May 2015doc.: IEEE 802.11-15/624r0 SubmissionSlide 1 11ay Usage Model for Wearables Date: 2015-05-11 Authors: Kerstin Johnsson, Intel.

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May 2015doc.: IEEE /624r0 SubmissionSlide 1 11ay Usage Model for Wearables Date: Authors: Kerstin Johnsson, Intel.

May 2015doc.: IEEE /624r0 Submission Abstract This document introduces a usage model: “High-end Wearables in Public Spaces” for 11ay. It provides details/requirements of this usage model and discusses how it differs from existing use cases in 11ay. Slide 2Rob Sun, Huawei

May 2015doc.: IEEE /624r0 Submission Why “High-end Wearables in Public Spaces” Usage Model? Wearables market is rapidly expanding and composed of a variety of form factors, functions, and QoS requirements. People are consistently more mobile and producing/consuming more content while in public –Currently most of that involves smartphones and tablets. –We believe the future includes more wearables, including glasses that eliminate the need for devices with large (or any) screens. Dense device environments place the greatest stress on our wireless solutions. Kerstin Johnsson, IntelSlide 3

May 2015doc.: IEEE /624r0 Submission Heterogeneous Wearables in Public Spaces Part 1 of description Environment –Commuter scenarios (trains, buses, planes) – users per commuter “car” –20-40% of users have high-end wearable (e.g. augmented/virtual reality glasses, high def glasses, etc.) managed by smartphone/tablet Pre-conditions –Smartphones and wearables all equipped with 11ay interfaces –User’s smartphone has formed a PBSS with high-end wearable –All desired media content, processing power, and control procedures needed by wearables reside on smartphone Kerstin Johnsson, IntelSlide 4

May 2015doc.: IEEE /624r0 Submission Heterogeneous Wearables in Public Spaces Part 2 of description Applications –High-end wearable (e.g. sends data to smartphone for processing; smartphone sends media content, processed data, and control to high-end wearable. Data rate > 10 Gbps Latency < 5 ms Jitter < 5 ms Traffic Conditions –Device-to-device [D2D] links between the wearable and its smartphone are semi- stationary; interfering D2D links may be fast changing –Desired D2D link distances range from a few cm to a meter –D2D links (both target and interfering) can be LOS or NLOS Kerstin Johnsson, IntelSlide 5

May 2015doc.: IEEE /624r0 Submission Comparison with Existing Use Cases This use case is most similar to Huawei’s “Augmented Reality and Virtual Reality” use case and Panasonic’s “USR Peer-to-Peer Device Sync” use case. Kerstin Johnsson, IntelSlide 6 Use Case CharacteristicHuawei’s use case Panasonic’s use case Low mobility devicesYesNo (stationary) Data transfers at > 10 Gpbs, latency < 5msec, jitter <5 msecYesNo (non RT) Large numbers of interferersNo (In home)Yes Link not necessarily LOSNo (LOS) Link distance varies from 10cm to 1mNo (10 ft)No (< 10cm)

May 2015doc.: IEEE /624r0 Submission Usage Model 3: High-End Wearables Augmented Reality and Virtual Reality Transmissions (both desired signal and interference) can be LOS or NLOS are mostly LOS. Desired device-to- device link is < 10 ft. Distance between far corners of the room are <10 m. Traffic Conditions: Potential interference from environmental factors and obstruction of the LOS. and interference from other 11ay users (e.g. other wearables, access points, etc.) The dDevices might may be stationary or moving (pedestrian speed) while in use. might be used with low- mobility during usage. Use Case: 1. A passenger on a crowded commuter train is playing a game using his AR glasses and smartphone. Some percentage of his fellow passengers are also using their high-end wearables and smartphones for gaming, high- def media, etc. causing interference. Gamer is wearing his goggle to start the COD games on a platform. 2. All passengers are semi-stationary, i.e. they shift and move from time to time.is constantly moving left and right and crouching from time to time to simulate the battle scenes. 3. All passengers receive satisfactory QoE/QoS on their high-end wearables. Video is non-disruptively streamed down to the goggle from the gaming console which is about 8 feet in front of him. Pre-Conditions: High-end wearable (e.g. augmented/virtual reality glasses) and its managing device (e.g. gaming console, smartphone, etc.) AR/VR wearable devices are equipped with NG60 11ay interfaces to stream video into the goggles. A user’s high-end wearable and his managing device form a PBSS. All desired media content, processing power, and control needed by wearable reside on the managing device (i.e. internet connectivity not required). Application: User plays high close-reality game using his high-end wearable (e.g. AR glasses) and managing device (e.g. gaming console, smartphone, etc.). more body movements, the gaming console streaming the videos All devices needs to must be able to tolerate the low mobility of the gamers’ moderate user movements. Ddata transfers at ~20 Gbps, latency < 5 msec, jitter <5 msec, PER<10E-2. Environment: Devices are operateing in home or in public. At home < 4 interferers. In public (e.g. commuter train) up to 120 potential interferers. Interferers have varying QoS requirements. room such as a living /media room.

May 2015doc.: IEEE /624r0 Submission Usage Model 3: High-end Wearables AR and VR High-end wearables are used in home and public AR/VR is touting close-to-reality user experience with 3D video and 7.1 audio – The wearable device is subject to low level mobility movement (neck roll, pitch, yaw, etc.) – The video quality can support up to 3D 4K – The operating environment is usually indoor <= 10 ft m – Current products include Sony HMZ-T3 and VR glasses by Oculus Smartphones, tablets, gaming consoles, etc. can provide data processing, storage, content, and control to wearables – Applications – Sony HMZ-T3 – VR goggles by Oculus FeaturesRequirementsNotes Distance 10ftSony HMZ T1 supports up to 7ft Wireless HD Video Quality3D 4K [1]HDMI 2.0 Range of Motion for head-worn wearable Neck Roll [2]0.17 (s/60deg) Neck Pitch[2]0.14(s/60deg) Neck Yaw[2]0.13 (s/60deg) Range of motion for wearables and handhelds Pedestrian speeds