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Holographic Communication in 5g Networks

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Holographic Communication in 5g Networks

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© © All Rights Reserved
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C H A R T I N G T H E F U T U R E O F I N N O V A T I O N I # 5∙2 0 2 2

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 ✱

The potential for realizing holographic


communication use cases in the years ahead is high. A KEY EMOTION PEOPLE
They are already anticipated in numerous consumer FEEL ABOUT HOLOGRAPHIC
and enterprise areas ranging from attending family
events as a hologram or meeting a doctor from home COMMUNICATION IS
to remote presence at the office, expert help at a EXCITEMENT
factory and immersive marketing. As soon as the
ecosystem is ready to deliver these new experiences
at a good price point and quality of experience (QoE), know in the same room as themselves, and they are
our research suggests that both private consumers excited about the future of this technology. Such a
and enterprises will be keen to use it. response is expected due to the novelty of the
The ability to make holographic communication interaction, but as the novelty (or “halo”) effect
an everyday reality is dependent on three key factors. diminishes, people tend to prioritize factors such as
Firstly, there needs to be a desire that drives the usability, usefulness and familiarity [7].
behavioral change (the human factor). Secondly, the While some QoE metrics already exist for XR
appropriate AR devices need to become available. communication [8], several other tools are also
Lastly, mobile networks must have the ability to available. Design thinking [9] can be used early on to
support the holographic communication pipeline. ensure the best solution is built, while qualitative
methods such as interviews can be used with early
The human factor prototypes to provide deeper insights into how
Users are the primary beneficiary of any type of people feel. Other human-centered topics such as
human communication technology, and holographic ethics, consent and accessibility should be
communication is no exception. It is therefore considered and regularly monitored. Involving
essential to understand how they perceive it, along experts in human-computer interaction,
with the benefits from their perspective and their ergonomics, psychology and user experience early
opinions about how to improve the user experience. in the design process will ensure that the final
The two major user groups for holographic product is in line with the intended users’
communication (enterprises and consumers) have expectations.
different priorities. Enterprises will use holographic It is essential that the human factor is prioritized
communication if it satisfies productivity goals better in the development of holographic communication.
than existing tools. These can be defined as One way to facilitate this would be to start referring
effectiveness, efficiency, and satisfaction in a to the end-to-end (E2E) pipeline as human to human
specified context of use [4]. rather than glass to glass.
Consumers, on the other hand, tend to select the
communication option that best satisfies their fun
goals, characterized by hedonic, emotional and Holographic communication
experiential perspectives [5]. Emotions are known to
The area of holographic communication is divided into three paradigms: (1)
be an important guide to decision making [6]. It is
avatars, (2) professional-quality digital representations of users and (3) consumer-
therefore crucial that people’s feelings are
friendly digital representations of users. "State-of-the-art avatar" technologies
understood throughout the development process,
use artificial intelligence (AI) to generate a photorealistic representation of a user.
which is achievable through user studies. Professional-quality digital representations are created through the use of multiple
In an internal study on the topic, we discovered cameras and real-time studio recordings. Consumer-friendly digital representations
that a key emotion people feel about holographic are generated with the help of an AI-enabled, 3D-capturing setup on consumer
communication is excitement. They are excited grade phones or tablets. The third paradigm is the focus of this article.
about seeing a holographic version of people they

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

Use case Typical usage Resolution Battery life Mobility


(hours)

Retail shopping 1-4 +++ ++ +++


Logistics (picking) 4-8 + +++ +
Enterprise
Augmented education 4-8 +++ +++ +

Remote support 1-2 +++ ++ +++

AR gaming 1-2 +++ ++ +++


Consumer AR navigation 1-4 + ++ +++
AR event (stadium) 1-2 +++ ++ +++

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

Terms and abbreviations


AI – Artificial Intelligence | AR – Augmented Reality | E2E– End-to-End | FPS – Frames Per Second | IEC –
International Electrotechnical Commission | ISO – International Organization for Standardization | LiDAR –
Light Detection and Ranging | MPEG – Moving Picture Experts Group | MS – Millisecond | NR – New Radio |
QoE – Quality of Experience | RAN – Radio Access Network | SLAM – Simultaneous Localization and Mapping |
ToF – Time of Flight | V3C – Visual Volumetric Video-based Coding | V-PCC – Video-based Point Cloud
Compression | XR – Extended Reality

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

Edge compute ( 5G) Edge compute ( 5G)

Capture Holographic Holographic Holographic


Display
sensors coder decoder rendering

Alternate Alternate
Edge compute Edge compute
(Public cloud) (Public cloud)

