LL4: Media & Entertainment
Media and Entertainment services need to cope with increasing demand in terms of data rates, number of simultaneous users connected and/or more stringent Quality of Service (QoS) requirements. High quality and high-resolution audio-visual services are important drivers for increased downlink data rates, where 5G promises to provide cost-effective alternatives to today’s Content Delivery Network (CDN) approaches. At the same time, user generated content, as well as the use of cellular technology for professional and semi-professional media production are key drivers for increased uplink data rates. Cellular, especially when used in bonding multiple links, has been replacing the traditional uplink method of satellite trucks transmission and enabled live high-quality transmission to all sorts of media content providers. 5G will enable this viable and immensely growing area of cellular and IP-based live media production as a business to grow further, supporting new business models, such as production in the cloud, at lower costs. 5G will seamlessly integrate services over different network technologies (fixed, wireless), topologies (including e.g. unicast, multicast and broadcast) and capabilities (e.g. caching and multi-link), which may be needed to cover all M&E use cases. The main uses cases identified in this LL are the following:
Use Case 4.1: Ultra High-Fidelity Media;
Use Case 4.2: Multi CDN selection;
Use Case 4.3: On-site Live Event Experience;
Use Case 4.4: User & Machine Generated Content;
Use Case 4.5: Immersive and Integrated Media and Gaming;
Use Case 4.6: Cooperative Media Production.
Technological KPIs to be validated include target values on peak data rates, mobility, latency, density, reliability, coverage and Quality of Experience.