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  • 9.10.2025 - Demonstrators at MPEG 152 Meeting in Geneva

    Join 5G-MAG at the MPEG 152 Meeting in Geneva with our Reference Tools demonstrators on XR Media with MPEG-I Scene Description and the V3C Immersive Platform . Find all the information about Reference Tools at: developer.5g-mag.com

  • FMT#2: Enabling the immersive media experience for all

    Find here the presentations and summaries of the Future Media Townhall session on "The Future of Media Experiences". Please note that these are quick summaries generated with AI tools. We apologize for any inaccuracy. Please refer to the presentations from the speakers for the details. Find other content in the following links: Towards the on-line-only future of media delivery: https://www.5g-mag.com/post/fmt-1-towards-the-on-line-only-future-of-media-delivery 5G Broadcast, ready for launch: https://www.5g-mag.com/post/fmt-3-5g-broadcast-ready-for-launch 5G-MAG Members' Demos and Paper Pitches: https://www.5g-mag.com/post/5g-mag-members-demos-and-papers-shine-at-the-fmt Presentation from Disney Studios, by Eddie Drake Go to the Slides: https://drive.google.com/file/d/14tMPxVjw5A-5nY5S8dG3xdD5WdFF_tgm/preview Disney is reimagining storytelling through immersive technologies that span multiple devices and platforms. Their research focuses on creating the building blocks of mixed reality, including engines, assets, and technical standards to ensure interoperability. Content consumption is evolving with formats like 180°/360° video, stereoscopic and spatial storytelling, and both linear and interactive experiences. Disney’s strategy is to optimize distribution of XR content across devices—headsets, glasses, and handhelds—while integrating with Disney+. Real-time rendering and streaming play a central role, ensuring engaging, cross-device XR experiences that bring consistent storytelling wherever fans choose to connect. 5 Takeaways: Disney is investing in fundamental XR research, covering engines, assets, and standards. Storytelling formats now include 180°/360°, stereoscopic, spatial, linear, and non-linear. Distribution strategy emphasizes multi-device support: handhelds, headsets, and AR glasses. Disney+ will serve as a key platform for integrating immersive experiences. Real-time rendering and streaming are crucial to delivering consistent cross-platform XR   Presentation from Accedo, by José Somolinos Go to the Slides: https://drive.google.com/file/d/1gQKFH6rbUrEoTZbHfW6h05B6EWnTc6O7/preview The presentation explores how XR (Extended Reality) can transform sports and entertainment by merging the best of watching at home with the immersion of being at the stadium. Fans want freedom of choice—camera angles, stats, and replays—while also craving live atmosphere, spatial audio, and closeness to the action. Delivering this requires synchronized video/data feeds, ultra-high-resolution immersive video, advanced codecs, edge computing, and next-generation connectivity. Future innovations include AI-driven companions, spatial stats, interactive overlays, and social engagement layers. The ultimate goal: an experience more immersive, engaging, and interactive than either traditional broadcasting or attending in person. 5 Takeaways Fans seek both comfort and immersion —customizable home viewing plus stadium atmosphere. Technology enablers : 8K+ immersive video, spatial audio, edge computing, and high-speed networks. Efficiency innovations : variable pixel focus and tiled streaming reduce bandwidth by up to 75%. Fan of the future : interactivity through AI companions, 3D overlays, gamification, and social layers. Standardization is critical —shared frameworks for synchronization, spatial stats, and cross-platform experiences Presentation from Collabora, by Frederic Plourde Go to the Slides: https://drive.google.com/file/d/1GNouLR_fIV0HJ9jCAWXwqn-76Lqb6dd-/preview This presentation highlights the role of open standards and open-source technology