Application: Gaming Using Augmented Reality
Description
Enhanced gamer experience using virtual reality and bio-sensing in order to allow the player to detect people in the game, in real or imaginary worlds. Motion capture to interact with objects surrounding, and realistic force feedback.
Devices
- Gaming console control
- Virtual reality headsets
KPIs
| KPI | Value | Notes |
|---|---|---|
| DL E2E Packet Latency | Low: < 10 ms | — |
| UL E2E Packet Latency | Very low: < 1 ms | — |
| E2E Packet Jitter | Very sensitive (µs) | — |
| DL User Experience Data Rate (Mbps) | High: 51 Mbps - 100 Mbps | — |
| UL User Experience Data Rate (Mbps) | Medium: 10 - 50 Mbps | — |
| Communication Service Availability | Medium: 90 - 95% | — |
| Guaranteed Bit Rate | Delay-critical GBR | — |
| Criticality | Mission critical | — |
| Priority Service (NS/EP) | No | — |
| Service Continuity | Required | — |
| Mobility | Pedestrian: > 0 km/h to 10 km/h | — |
| Synchronization Precision | > 1 µs | — |
| Connection Density | Medium: 1000 -10000 | — |
| Communication Direction | Two-way | — |
| Common Communication Mode | Unicast | — |
| Data Reporting Mode | Continuous-based | — |
| Device Type and Form Factor | Small non-display module | — |
| Device Integration | > 1 applicable device integration type | — |
| Device Lifespan | Short: 2 - 4 years | — |
| Device Power Constraints | Constrained: < 2 W | — |
| DL E2E Packet Reliability | Moderate: < 10E-4 | — |
| UL E2E Packet Reliability | Moderate: < 10E-4 | — |
| Survival Time | 0.1 - 1 ms | — |
| Connectivity Service Area | Indoor and Outdoor | — |
| APIs | Both | — |
| Sidelink Connectivity | Can be beneficial | — |
| Position Accuracy | Very stringent (1 mm - 10 cm ) | — |
| Sensing Range Resolution | Very stringent (1 mm - 10 cm) | — |
| False Alarm (FA) | < 5 % | — |
| Missed Detection (MD) | < 1 % | — |
| Edge Computing Service | Not applicable | — |
| AI/ML Service | Not applicable | — |
| Connectivity Subscription Provisioning | Pre-subscribed and reprovision-able | — |
| Number of Subscriptions Supported by the Device | 1 | — |
| Connectivity Subscription Management | Remote management (common in-vehicle telematics terminals) | — |
| User Interface for Device Management | Power on switch only | — |
| Local Connectivity for Device Configuration and Management | Wi-Fi, Bluetooth, NFC, etc.; | — |
| Device Configuration and Customization | Required post-deployment | — |
