IBC
As XR devices become more accessible and 6G wireless systems
emerge, we’ll move from simply watching video to stepping inside it.
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Imagine a world that fuses the digital, physical, and human
to create revolutionary immersive experiences. Ericsson calls it The Internet
of Senses. Nokia describes “a new world of sixth-sense applications”, and
European tech body ETSI talks of the ubiquitous communications network acting
as a ‘radar’ to sense and comprehend the physical world.
The dawn of 6G
Video codec and mobile standards developer InterDigital
thinks that the world is on the verge of stepping inside video. It forecasts
that, with the arrival of 6G, we will experience the coming together of
machines, ambient data, intelligent knowledge systems, and new computation
capabilities.
According to Nokia: “One striking aspect of that will be the
blending of the physical and human world, thanks to the widespread
proliferation of sensors and AI/ML combined with digital twin models and
real-time synchronous updates.”
6G is expected to launch commercially by 2030, with an
initial release planned for 2028. Included in the 2028 release is Integrated
Sensing and Communication (ISAC), a technology that is considered to have huge
potential. ISAC allows the network to become a source of situational awareness,
collating signals that are bouncing off objects. It would collect data on the
range, velocity, position, orientation, size, shape, image, and materials of
objects and devices, essentially expanding the functionality beyond just
communication.
There are 32 potential use cases for ISAC listed in the
technical report from the mobile specification group 3GPP. Among them is the
ability to build digital representations of the physical world, a so-called
digital twin. For example, a digital twin could incorporate a player’s physical
environment into an extended reality game.
“ISAC will enable motion detection and tracking of people
and objects,” says Valérie Allié, Senior Director for Media Services at
InterDigital. “We will have all this sensing data that will be integrated with
high video quality and ambisonic audio. That will enrich spatial computing and
deliver even more exciting XR experiences.” Analysts Futuresource predict that
6G deployment will coincide with the maturity of XR hardware and software
ecosystems, which is expected to take place between 2028 and 2032. Ericsson
also expects that by 2030, most of us will be using XR devices for all our
communication, similar to today’s smartphone.
“As we get closer to 2030 and the release of the first 6G
standards, XR entertainment is going to become an expectation. We will see
everything from interactive digital sports venues to real-time augmented city
guides and digital twins,” says Lionel Oisel, Head of InterDigital’s Video Lab,
which is based in Rennes, France. “But the success of these experiences will
hinge entirely on the quality of experience – where ultra-low latency,
responsive interactivity, and consistent media synchronisation are all essential
to unlocking XR’s full potential.”
Universal haptics
The research lab also believes that haptics will play a
bigger part in how we virtually experience sports, films, and TV. In contrast
to visual or auditory interfaces, haptic technology is said to enhance realism
by stimulating the sensation of touching, grasping, or manipulating virtual
objects – making digital landscapes feel more tangible.
In January 2025, the first MPEG-I Haptics Coding standard
was published, paving the way for haptics to be encoded, streamed, and rendered
to mobile displays, headphones, and XR headsets.
With a standardised format, haptics can now be streamed
alongside audio and video in the same bitstream. It can be authored once and
played anywhere across networks, devices, and platforms. In short, according to
developer SenseGlove: “haptics is finally ready for prime time.”
The idea is to be able to encode the haptic signal just once
and still enable playback on any device, rather than continue having to create
a different process for each unique platform from Microsoft, Sony, Apple, or
cinema’s D-Box system.
There is a clear use case in gaming. For example, when you
play Battlefield 6, you will experience over 170 curated
effects designed specifically for the game, provided you have the right haptics
gear, like a seat pad. As developer Razer Sensa HD Haptics describes it:
“You’re no longer just reacting to the fight on the screen, your body becomes
part of it.”
“You've seen haptics in gaming before, but wouldn't it be
cool if somebody could make a movie with haptics that you experience through
your TV or on your chair?” posited Liren Chen, CEO of InterDigital.
Philippe Guillotel, Senior Director at InterDigital and a
leader of the group in MPEG that is standardising representations of haptic
data, says he is trying to convince streamers like Netflix that physical
feedback will bring a new experience and added value to their content.
“Since everything is offline [on-demand], it would be easy
to create content with haptics. The issue is the device. One of the reasons we
are concentrating on delivering haptics to smartphones, game controllers, and
especially to the headset is that most people have these. We need devices to be
inexpensive to be adopted by the market.”
“There is a creative aspect to haptics and we are
engineers,” he says. “So, we need artists. We need to educate people in
creative schools that haptics is a new modality. [Creatives] can learn how to
do it, and they have to understand how people perceive it. Then, we will have a
much better content experience.”
Earlier this year, Apple released a trailer for F1:
The Movie, which synced action on-screen with the iPhone’s Taptic Engine:
“making you feel the roar of Formula 1 engines.” Subtle moments, like a
seatbelt snapping or a ping pong ball bouncing, trigger delicate taps, while
high-speed crashes jolt your hands.
New video codec underway
InterDigital is also competing for its technologies to be
included in a new video codec, which is currently being developed by ISO/ITU as
a successor to the MPEG standard Versatile Video Coding (VVC). The new codec,
H.267, is intended to be more efficient in terms of bandwidth than VVC without
increasing the complexity on the decoder side.
There is currently a call for proposals out to the industry.
These will be evaluated in January 2027. Following this, there will be a
standardisation stage and a final standard release scheduled for 2029.
Already in the testing stage, InterDigital claims to have
demonstrated performance gains averaging 25% over VVC with its technologies.
Some tests show gains of double that.
The target for H.267 is to deliver improved compression
efficiency, reduced encoding complexity, and enhanced functionalities, such as
scalability and resilience to packet loss.
“It's a real big challenge and a great opportunity to
develop new ideas, patents, and algorithms,” said Edouard Francois, Senior
Director 2D Codecs Lead at InterDigital. “In particular, we are exploring how
AI can be used in synergy with traditional video compression
methodologies.”
Other groups likely to respond include Nokia, Ericsson,
Fraunhofer HHI, and MediaTek. Oisel explains: “This standardisation period will
determine which tools are adopted (therefore licensable). To do that, you have
to prove that it delivers huge gains and also that you don't have high
complexity. The issue with AI tools is that they put the complexity on the
decoder side, which is something that chip makers like Broadcom will fight
against because they don’t want to add complexity to their hardware. If you come
with a tool with huge gain but also huge complexity, then this won’t be
selected.”