Holographic Communication in 5g Networks
Holographic Communication in 5g Networks
ERICSSON
TECHNOLOGY
HOLOGRAPHIC
COMMUNICATION
IN 5G NETWORKS
✱ HOLOGRAPHIC COMMUNICATION IN 5G
Holographic
communication in
5G networks
Once confined to the realm of science fiction, holographic communication
now ranks as one of the most wanted 5G-enabled applications by both
consumers and enterprise users, according to recent research.
Holographic communication refers to real-time Consumers are not the only ones longing for more
ALI EL ESSAILI, SARA
THORSON, ALVIN
capturing, encoding, transporting and rendering authentic forms of digital communication. A recent
JUDE, JÖRG CHRISTIAN of 3D representations, anchored in space, of study showed that the main barrier to remote working
EWERT, NATALYA remote persons shown as stereoscopic images was the need for social interaction [3]. With the time
TYUDINA, HÉCTOR or as 3D video in extended reality (XR) headsets spent working outside the office expected to increase
CALTENCO, LUKASZ that deliver a visual effect similar to a hologram. in the coming decade, many office workers will
LITWIC, BO BURMAN require more immersive forms of digital interaction.
■ After several years of experience with video calls Starting with AR glasses and holographic calls
on smartphones and tablets, many users report that with spatial audio, office workers around the world
they are eagerly awaiting the chance to meet others expect to benefit from the emergence of haptic
digitally using immersive communication services technology, which adds tactile sensing of digital
such as 3D holographic augmented reality (AR) calls objects [3]. More than half of them say they would like
over 5G [1]. Compared with flat screen video, a digital workstation with multisensory presence at
holographic communication can convey the the office when working remotely. Similarly, in a
subtleties of non-verbal communication and provide recent online survey of 7,115 self-defined early
a sense of presence and immediacy that enhances adopters aged 15-69 in 14 major cities, 80 percent of
the quality of human interaction. More than the respondents said they expect to have
50 percent of smartphone users [2] expect this telepresence facilities to socialize with remote
technology to be available to them within a few years. colleagues by 2030.
2 E R I C S S O N T E C H N O L O G Y R E V I E W ✱ M AY 1 7, 2 0 2 2
HOLOGRAPHIC COMMUNICATION IN 5G ✱
M AY 1 7, 2 0 2 2 ✱ E R I C S S O N T E C H N O L O G Y R E V I E W 3
✱ HOLOGRAPHIC COMMUNICATION IN 5G
Enterprise/ Holographic
1-4 +++ + +++
Consumer communication
Figure 1 AR use cases and their requirements on the glasses ranked by importance (+ to +++)
Augmented reality glasses and other devices and consumer use cases that will benefit most from
Early AR glasses were connected by a cable, next-generation AR glasses.
followed by the usage of Wi-Fi technology that There are two different AR device types: those
limited mobility to home and office use in most cases. with SLAM (simultaneous localization and
Over the last five years, however, the AR glasses mapping) support and those without it. SLAM uses
market has been characterized by strong technology one or more front cameras to create and update a
evolution with respect to all of the most important map of the surroundings that allows the device to
parameters: weight, field of view, resolution, battery localize itself and to anchor virtual content
life and mobility. (including holograms) on fixed locations in the
The first generation of lightweight AR glasses, environment. A true holographic impression is
which are connected through USB-C to 4G- and generated by the ability to see the hologram from
5G- enabled smartphones, were launched two years different angles, which can be achieved with SLAM.
ago. The next generation is expected to have built-in The ongoing evolution of both mobile and
cellular connectivity, similar to today’s smart stationary holographic displays as well as
watches. Figure 1 highlights some of the enterprise AR-enabled contact lenses will also contribute to
4 E R I C S S O N T E C H N O L O G Y R E V I E W ✱ M AY 1 7, 2 0 2 2
HOLOGRAPHIC COMMUNICATION IN 5G ✱
5 G RAN/Core
Alternate Alternate
Edge compute Edge compute
(Public cloud) (Public cloud)
the uptake of holographic communication. The network can act as a compute platform for the
AR-enabled tablets and phones allow a lower encoding, decoding and rendering of holographic
barrier to entry in cases where hands-free operation data to offload heavy processing from the devices.
is not required.
Capturing technologies
Holographic communication pipeline Holographic capturing is the process of creating a
Our proposed architecture to support holographic measurable 3D representation of an object, person
communication is depicted in Figure 2. In it, or environment. This process is divided into four
capturing sensors provide a real-time representation steps:
of the human face and body. Format conversion and
filtering is applied before encoding to reduce the 1. Acquisition
bitrate requirements on the network. The 2. Depth estimation
compressed hologram is transmitted to an XR device 3. Data fusion
over a low latency reliable transport network such as 4. Post-processing.
5G. On the XR device, the compressed hologram is
decoded and processed before rendering in the The acquisition step makes use of visual sensors to
consumer environment. The rendering engine capture a volume of interest. Several different visual
considers positioning and semantic information of sensor technologies are used for 3D capturing.
the device and the rendered scene. The virtual Nowadays, the most common mechanism is the
human representation is displayed on the XR device. usage of time-of-flight (ToF) sensors (such as
M AY 1 7, 2 0 2 2 ✱ E R I C S S O N T E C H N O L O G Y R E V I E W 5
✱ HOLOGRAPHIC COMMUNICATION IN 5G
6 E R I C S S O N T E C H N O L O G Y R E V I E W ✱ M AY 1 7, 2 0 2 2
HOLOGRAPHIC COMMUNICATION IN 5G ✱
M AY 1 7, 2 0 2 2 ✱ E R I C S S O N T E C H N O L O G Y R E V I E W 7
✱ HOLOGRAPHIC COMMUNICATION IN 5G
3D
camera PC Network Phone AR glasses
Decoding
Processing
Live
Processing Display
frames Compressed
Encoding
hologram Rendering
The 3D frames were captured by a single 3D The quality was changed by adjusting the number
camera connected to a computer, which was of points in the point cloud (10,000 points/30fps to 1
connected by ethernet to the 5G network. The million points/30fps). The compression rate was
captured stream was compressed and sent over the kept constant resulting in bandwidth of between
5G network to a 5G mobile phone with connected 5Mbps and 100Mbps.
