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Extremely interactive and low-latency services in 5G and beyond mobile systems

Taleb, Tarik; Nadir, Zinelaabidine; Flinck, Hannu; Song, JaeSeung (2021-06-25)

 
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https://doi.org/10.1109/MCOMSTD.001.2000053

Taleb, Tarik
Nadir, Zinelaabidine
Flinck, Hannu
Song, JaeSeung
Institute of Electrical and Electronics Engineers
25.06.2021

T. Taleb, Z. Nadir, H. Flinck and J. Song, "Extremely Interactive and Low-Latency Services in 5G and Beyond Mobile Systems," in IEEE Communications Standards Magazine, vol. 5, no. 2, pp. 114-119, June 2021, doi: 10.1109/MCOMSTD.001.2000053

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© 2021 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
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doi:https://doi.org/10.1109/MCOMSTD.001.2000053
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Abstract

This article provides an overview on extremely interactive and low-latency immersive services as well as the relevant industry and standardization activities. Immersive services immerse a viewer or the viewed digital objects into an environment that is either real, virtual, or a mixture of both. The applications are accordingly named virtual reality, augmented reality, extended reality, and holography applications. These applications benefit from the ongoing advances in user interfaces, computing technologies, and networking technologies. Such applications are expected to generate most of the traffic in the next generation networks, particularly 6G networks. In this article, the main relevant use cases are introduced along with their respective requirements. The article also provides insights on the relevant architectures and solutions, and highlights some research challenges and directions.

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