)".
[29]
TS 23.558: "Architecture for enabling Edge Applications (EA)".
[30]
Recommendation ITU-T H.264 (04/2017): "Advanced video coding for generic audiovisual services" | ISO/IEC 14496-10:2014: "Information technology - Coding of audio-visual objects - Part 10: Advanced Video Coding".
[31]
Recommendation ITU-T H.265 (12/2016): "High efficiency video coding" | ISO/IEC 23008-2:2015: "High Efficiency Coding and Media Delivery in Heterogeneous Environments - Part 2: High Efficiency Video Coding".
[32]
TS 26.116: "Television (TV) over 3GPP services; Video profiles".
[33]
Jens-Rainer Ohm, Gary J. Sullivan, Heiko Schwarz, Thiow Keng Tan, and Thomas Wiegand, "Comparison of the Coding Efficiency of Video Coding Standards-Including High Efficiency Video Coding (HEVC)" IEEE TRANSACTIONS ON CIRCUITS AND SYSTEMS FOR VIDEO TECHNOLOGY, VOL. 22, NO. 12, DECEMBER 2012.
[34]
T.K. Tan, M. Mrak, R. Weerakkody, N. Ramzan, V. Baroncini, G.J. Sullivan, J.-R. Ohm, K.D. McCann, "HEVC subjective video quality test results", IBC2014 Conference, 2014.
[35]
Thiow Keng Tan; Rajitha Weerakkody; Marta Mrak; Naeem Ramzan; Vittorio Baroncini, Jens-Rainer Ohm, Gary J. Sullivan, "Video Quality Evaluation Methodology and Verification Testing of HEVC Compression Performance" IEEE Transactions on Circuits and Systems for Video Technology, Volume: 26 , Issue: 1 , Jan. 2016.
[37]
ISO/IEC 23090-2: "Information technology - Coded representation of immersive media - Part 2: Omnidirectional media format"
[38]
S. Schwarz et al., "Emerging MPEG Standards for Point Cloud Compression," in IEEE Journal on Emerging and Selected Topics in Circuits and Systems, vol. 9, no. 1, pp. 133-148, March 2019.
[39]
Khronos, "The GL Transmission Format (glTF)", Jun 9, 2017, https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md
[40]
Long Qian, Alexander Barthel, Alex Johnson, Greg Osgood, Peter Kazanzides, Nassir Navab, and Bernhard Fuerst, "Comparison of optical see-through head-mounted displays for surgical interventions with object-anchored 2D-display", Int J Comput Assist Radiol Surg. 2017 Jun; 12(6): 901-910, https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5891507/.
[41]
TS 22.261: "Service requirements for the 5G system".
[42]
3GPP, VR-IF and the Advanced Imaging Society's 2ND VR ECOSYSTEMS & STANDARDS WORKSHOP, Culver City, CA, US, https://www.vr-if.org/events/3gpp-vrif-ais-workshop/.
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3  Definitions of terms, symbols and abbreviationsp. 10

3.1  Termsp. 10

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.

3.2  Abbreviationsp. 10

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.
3DoF
Three Degrees of Freedom
5QI
5G QoS Identifier
6DoF
Three Degrees of Freedom
AI
Artificial Intelligence
API
Application Programming Interface
AR
Augmented Reality
ARP
Allocation and Retention Priority
ASIC
Application-Specific Integrated Circuit
ASTC
Adaptive Scalable Texture Compression
ATW
Asynchronous TimeWarp
AVC
Advanced Video Coding
BC1
Block Compression for RGB
CAD
Computer-Aided Design
CBR
Constant BitRate
CDN
Content Delivery Network
CPU
Compute Processing Unit
CTC
Call for TeChnologies
DASH
Dynamic Adaptive Streaming over HTTP
DL
DownLink
DNS
Domain Name System
DoF
Degrees of Freedom
EAC
Ericsson Alpha Compression
ERP
Equi-Rectangular Projection
ETC2
Ericsson Texture Compression version 2
EVC
Essential Video Coding
FFS
For Further Study
FLUS
Framework for Live Uplink Streaming
FOV
Field-Of-View
FPS
Frames Per Second
GBR
Guaranteed BitRate
GFBR
Guaranteed Flow Bit Rate
GNSS
Global Navigation Satellite System
G-PCC
Geometry-based Point Cloud Compression
GPS
Global Positioning System
GPU
Graphics Processing Unit
HEVC
High-Efficiency Video Coding
HMD
Head-Mounted Display
HRTF
Head-Related Transfer Function
HTTP
Hyper-Text Transfer Protocol
HUD
Heads-Up Display
IDMS
Inter-destination Multimedia Synchronization
IMU
Inertial Measurement Unit
IOD
Inter-aural Output Difference
IVAS
Immersive Voice and Audio Services
JPEG
Joint Photographic Experts Group
JVET
Joint Video Exploration Team
LIDAR
Light Detection and Ranging
MCPTT
Mission Critical Push To Talk
MCU
Multipoint Control Unit
MEC
Multi-access Edge Computing
MFBR
Maximum Flow Bit Rate
MMS
Multimedia Messaging Service
MOBA
Multiplayer Online Battle Arena
MPEG
Moving Pictures Expert Group
MR
Mixed Reality
NBMP
Network-Based Media Processing
NCIS
Network Controlled Interactive Service
NEF
Network Exposure Function
PBR
Physically-Based Rendering
PCC
Point Cloud Compression
PCF
Policy Control Function
PDB
Packet Delay Budget
PDU
Packet Data Unit
PER
Packet Error Rate
PLY
PoLYgon
PNG
Portable Network Graphics
PPI
Pixels Per Inch
PQI
PC5 QoS Identifier
PSS
Packet-Switched Streaming
PTT
Push To Talk
PVRTC
PowerVR Texture Compression
QCI
QoS Class Identifier
QFI
QoS Flow ID
QoE
Quality of EXperience
QoS
Quality of Service
RCS
Rich Communication Service
RGB
Red-Green-Blue colour space
RGBD
Red-Green-Blue-Depth
RPG
Role Playing Game
RQA
Reflective QoS Attribute
RTP
Real-Time Protocol
RTS
Real-time Strategy
RTT
Round Trip Time
SCS
Spatial Compute Server
SDP
Session Description Protocol
SIP
Session Initiation Protocol
SLAM
Simultaneous Localization and Mapping
SWB
Super WideBand
TCP
Transmission Control Protocol
ToF
Time of Flight
TPU
Tensor Processing Unit
UL
UpLink
USB
Universal Serial Bus
VCL
Video Coding Layer
V-PCC
Video-based Point Cloud Compression
VPS
Visual Positioning System
VR
Virtual Reality
VVC
Versatile Video Coding
XR
Extended reality
YUV
Luminance-Bandwidth-Chrominance
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