in shaping the future of XR for sports and entertainment. XR enables fans to experience live content with greater immersion and interactivity, making it a natural driver of adoption in media. However, challenges include balancing bandwidth with fidelity, future-proofing against rapidly evolving technology, and avoiding vendor lock-in. OpenXR, developed by Khronos Group, provides a standard API for cross-device compatibility. Monado, an open-source runtime, and Electric-Maple, an XR streaming platform, demonstrate how open ecosystems foster innovation, interoperability, and trust, ensuring scalable and future-proof XR experiences. 5 Takeaways XR enhances fan engagement  by creating immersive experiences in sports and entertainment settings. OpenXR is a widely adopted open standard that provides a common set of APIs for developing XR applications that run across a wide range of AR and VR devices. Monado offers an open-source XR runtime , supporting safe experimentation on Linux, Windows, and Android platforms. Electric-Maple enables remote XR streaming , integrating Monado and GStreamer with support for major GPU vendors. Open-source ecosystems promote trust and flexibility , helping creators avoid vendor lock-in and future-proof their XR solutions. Presentation from Qualcomm, by Thomas Stockhammer Go to the Slides: https://drive.google.com/file/d/1v9czWxmkduixH5RI9A6iLZHoTG9c3PrX/preview The presentation focuses on how 6G and AI agents will revolutionize media experiences, XR, and connectivity at scale. Shifting from app-based, user-initiated interactions to persistent, context-aware AI agents, consumers will rely on seamless natural interfaces (voice, glasses, wearables). These AI-driven experiences demand ultra-low latency, distributed computing, and intelligent networks capable of adapting in real time. 6G will provide tiered inferencing across device, edge, and cloud, optimizing performance and power. New applications include digital twins, immersive XR, personalized media, and avatar communication. Ultimately, 6G aims to enable richer user experiences, collaborative communications, and next-generation digital services. 5 Takeaways AI agents will dominate—shifting user interaction from apps to natural, context-aware assistants. 6G enables scale—supporting XR, IoT, robotics, and immersive media with low latency and high reliability. Tiered AI inferencing—balancing compute between devices, edge, and cloud to optimize performance. Network intelligence—UX-aware RAN and collaborative communications adapt resources based on user and app context. New media possibilities—full-body avatars, AI-driven media workflows, immersive XR, and trusted communications Presentation from 3GPP SA4, by Gilles Teniou Go to the Slides: https://drive.google.com/file/d/14Wo8-iBAihvtjdYtFjI2z4De3MJkEdwa/preview This presentation provides an update on 3GPP SA4’s media-related activities and their role in paving the way toward 6G. Building on Release 19, advancements include network slicing, QoS improvements, support for new media formats, avatar communication, and DRM in DASH. Release 20 will push forward with Ultra Low Bitrate Coding (especially for satellite), AI/ML integration in IMS, and studies on energy efficiency. Future directions also explore 3D Gaussian Splats, advanced media formats (JPEG-AI, stereo+depth), and media delivery over QUIC. Together, these evolutions aim to support richer, more efficient, and immersive media experiences for the 5G-to-6G era 5 Takeaways Release 19 achievements: improvements in media delivery, DRM, avatar communication, and advanced codecs. QoS advancements: better congestion handling, monitoring, and efficient media distribution. Release 20 focuses: ultra-low bitrate audio, AI/ML support, and energy efficiency analysis. Future studies: 3D Gaussian Splats, depth-based video, and dynamic traffic characterization. Road to 6G: foundational work leading to interoperability, scalability, and advanced immersive media services

