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SA4/SA1 joint session SA4 leadership and WI rapporteurs

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Presentation on theme: "SA4/SA1 joint session SA4 leadership and WI rapporteurs"— Presentation transcript:

1 SA4/SA1 joint session SA4 leadership and WI rapporteurs
Prepared by Frédéric Gabin, 3GPP SA4 Chairman, Ericsson

2 Outline Purpose: Work Items
Tdoc prepared by SA4 leadership and below Work Item rapporteurs, to be revised and agreed by SWGs before joint session with SA1 during SA4#97 Work Items FS_mV2X (V2X Media Handling and Interaction) FS_5G_MEDIA_MTSI (Media Handling Aspects of Conversational Services in 5G Systems) FS_5GMedia_Distribution (5G enhanced Mobile Broadband Media Distribution) VRStream (Virtual Reality Profiles for Streaming Media)

3 FS_mV2X Rapporteur: Kyunghun Jung
TR includes new V2X use cases using media for advanced driving. SA4 is analyzing the use cases to identify requirements and procedures for their practical realizations. In this co-session, it is proposed to review a set of texts complementing the use cases, suggested from a Stage-3 view, and align the understanding of SA1 and SA4. SA4 will take the opinion of SA1 into account and discuss these media-related V2X use cases also with other 3GPP WGs and SDOs. Clause Title 5.4 eV2X support for remote driving 5.11 Information sharing for high/full automated driving 5.16 Video data sharing for assisted and improved automated driving (VaD) 5.21 Teleoperated support (TeSo) 5.25 3D video composition for V2X scenario

4 FS_5G_MEDIA_MTSI Rapporteur: Ozgur Oyman
Identified several impacts of 5G Stage-1 Requirements in TS on 3GPP Conversational Services Efficient Speech and Video User Plane Focus on user plane "efficiency" in the sense of achieved media quality per transmitted bit Media Rate Adaptation Motivated by several 5G Stage-1 requirements on minimal service levels, handling extreme long range coverage, higher data rates, low latency and high reliability VR Support for 3GPP Conversational Services Motivated by 5G Stage-1 requirements addressing VR use cases Any further impacts / gaps suggested by SA1?

5 FS_5GMedia_Distribution (5G enhanced Mobile Broadband Media Distribution)
Rapporteurs: Thomas Stockhammer & Imed Bouazizi Scope: media distribution and contribution UEs are very different from how they looked like when 3GPP SA4 services were initially designed. Typically, a client for a vertical service was integrated, such as considered for PSS and MBMS. Mobile video traffic accounted for 60 percent of total mobile data traffic in 2016. More than three-fourths of the world’s mobile data traffic will be video by Mobile video will increase 9-fold between 2016 and 2021, accounting for 78 percent of total mobile data traffic by the end of the forecast period. The study addresses the mapping of existing services (PSS, MBMS, FLUS, etc.) to the 5G Architecture and also identifies new use cases primarily for media distribution Media Frameworks Android Stagefright Browser-based media playback iOS media framework Possibly new VR/AR engines

6 Codecs and local functions
FS_5GMedia_Distribution (5G enhanced Mobile Broadband Media Distribution) Application 5G Media Existing UE Application (outside 3GPP) Application Server (outside 3GPP) Application APIs External Interface / API 5G Network NEF / AF? API API Codecs and local functions Middleware / Modem Control Plane Data Plane

7 FS_5GMedia_Distribution (5G enhanced Mobile Broadband Media Distribution)
Discussion points: Service requirements for media distribution&contribution SA4 currently studies mapping of PSS (Packet Switch Streaming TS with DASH TS ), MBMS (TS ) and FLUS (Framework for Live Uplink Streaming TS ) onto 5G architecture Are there new/additional requirements for the support of media distribution&contribution in different verticals (e.g. OTT and third party service providers, broadcasters) and MNOs? Codec selection and/or characterization Broadcast support Device APIs Full protocol stack definition, Frameworks for third-party service integration What are the expected services to be offered to a third-party service provider by an MNO ? QoS Content delivery protocols and distributed caching (i.e. CDN functionalities) Consistent UE capabilities, such as codec support Media processing

8 VRStream (Virtual Reality Profiles for Streaming Media)
Rapporteur: Thomas Stockhammer 8

9 Summary of VR Workhop 3GPP SA4 (with support of SA1 chairman) together with VR-IF organized a 3 day workshop on "VR Standards and Ecosystems". (Hosted by Ericsson in Santa Clara). The event also included networking and demo and from feedback. Key takeaways from the event: Many traditional players (content providers, infrastructure vendors, service providers) do not have yet a clear business model for 360 video. Some smaller companies (such as LittlStar) provide services that are interesting. Standards are still very much in baby shoes, also understanding on where the exact needs are and who will address what. Some coordination was done, but we also need to have a Attendees generally agree that standards will be needed, but there may have been some bias as 50% of the attendees were standards folks Game centric/synthetic approaches seem to have higher attraction now compared to natural 3DoF content. VR devices and content need to improve before this will really take-off as a full-fledged market. Examples are resolutions, latencies, addition of 3DoF+ (parallax) as well as element of 6DoF. The meeting was followed by a short 6DoF mixer (more details later) as well as VR-IF and 3GPP regular meetings. It was agreed that a similar follow-up meeting within 12 months would be useful

10 VRStream (Virtual Reality Profiles for Streaming Media)
What Rel-15 will contain Rel-15 focusses on 3DOF 360 Video and 3D audio streaming addressing the basic needs to interop based on existing technologies/devices in the market Relying on enablers developed in MPEG, but also building on 3GPP expertise on speech, audio and video codecs What Rel-16 could contain Speculation now, but looking at the development in MPEG, aspects include 3DoF+  6DoF, Augmented and Mixed Reality as well as the use of AR/VR in different environments


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