Legend User and related equipment 5G technology Public infrastructure

Figure 2 End-to-end pipeline for holographic communication

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

objects located in the scene to be rendered. A camera


MESHES CAN BE is an instance that renders the viewpoint and consists
SIGNIFICANTLY SMALLER of a location, focus, orientation and resolution.
Engines render the content based on rendering
THAN POINT CLOUDS, pipelines. The rendering pipelines take care of
INCREASING THE SPEED culling, rendering and post-processing. There are
several types of pipelines with different capabilities
OF STORAGE, TRANSMISSION and performance characteristics that are suitable for
AND RENDERING different applications and platforms. A general-
purpose render pipeline is optimized to process
LiDAR), which measure distance by the time it takes graphics across a wide range of platforms, while a
a light pulse to travel to its destination and back. high-fidelity graphics pipeline is suitable for high-
In the depth estimation step, sensor streams are end platforms.
used to compute depth. ToF sensors can provide Additional techniques and approaches are
depth information directly, while stereo cameras and available to improve the rendering process in various
multi-camera systems estimate depth by capturing ways, such as enabling faster rendering with better
the person from different angles. QoE, smoothing squared edges or increasing the
In the data fusion step, the depth information or quality of objects in a scene. Furthermore, AI
depth map from different perspectives is fused into a algorithms can recreate an object of a scene or create
single stream of 3D points by matching key points a photorealistic representation [10] such as an avatar.
and calculating the optimal geometric The photorealistic representation contains a model:
transformation from the different views. a visual representation or mesh model and
The post-processing step reduces the data size of configurations. Configurations are the bones or
the stream of 3D points by cleaning up redundant access points of a model. These points are animated
points, noise and outliers. The resulting 3D during the rendering process with preloaded
representation can be delivered in various visual animations.
media formats such as point clouds or meshes. Real-time data captured from a depth camera
A point cloud is a collection of points that takes more computation for rendering compared
represent the captured volume. Each point contains with an avatar representation. The rendering of all
information on its location, as well as the option of parts of the mesh is needed for every frame for a
the red, green and blue color model and intensity hologram, compared with rendering a difference for
value at a specific frame. A mesh unites those points an avatar, such as updating facial expressions like the
with triangles, disregarding redundant points and blinking of an eye on an existing avatar model.
filling any holes. Meshes can be cleaned and reduced Split rendering is an approach that offloads
further by decreasing the number of vertices. rendering capabilities to an edge cloud. The key idea
Depending on their resolution, they can be is that the six degrees of freedom position and
significantly smaller than point clouds, increasing
the speed of storage, transmission and rendering of
meshes in comparison with point clouds. REAL-TIME DATA
Rendering and display CAPTURED FROM A DEPTH
Rendering is the process of generating an image of a CAMERA REQUIRES MORE
scene or a model from a given viewpoint using
computations. A scene is a container object COMPUTATION FOR
describing a volume and its contents. Sources are RENDERING

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 ✱

orientation of the XR device in a scene are tracked,


and constant feedback is provided to the edge in real IT IS POSSIBLE TO PLACE
time. The rendering of a 3D scene happens in a A HOLOGRAM IN A ROOM AND
cloud. Based on the position of a user, the cloud
streams back a 2D video to a scene from the user’s MOVE AROUND IT
angle. For this approach, an end-user device does
not need to have high-end characteristics. However, XR devices, two scenarios can be considered.
good QoE in this scenario requires low latency In the first, which is typically applied in the case of
communication between the edge and the device. split rendering, the processing and decoding of 3D
When it is ready, the rendered stream is formats is done at the edge, while XR devices decode
transmitted to a device with the ability to provide pre-rendered 2D video with traditional 2D video
users with a holographic experience. There are four codecs such as ITU-T (International
device types: handheld devices (such as Telecommunication Union Telecommunication
smartphones and tablets), holographic displays, AR Standardization Sector) and ISO/IEC (International
glasses and virtual reality glasses. Using these Organization for Standardization/International
devices, it is possible to place a hologram in a room Electrotechnical Commission) MPEG (Moving
and move around it. Picture Experts Group) High Efficiency Video
Coding/H.265 or Versatile Video Coding/H.266
Media formats and codecs codecs.
The delivery of holographic communication will In the second scenario, the processing and
require the processing and transfer of various visual decoding of 3D formats is done on XR devices
media formats. Those formats aim to represent more requiring the support of additional immersive
realistic and interactive visual representations of decoders on the device itself. One approach
humans and/or an environment than established 2D standardized in ISO/IEC MPEG-I visual volumetric
video formats used in traditional videoconferencing, video-based coding (V3C) and video-based point
yet the increased informational load may put high cloud compression (V-PCC) employs 3D to 2D
pressure on transmission bitrates across the whole projection algorithms that create intermediate 2D
communication chain. video representations. These representations can be
For example, point cloud data representing a decoded with multiple instances of 2D video codecs
single human can typically consist of 100,000 to 1 such as H.265 or H.266.
million points and beyond per single time instance An alternative approach would be to employ
(video frame). Streaming such data with 30 frames “native” 3D codecs such as the ISO/IEC MPEG-I
per second (fps) – the typical videoconferencing geometry-based point cloud compression. In this
streaming rate – would require roughly between codec, compression tools operate directly on a 3D
300Mbps to 3Gbps of available bandwidth. Such point cloud representation. Unlike for the V3C/V-
uncompressed bitrates are not feasible today, and PCC codec, this approach would require adding
current real-life videoconferencing systems employ support for such native point cloud codec(s) in
media codecs to reduce the bandwidth requirements mobile hardware chipsets.
to single Mbps (1-6Mbps) offering compression
ratios from 250:1 up to 1000:1. Test results
Methods to offer similar compression ratios for To determine the feasibility of using existing 5G
immersive 3D representations such as point clouds technology to build an E2E pipeline that enables
are therefore needed to enable the deployment of high-quality holographic communication, we tested
holographic communication services. In terms of the approach presented in Figure 2 in a live 5G New
handling 3D visual formats and their decoding on Radio (NR) network.