  • FMT#1: Towards the on-line-only future of media delivery

    Find here the presentations and summaries of the Future Media Townhall session on "The Future of Media Distribution". Please note that these are quick summaries generated with AI tools. We apologize for any inaccuracy. Please refer to the presentations from the speakers for the details. Find other content in the following links: Enabling the immersive media experience for all: https://www.5g-mag.com/post/fmt-2-enabling-the-immersive-media-experience-for-all 5G Broadcast, ready for launch? https://www.5g-mag.com/post/fmt-3-5g-broadcast-ready-for-launch 5G-MAG Members' Demos and Paper Pitches: https://www.5g-mag.com/post/5g-mag-members-demos-and-papers-shine-at-the-fmt Presentation from the BBC, by Tim Pullen Go to the Slides: https://drive.google.com/file/d/1RhrLqNoOnF4I4l-FdXvgO0QrZtQTss16/preview The BBC highlights the ongoing shift from broadcast to online delivery, with nearly 27% of UK homes already IP-only. Online platforms enhance the audience experience through personalization, interactivity, and convenience, which broadcast is unable to offer. Key issues on the transition include scalability to handle peak demand, maintaining resilience and low latency, ensuring security against cyber threats, and minimizing environmental impact. While online offers limitless choice and fully creativity in user experiences, it is still perceived as complex compared to the simple, regulated broadcast EPG. BBC R&D continues working on technology enablers, testing solutions in latency, diagnostics, sustainability, and audio delivery to ensure a smooth transition to on-line for all. 5 Takeaways: Traditional broadcast TV viewership is declining, while IP-based viewing is rapidly growing. Online delivery offers personalization and convenience but sacrifices simplicity and regulation of broadcast. Technical challenges include scalability, resilience, latency, diagnostics, and security. Sustainability is a priority, as most energy use comes from viewing devices, not distribution. BBC is actively testing low-latency streaming and mobile audio delivery to improve future IP services.   Presentation from Akamai, by Will Law Go to the Slides: https://drive.google.com/file/d/1Eov7uescHwMj_0sJUBnNw2tZH1ck3pKk/preview Media distribution is undergoing rapid change driven by technology innovation and changing consumer behavior. CDN services have become commoditized, with delivery so cheap that it represents a fraction of streaming platforms’ revenues. Major players like Netflix and Facebook now build their own private networks, while Amazon and TikTok still rely on CDNs. Trends include ad-supported subscriptions, consumer pushback against content restrictions, and growth of piracy. At the same time, synthesized AI-generated video is transforming content creation, allowing personalized, on-demand media without traditional production. Emerging protocols such as MOQT (Media over QUIC Transport) aim to enable low-latency live streaming at scale. 5 Takeaways CDN delivery costs are now negligible, driving commoditization in the industry. Tech giants increasingly operate private distribution networks instead of relying on CDNs. Growth of ad-supported subscriptions reflects consumer price sensitivity. Synthesized AI video is disrupting traditional content creation and workflows. New protocols like MOQT are being developed to improve real-time live streaming. Presentation from SES, by Joel Grotz Go to the Slides: https://drive.google.com/file/d/1FA7OrcUHo0uvJEsZZSERc57sfG606J2j/preview SES is advancing satellite integration with IP-based broadcast standards, particularly DVB-I and DVB-NIP, to create seamless hybrid distribution combining terrestrial broadband and satellite delivery. These technologies enable efficient, scalable, and high-quality distribution across all IP devices, not just TVs. SES has completed prototypes, launched initial commercial projects, and is working now toward full convergence with 3GPP Non-Terrestrial Networks, where 5MBS (5G Multicast-Broadcast Services) may be able to support efficient content delivery over wide areas. Moving NTN (Non-Terrestrial Networks) technologies toward industrialization, productization, and developing compact satellite terminals are a key enablers for ubiquitous media access. 5 Takeaways Modern internet video technologies like MPEG-DASH and HLS allow seamless access across all connected devices SES has completed demos and begun commercial rollouts of DVB-NIP and DVB-I. Integration with 3GPP NTN supporting 5MBS is underway for future scalability. Hybrid solutions enable both satellite-connected and IP-only consumer devices. SES is focusing on industrialization and compact receiver products to expand accessibility Presentation from COMCAST, by Glenn Deen Go to the Slides: https://drive.google.com/file/d/18ZPotnxQDCzHbkyhsJH-7iZark3H-uqk/preview Streaming has evolved through three key phases. The first age (1990s–2007) focused on experimentation, with limited bandwidth, bulky files, and struggles to connect TVs online. The second age (2007–2024) delivered massive improvements in encoding, resolution (SD → HD → 4K), and broadband, supported by smart TVs, HTTP-based delivery, and large-scale VOD. Now, the third age centers on low-latency live streaming at scale, where reducing delay is critical for sports and events. Emerging technologies like edge computing, new transport protocols (Media over QUIC), and proprietary streaming solutions are shaping the future of real-time, global media distribution. 5 Takeaways Streaming has progressed in three distinct “ages”: experimental, VOD scale, and low-latency live. The early era struggled with bandwidth limits and TV connectivity. The second era enabled HD/4K video and scaled VOD via HTTP delivery. Today’s primary challenge is reducing latency for large live events. Edge delivery and new transport protocols are key to the next evolution of streaming.

