3 min read
6G, eMBB+ is essential for the development of the metaverse.

Users of virtual, augmented, and mixed reality (VR/AR/MR) applications and telepresence would be able to experience greater immersion and "multi-sensory interactions" thanks to the technology. It would also necessitate higher peak and user-experienced data rates, as well as low latency and massive system capacities, according to the company. In terms of testing, Huawei said that eMBB+ technology required both indoor and outdoor use cases to assess the efficacy of user experiences in key activities "regardless of the high mobility in extreme cases," citing transportation systems like shipping and aviation, as well as use in remote locations.

6G networking

Other key pillars of 6G networking, in addition to eMBB+, will be Ultra reliable and low latency communications (URLLC+), which will provide optimal connection speeds for critical machine connectivity for robots, human-machine interfaces (HMIs), unmanned aerial vehicles (UAVs), and other devices.

For developing the Internet of Things (IoT) across smart cities, transportation, agriculture, and other civil infrastructure, 6G will rely heavily on Massive Machine-Type Communications (mMTC+). It will also use artificial intelligence (AI) and sensing technologies to speed up device interfacing and implementation, as well as the creation of digital twins of the real world. According to the Shenzhen-based tech firm, it began investing heavily in 6G research and development (R&D) in 2017 and anticipates deployments in 2030.

Building the 5G, 6G, and Cloud Computing Future

Several telecoms companies, including Huawei, Ericsson, and Nokia, have expressed interest in both 5G edge networking and 6G technologies, and are developing their own solutions for future XR networks. At an event in October, Huawei Rotating Chairman Ken Hu urged the global telecommunications industry to develop 5G use cases using emerging technologies like VR, AR, and MR. Hu said at the time that Future solutions should focus on three key sectors: XR, green telecoms networks, and business-to-business (B2B) sales, echoing current statements.

Just a week later, rival telecoms giant Ericsson made similar remarks in a blog post, claiming that XR had "enormous potential" to reshape the global industry as well as its customers. Heat generation, limited processing power, battery storage and longevity for small form factor headsets were all mentioned as issues in current solutions that needed to be addressed.

The post stated that reducing these challenges necessitated the development of edge computing capabilities in global networks. Leslie Shannon, Nokia's Head of Ecosystem and Trend Scouting, explained how private 5G networks could allow industries to develop future networks for a variety of use cases at a VR/AR Association summit in early October. She said at the time that such trials would begin at company locations and could scale up after infrastructure was tested for security and latency monitoring, citing similarly rapid advances in XR hardware.

article by Amit Caesar:

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