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

USB-C Ethernet 5G NR USB-C

Decoding
Processing
Live
Processing Display
frames Compressed
Encoding
hologram Rendering

Figure 3 The test setup in the lab

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 ✱

Bitrate (Mbps) Round trip time (msec) Phone latencies (msec)


100 60 250,00
50
80 200,00
40
60 150,00
30
40 20 100,00
20 10 50,00
0 0 0,00
Q4 Q3 Q2 Q1 Q4 Q3 Q2 Q1 Q4 Q3 Q2 Q1

Decoding Rendering

Figure 4 5G NR measurement results

but also when it comes to social interaction and


entertainment. The emergence of lightweight AR
glasses and powerful 3D compression algorithms
have made it possible to start deploying AR use cases
using existing 5G technology.
An architecture with edge compute functionality
across the full chain is necessary to deliver the 3D
captured streams and the rendering of such
applications anywhere, while simultaneously
meeting device requirements on size, weight and
energy consumption. This approach makes it
possible to move high performance computing to the
network and thereby reduce both the energy
consumption of mobile devices and the end-to-end
latency.
The introduction of new media formats such as
point clouds into extended reality (XR)
communication scenarios will greatly enhance the
attractiveness, usefulness and efficiency of the
information conveyed between communicating
parties. Successful communication requires a joint
understanding of the communication format, which
is typically solved through standardization. In
Release 18, the 3GPP has taken on the challenging
task of enhancing 5G to offer more efficient support
for XR services. Since various aspects of XR are
already being addressed in other standardization
forums, the intention is to reuse as much as possible.

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,
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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 ✱

Alvin Jude Lukasz Litwic


◆ joined Ericsson in 2014 ◆ joined Ericsson in 2007. In
the authors

where he currently serves as his current role, he is the


a senior researcher at research leader of the Visual
Ericsson Research. Jude Technology team at
holds an M.S. in computer Ericsson Research. Litwic
science from Baylor received an M.Eng. from
University in Waco, Texas, Gdańsk University of
USA. He specializes in Technology, Poland, in 2005
Ali El Essaili human-computer Natalya Tyudina and a Ph.D. in electronics
◆ joined Ericsson in 2014 interaction. ◆ joined Ericsson in 2019 from the University of Surrey
and currently serves as a and currently serves as a in Guildford, the UK, in 2015.
master researcher at technology developer at
Ericsson Research. His Business Area Digital
current focus is on XR and Services. Her work focuses
enabling immersive media primarily on XR and
applications on 5G. He holds Infrastructure-as-a-
a Ph.D. in electrical Service. Tyudina holds an
engineering from Munich M.Sc. in information
University of Technology in systems and technologies
Germany. from Don State Technical
Jörg Christian Ewert University in Rostov-on-
◆ joined Ericsson in 1999 as Don, Russia. Bo Burman
a system manager. In 2005, ◆ joined Ericsson in 1996.
he joined the core network After 14 years at Ericsson
product management team. Research Media
At present, he is responsible Technologies, he now
The authors would
like to thank Chris for 5G communication serves as a senior specialist
Phillips, Du Ho services in Business Area at Ericsson Digital Services.
Kang, Esra Akan, Digital Services. Ewert Burman holds an M.Sc. in
Fredrik Alriksson, studied business computer technology and
Jonas Kronander, Sara Thorson administration at the engineering from the
Johan Lundsjö, José ◆ joined Ericsson in 2019 FernUniversität in Hagen, Institute of Technology at
Araújo, Jose Luis and currently serves as Germany, and holds a Ph.D. Héctor Caltenco Linköping University,
Pradas, Kenneth head of concept in physics from the ◆ joined Ericsson in 2018 Sweden.
Wallstedt, Maria development at Ericsson University of Göttingen, and currently serves as a
Edvardsson, Maria Consumer and Industry Lab. Germany. master researcher in device
Serra, Martin Her work focuses on XR technologies within
Ek, Mauricio emerging use cases in XR Ericsson Research. He is
Aracena, Michael and 6G, with a special also an adjunct senior
Björn, Michael interest in sustainability. lecturer at Lund University.
Meyer, Nils-Erik Thorson holds an M.Sc. in Caltenco holds a Ph.D. in
Gustafsson and international marketing biomedical engineering and
Peter Marshall for from the School of Business, an M.Sc. in intelligent
their contributions Economics and Law at the autonomous systems from
to this article. University of Gothenburg, Aalborg University,
Sweden. Denmark.

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

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Ericsson
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Phone: +46 10 719 0000

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