  • FMT#3: 5G Broadcast - ready for launch?

    Find here the summary of panel discussion on 5G Broadcast at the Future Media Townhall. Please note that these are quick summaries generated with AI tools. We apologize for any inaccuracy. Please refer to the presentations from the speakers for the details. Find other content in the following links: Towards the on-line-only future of media delivery: https://www.5g-mag.com/post/fmt-1-towards-the-on-line-only-future-of-media-delivery Enabling the immersive media experience for all: https://www.5g-mag.com/post/fmt-2-enabling-the-immersive-media-experience-for-all 5G-MAG Members' Demos and Paper Pitches: https://www.5g-mag.com/post/5g-mag-members-demos-and-papers-shine-at-the-fmt Go to the Slides: https://drive.google.com/file/d/1bqlAugbcIgqd_uQ6G2FzKSJJ-31apNWn/preview The panel presentation “5G Broadcast – Ready for Launch?” explored the technological, ecosystem, and business readiness of 5G Broadcast, positioning it as a transformative step in the evolution of live media distribution. The session emphasized the need for collaboration between infrastructure vendors, chipset-makers, broadcasters, content owners, regulators, and consumers, framing 5G Broadcast as a multi-player ecosystem that requires alignment across the value chain. Key achievements to date were highlighted, beginning with the world’s first end-to-end 8 MHz 5G Broadcast transmission in 2021, followed by the world’s smallest open-source 5G broadcast receiver (OBECA). Field demonstrations included the MotoGP trial in 2023 where live broadcast achieved sub-800ms glass-to-glass latency, validating its low-latency potential. Parallel milestones include the first prototype smartphones, PNT (Positioning, Navigation, and Timing) field tests,... Technically, the transition is closely linked to 3GPP Release 19 (2024–2025), which defines capabilities such as Time Frequency Interleaving (TFI) to improve robustness in mobility scenarios, and “CAS muting,” which enables coexistence with DVB-T2 services. This smooth integration is crucial for Broadcast Network Operators (BNOs) seeking to reduce pre-investment costs while enabling public warning services (PWS). However, the panel emphasized the importance of interoperability and multi-vendor testing, with a proposed first infrastructure plugfest under 5G-MAG by end of 2025. From a business perspective, the 5G Broadcast Business Strategy Task Force (5BSTF) has set out three sprints: (1) design clear deployment scenarios, (2) define monetization models, and (3) create compelling value propositions for OEMs. Population coverage targets project EU deployments between 2027–2029, with Germany and France leading rollouts. The device roadmap foresees test devices in late 2027 (Q3), first commercial launches in 2028 (Q1) with flagship smartphones, followed by waterfall adoption into mid- and lower-tier devices, as well as vertical markets like automotive. A particularly notable moment came when Brazilian representatives, including Frederico Siqueira (Minister of Communications) and Wilson Wellisch (Secretário Nacional de Comunicação Social Eletrônica do Ministério das Comunicações), gave a pitch on Brazil’s TV 3.0 initiative, which incorporates 4K–8K video, HDR, 3D audio, and connectivity features. Brazil’s regulatory framework (Broadcast Law 4117/1962, Telecommunication Law 9472/1997) is being revisited to integrate 5G Broadcast as part of TV 3.0 rollout. Tests using the duplex gap in 748–763 MHz have already started, signaling Brazil’s ambition to align broadcast modernization with mobile-first strategies and interoperability with 5G. Overall, the panel reinforced that 5G Broadcast is moving from trials toward commercialization, with Europe and Brazil both developing strategies that combine standards, networks, devices, and regulation to make large-scale deployment viable.

