CLICK this icon for video IBC2021 ACCELERATOR: 5G LBXR

With the phenomenal growth of esports and the dramatic improvements in AR and VR technologies in recent years, an Accelerator looking at the role of 5G in location-based entertainment experiences in extended realities is a timely one. The 5G LBXR Accelerator project has been designed to examine how 5G’s low latency and provision of edge computing in particular can amplify important aspects of LBXR’s (Location-Based eXtended Realities) immersive interactivity, technical feasibility, inclusion and accessibility. Project lead is Xiangyu Lian, chief engineer of the

Telenet Innovation Center, based in Brussels. I wouldn’t say we have everything we need for this use case, but for a technical trial we are on a good track,” he says, arguing that 5G in Europe is rolling out more slowly than anticipated due to a range of issues including Covid and security concerns involving Chinese vendors. This has led to an extended period of test and evaluation, which is perhaps no bad thing as there are important considerations still to be decided with several aspects of 5G deployment which the Accelerator in part will address.

“For example, from an operator’s side we can either say we own the edge computing units, or we say we don’t need to fully own them, we can share them but just need to create a local breakout. That way the traffi c doesn’t need to go the full loop, you have a breakout point that directs you to the nearest edge computing resource, and that can be shared with different operators, or be accessed via cloud infrastructure. There are quite a lot of options and the exact solutions that will be used depend on market, preferences, budget and more.”

GAMES WITHOUT FRONTIERS There are a range of different workfl ow scenarios that the LBXR Accelerator is exploring with relation to 5G. It is looking at testing and validating 5G’s connectivity towards XR equipment via different 5G devices, building a streaming solution from cloud infrastructure to XR equipment for different XR content, and providing access to 5G networks and cloud infrastructures from user case locations to multiple locations across Europe, as well as other potential locations around the world. Xiangyu points to the games market as an ideal test bed for 5G use cases in general, due to its requirements for low latency, high bandwidth and serious computing power, as well as an audience that is willing to pay for premium access, assuring rapid ROI. Hado represents precisely the sort of new use case that has been brought about by technological confl uence and that will fi nd itself accelerated by 5G. Billed as the world’s fi rst physical esport and growing rapidly worldwide, its players compete on a physical court while using head-mounted displays and armband sensors to both see and wield energy balls and shields. Currently it operates in a closed arena on a 5Ghz network, but the Accelerator is looking at implementing a remote play proof of concept (POC). Remote play experiments where the two teams compete in different arenas have been tried before, but while all the AR elements from the other team can be seen, the players can’t. “What we are doing through the Accelerator is solving

Hado is billed as the world’s fi rst physical esport

“We will have two teams in two different locations, and the players and spectators will be able to see a single court created from the data with avatars representing the players,” Jim Sephton, Hado

that,” says Jim Sephton, ex-UK team captain and in charge of augmented reality sports development with Hado UK. “We’re working with Noitom to scan the players in real time and we will be merging that data with the Hado gameplay data for the output to viewers. So, we will have two teams in two different locations, and the players and spectators will be able to see a single court created from the data with avatars representing the players.” There are technical hurdles to this. While neither Hado nor Noitom create large datasets, perfect synchronisation with no data dropout is vital before the two streams are brought together for real-time rendering. 5G’s low latency is therefore a key enabler, while edge computing is also going to be vital for the rendering part of the process.

5G LBXR Champions: Telenet/Liberty Global, Park Playground, Hado, Digital Domain, Twickenham Studios, Vodafone, ESL Participants: Noitom, Quark.XR


Integration is also an issue, as the pipelines for providing the real-time avatars to the players’ and the spectators’ devices are different. “There is no universal language yet for all the different parts of the workfl ow to speak to each other,” explains Roch Nakajima, president of Noitom International. “But because you’re eventually typically

For more information on the IBC Accelerator Media Innovation Programme, supported by Nvidia, visit ibc-accelerator-media-innovation-programme

trying to render something in Unreal or Unity, ultimately you have to speak one of those languages. The issue we currently have with the POC is that Hado is Unity-based and Weavr is Unreal-based.” Weavr is the technology platform put together by a consortium including leading esports company ESL, that is being used for the spectator views. “We need to be able to feed data to both platforms so that the Hado players can see each other, but all this needs to be co-ordinated,” says Nakajima. “There is more data, different languages that are being spoken, plug-ins that need to connect things and more.” Nevertheless, understanding the workfl ows necessary for scaling to large audiences via B2B and B2C consumer models is an important part of the POC. As Sephton points out, the potential for innovative interactive and immersive viewing is immense; viewers will not only be able to scrub backwards and forwards in the action, but they will also be able to rotate the view around 360 degrees, zoom themselves in for a POV perspective of individual plays and more.

Porting that technology to other sports is an obvious long-term ambition, but not an easy one. It works in this use case because Hado already provides the full telemetry data. Providing that for a conventional sport, even for one with a comparatively constrained playing surface such as tennis, would be decidedly non-trivial, particularly as scanning the ball’s movements in real time would be extremely challenging. An issue for a future Accelerator perhaps.

Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60  |  Page 61  |  Page 62  |  Page 63  |  Page 64  |  Page 65  |  Page 66  |  Page 67  |  Page 68  |  Page 69  |  Page 70  |  Page 71  |  Page 72