AR glasses. The decoding and rendering were The total latency in the phone is determined by
executed on the mobile phone and displayed in the two factors: the decoding and the rendering. As
AR glasses. The SLAM functionality made it expected, the latency increases when the quality and
possible to walk around the 3D representation. The bandwidth increase. It is clearly visible that the
measurement setup is shown in Figure 3. compute in the mobile phone is reaching its limit for
Factors that affect QoE in holographic the high quality, causing a latency of approximately
communications include bandwidth, latency and 170ms (milliseconds). The first experiments show
quality. These three are collectively referred to as the that a move of the decoding compute from the phone
trade-off triangle because only two of them can be to the edge cloud can reduce the latency to 70ms.
optimized at the same time, and it will always be at Figure 4 shows the bitrate, round-trip time and
the cost of the third. In our measurements, we chose phone latency results for four quality levels (Q1-Q4)
to change the quality and bandwidth. all with 1024x780 resolution and 30fps. The average
number of points for each was Q1 (900,000), Q2
(225,000), Q3 (100,000) and Q4 (36,000).
FACTORS THAT AFFECT
QOE IN HOLOGRAPHIC Conclusion
Our research indicates that both consumers and
COMMUNICATIONS INCLUDE enterprises understand the potential of immersive,
BANDWIDTH, LATENCY augmented reality (AR) applications, and
holographic communication in particular, to improve
AND QUALITY their lives not only in terms of workplace productivity,
8 E R I C S S O N T E C H N O L O G Y R E V I E W ✱ M AY 1 7, 2 0 2 2
HOLOGRAPHIC COMMUNICATION IN 5G ✱
Decoding Rendering
M AY 1 7, 2 0 2 2 ✱ E R I C S S O N T E C H N O L O G Y R E V I E W 9
✱ HOLOGRAPHIC COMMUNICATION IN 5G
Further reading
❭ Ericsson Technology Review, XR and 5G: Extended reality at scale with time-critical communication,
available at: https://www.ericsson.com/en/reports-and-papers/ericsson-technology-review/articles/xr-and-5g-
extended-reality-at-scale-with-time-critical-communication
❭ Ericsson Technology Review, Versatile video coding explained, available at: https://www.ericsson.com/en/
reports-and-papers/ericsson-technology-review/articles/versatile-video-coding-explained
❭ Ericsson blog, Welcome to XR immersive experiences, available at:
https://www.ericsson.com/en/blog/2021/11/welcome-to-xr-immersive-experiences
❭ Ericsson, AI in networks, available at: https://www.ericsson.com/en/ai
References
1. Ericsson Consumer and Market Insight report, Five ways to a better 5G, available at:
https://www.ericsson.com/en/reports-and-papers/consumerlab/reports/five-ways-to-a-better-5g
2. Ericsson Consumer and Market Insight report, Busting the myths around the value of 5G for consumers,
available at: https://www.ericsson.com/en/reports-and-papers/consumerlab/reports/5g-consumer-potential
3. Ericsson Consumer and Market Insight report, The dematerialized office, available at:
https://www.ericsson.com/en/reports-and-papers/industrylab/reports/the-dematerialized-office
4. International Organization for Standardization, ISO 9241-11: Ergonomics of Human System Interaction,
1998, available at: https://www.iso.org/obp/ui/#iso:std:iso:9241:-11:ed-1:v1:en
5. IGI Global, Hedonic, emotional, and experiential perspectives on product quality, in Encyclopedia of human
computer interaction, 2006, Hassenzahl, M., available at:
https://www.igi-global.com/chapter/hedonic-emotional-experiential-perspectives-product/13133
6. Annual review of psychology, Emotion and decision making, 2015, Lerner, J. S; Li, Y; Valdesolo, P; Kassam,
K. S., available at: https://doi.org/10.1146/annurev-psych-010213-115043
7. British Journal of Psychology, Most advanced, yet acceptable: Typicality and novelty as joint predictors of
aesthetic preference in industrial design, 2003, Hekkert, P; Snelders, D; Van Wieringen, P. C., available at:
https://bpspsychub.onlinelibrary.wiley.com/doi/abs/10.1348/000712603762842147
8. IEEE MultiMedia, Towards a QoE model to evaluate holographic augmented reality devices, 2018, Zhang, L;
Dong, H; El Saddik, A., available at: https://doi.org/10.1109/MMUL.2018.2873843
9. Interaction Design Foundation, What is Design Thinking?, available at:
https://www.interaction-design.org/literature/topics/design-thinking
10. Facebook 2020 Research: Photorealistic Avatars & Full Body Tracking, available at:
https://www.youtube.com/watch?v=Q-gse_hFkJM
10 E R I C S S O N T E C H N O L O G Y R E V I E W ✱ M AY 1 7, 2 0 2 2
HOLOGRAPHIC COMMUNICATION IN 5G ✱
M AY 1 7, 2 0 2 2 ✱ E R I C S S O N T E C H N O L O G Y R E V I E W 11
ISSN 0014-0171
284 23-3377 | Uen
© Ericsson AB 2022
Ericsson
SE-164 83 Stockholm, Sweden
Phone: +46 10 719 0000