  • 5G-MAG Members' Demos and Papers shine at the FMT

    Find here the summary of panel discussion on 5G Broadcast at the Future Media Townhall. Find other content in the following links: Towards the on-line-only future of media delivery: https://www.5g-mag.com/post/fmt-1-towards-the-on-line-only-future-of-media-delivery Enabling the immersive media experience for all: https://www.5g-mag.com/post/fmt-2-enabling-the-immersive-media-experience-for-all 5G Broadcast, ready for launch? https://www.5g-mag.com/post/fmt-3-5g-broadcast-ready-for-launch Download slides: https://drive.google.com/file/d/1LaOFmIN0RUd4IyLW_NXPnaCPrehDb-RE/preview Unlocking network APIs for media production over mobile networks By Jordi J. Gimenez (5G-MAG), Thorsten Lohmar (Ericsson), Thibaud Biatek, Uwe Rauschenbach (Nokia), Richard Bradbury, David Butler (BBC), Nicolas Dhollande (Haivision) Unlocking network APIs for media production over mobile networks 5G advanced media delivery: latest updates on streaming and broadcast By Frédéric Gabin (Dolby Labs, Paris, France), Jordi Gimenez (5G-MAG, Geneva, Switzerland), Daniel Silhavy (Fraunhofer FOKUS, Berlin, Germany), Thomas Stockhammer (Qualcomm Germany GmbH, Munich, Germany), Richard Bradbury (BBC, London, United Kingdom), Johann Mika (ORS, Vienna, Austria) 5G advanced media delivery: latest updates on streaming and broadcast Innovating 6G media: lessons from 5G and emerging topics for the future By Thomas Stockhammer (Qualcomm Germany GmbH, Munich, Germany), Frederic Gabin (Dolby Labs, Paris, France), Richard Bradbury (British Broadcasting Corporation, UK), Marc Hoffrichter (ZDF, Mainz, Germany), Daniel Silhavy (Fraunhofer FOKUS, Berlin, Germany) Innovating 6G media: lessons from 5G and emerging topics for the future Efficient and Self-Optimizing Multi-Source Media Streaming using CMMF By J. M. Cloud, J. C. Riedmiller, T. Antioch, V. Naghshin, E. Osborne, S. Gupta, A. Tiwary, K. Kaheman, and Y. Liu Efficient and Self-Optimizing Multi-Source Media Streaming using CMMF ARF – the Avatar Representation Format By Imed Bouazizi (not available yet) Leveraging Private 5G for Live TV Production: A Case Study from the 2025 World University Winter Games By G. Stante, A. Lucco Castello, F. Pandolfi, L. Vignaroli Leveraging Private 5G for Live TV Production: A Case Study from the 2025 World University Winter Games Opportunities for emerging 5G and wifi 6E technology in modern wireless production By M. B. Waddell, S.R. Eley (BBC, United Kingdom), S. R. Yoffe, D. G. Allan, M. R. Brew, R. W. Stewart (StrathSDR, University of Strathclyde; and Neutral Wireless Ltd., United Kingdom) Opportunities for emerging 5G and wifi 6E technology in modern wireless production 5G Broadcast TV Service Trials in Major Italian Cities By F. M. Pandolfi, A. Bertella, A. De Vita, A. Lucco Castello, D. Milanesio, G. Vitale 5G Broadcast TV Service Trials in Major Italian Cities

  • 5G-MAG Meet & Greet (& Eat) at IBC 2025

    Right after the Future Media Townhall on Satuday 13th and from 13:00 to 14:00, join members, partners and friends at the 5G-MAG Meet & Greet (& Eat), at 10.D21. Find all the information at: www.5g-mag.com/ibc

