Application: Immersive Entertainment Gaming and eSports
Description
Immersive Gambling & eSports: The current global online gambling market is valued at almost 59 billion U.S. dollars and is projected to reach almost 93 billion U.S. dollars in 2023. eSport events are a fast-growing segment of the XR entertainment market. eSports are reaching a level that might be considered in the Olympics.
Devices
- Headmount Display, lightweight glasses, wearable sensors
KPIs
| KPI | Value | Notes |
|---|---|---|
| DL E2E Packet Latency | Low: < 10 ms | — |
| UL E2E Packet Latency | Low: < 10 ms | — |
| E2E Packet Jitter | Very sensitive (µs) | — |
| DL User Experience Data Rate (Mbps) | Very high data rate: 101 Mbps - 500 Mbps | — |
| UL User Experience Data Rate (Mbps) | Very high data rate : 101 - 1000 Mbps | — |
| Communication Service Availability | Very high: > 99.999% | — |
| Guaranteed Bit Rate | GBR | — |
| Criticality | Mission critical | — |
| Priority Service (NS/EP) | No | — |
| Service Continuity | Required | — |
| Mobility | Vehicular: 10 to 120 km/h | — |
| Synchronization Precision | < 1 µs | — |
| Connection Density | Low: < 1000 | — |
| Communication Direction | Two-way | — |
| Common Communication Mode | Multicast | — |
| Data Reporting Mode | Event driven | — |
| Device Type and Form Factor | Wearables/HDU | — |
| Device Integration | Standalone | — |
| Device Lifespan | Short: 2 - 4 years | — |
| Device Power Constraints | Constrained: < 2 W | — |
| DL E2E Packet Reliability | High: < 10E-6 | — |
| UL E2E Packet Reliability | High: < 10E-6 | — |
| Survival Time | 1 - 100 ms | — |
| Connectivity Service Area | Wide-area | — |
| APIs | Network-based | — |
| Connectivity Type (BAN/PAN/WAN/LAN) | WAN - Cellular, LPWA, Satellite | — |
| Sidelink Connectivity | Can be beneficial | — |
| Position Accuracy | Stringent (0.1 m - 1 m ) | — |
| Sensing Range Resolution | Stringent (0.1 m - 10 m) | — |
| Velocity Resolution | 10-100 m/s | — |
| False Alarm (FA) | Not applicable | — |
| Missed Detection (MD) | N/A | — |
| Edge Computing Service | Required | — |
| EC: Edge Compute Offload | Device <--> Edge | — |
| EC: Edge Storage Offload | Device <--> Edge | — |
| EC: Edge Application Enablement Services | Required | — |
| EC: Edge Proximity | Access Network Edge (Cell Site) | — |
| EC: Distributed and Autonomous Management of Edge Resources | Required | — |
| AI/ML Service | Required | — |
| AIML: Personalization | Required | — |
| AIML: Training Data Security | Required | — |
| AIML: Service Location | Edge cloud | — |
| AIML: Ownership, Traceability and Accountability | Required | — |
| AIML: Incentivized/Distributed/Collaborative AI/ML | Required | — |
| Distributed Ledger Service | Required | — |
| Connectivity Subscription Provisioning | Not pre-subscribed (Single or multiple subscriptions supported) | — |
| Number of Subscriptions Supported by the Device | 1 | — |
| Connectivity Subscription Management | Local management by user (common in consumer devices) | — |
| User Interface for Device Management | None (not even a power switch) | — |
| Local Connectivity for Device Configuration and Management | Cellular NPN | — |
| Device Configuration and Customization | Required post-deployment | — |