  • Future Media Townhall at IBC 2025

    Join the Future Media Townhall on Satuday 13th from 10:00 to 13:00 at ROOM E.102, an event brought to you by 5G-MAG and IEEE BTS. Find all the information at: www.5g-mag.com/fmt

  • 5G-MAG at IBC 2025

    From the 12th to the 15th September, 5G-MAG is at IBC 2025 , the biggest media technology event in Europe. We wish to meet everybody there. Join us! We have several activities to highlight, including demos powered by the 5G-MAG Reference Tools , the FUTURE MEDIA TOWNHALL, our traditional Meet & Greet (this time including & Eat) and more activities. Find all the information at: www.5g-mag.com/ibc

  • Ericsson - New official contributor to the 5G-MAG Reference Tools

    We are happy to announce ERICSSON joining the 5G-MAG Reference Tools Developer Community. WELCOME ON BOARD! 5g-mag.com/community

  • New Releases! - 5G Multicast Broadcast Services Transport Function (MBSTF)

    We are very happy to announce the  release of version 1.0.0 of the MBS Transport Function for 5MBS User Services . Version 1.0.0 is the first minimum viable product release of the MBSTF that forms part of the 5MBS User Services. We are working on a separate release of the MBS Function which will control this MBSTF and act as the provisioning entry point for 5MBS User Services. This release can be configured, via the Nmb2 reference point (MBSF <=> MBSTF), with  DistSession s that use the  PUSH  or  PULL  acquisition methods for the  SINGLE  and  STREAMING  distribution operating modes. The  STREAMING  distribution operating mode can only cope with live profile DASH manifests in this release. The repository can be found at: https://github.com/5G-MAG/rt-mbs-transport-function The release including the release notes can be found here:  https://github.com/5G-MAG/rt-mbs-transport-function/releases/tag/rt-mbs-transport-function-1.0.0 A detailed tutorial and a demo video can be found on our documentation website: https://5g-mag.github.io/Getting-Started/pages/5g-multicast-broadcast-services/tutorials.html Information on the overall project is hosted here: 5G Multicast Broadcast Services | 5G-MAG - Reference Tools A big thank you to all the contributors of the 5G-MAG Reference Tools. In particular the colleagues from BBC R&D: David Waring, Dev Audsin and Richard Bradbury. This reference implementation of the MBSTF interworks with previous work developed by colleagues from iTEAM-UPV: Borja Iñesta and Jaime Sanchez, with the support of Daniel Silhavy (Fraunhofer FOKUS and 5G-MAG Reference Tools Developer Coordinator).

  • 5G Multicast Broadcast Services (MBS): Initial steps - Developer Xchange

    Initial contribution on 5G Multicast Broadcast Services (MBS) support in 5G-MAG Reference Tools from Borja Iñesta (iTEAM-UPV). Information on the related Reference Tools project: https://5g-mag.github.io/Getting-Started/pages/5g-multicast-broadcast-services/ VIDEO

  • New Releases! - UE Data Collection, Reporting and Event Exposure

    We have just released the initial version of the Reference Tools 5G Data Collection Application Function and Data Collection Service Provider library. This is a minimum viable product release and as such only supports a subset of features for Data Collection Reporting and Event Exposure, as specified in TS 26.532 and TS 29.517. Supported features are: Provisioning Sessions API (interface at reference R1). Event data access filtering/aggregation on time axis only, geographic and user/group based access is not implemented as yet. Data Reporting Sessions API (interfaces at references R2, R3 & R4). Data reporting for COMMUNICATION reports. Event Subscription API (interfaces at references R5 & R6). Event Reporting for UE_COMM events. Information about the project can be found at: https://5g-mag.github.io/Getting-Started/pages/ue-data-collection-reporting-exposure/ The repository can be found at: https://github.com/5G-MAG/rt-data-collection-application-function This release can be found at: https://github.com/5G-MAG/rt-data-collection-application-function/releases/tag/rt-data-collection-application-function-1.0.0 Thank you to the contributors David Waring  ( BBC ), Dev Audsin  ( BBC ), Richard Bradbury  ( BBC ).

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