5G Standalone

5G is the latest generation of wireless communications technology succeeding 4G with superior speed, reliability, and responsiveness. The technology offers the potential to deliver data to/from mobile devices as quickly as cabled networks – it will underpin the ability for cars to self-drive and for instant online engagement (such as remote surgery or, in our case, seamless data to and from audiences (for AR/VR) and potentially offer new ways to deliver technical theatre.

A photo of a lighting desk and laptops with time codes, R&D at Ericsson's 5G testbed

Key Features of 5G:

  • Increased Speeds
    • 5G offers speeds that are 10 to 100 times faster than 4G, potentially reaching gigabit-per-second levels.
  • Lower Latency
    • While 4G latency is around 30-50 milliseconds, 5G promises to reduce this to as low as 1 millisecond, which is crucial for real-time applications.
  • Greater Capacity
    • 5G can support a larger number of connected devices. If, for example, we wanted to deliver Realtime data to 1000 people in the auditorium.
  • Improved Reliability
    • 5G offers more stable and reliable connections, as reliable as cabled data transfer
  • Network Slicing
    • This allows service providers to segment the network to provide tailored services, the potential for our own bandwidth that is independent of external demand
A schematic showing the progress from 1G to 5G, from the 1980s-2020.

Potential uses for 5G in theatre & live performance

5G, with its high data transfer rates, low latency, and potential for massive device connectivity, can significantly enhance the experience of live events for both organizers and attendees. Here are some potential use cases of 5G in live events:

Enhanced Live Streaming

With faster and more reliable connections, live streaming of events can be done in higher resolutions like 4K or even 8K, providing attendees and remote viewers with a clearer and smoother experience.

Augmented Reality (AR) and Virtual Reality (VR) Experiences

Low latency and high bandwidth allow for real-time AR and VR experiences. Attendees can use AR glasses to see additional information about the event, or remote attendees can experience the event virtually using VR headsets.

Real-time Analytics and Feedback

Event organizers can gather real-time feedback from sensors, wearables, or mobile apps, allowing them to make instant changes to improve the audience experience. Needed for delivering data to (for eg) an AR headset based on where the user is looking.

Instant Content Sharing

Ability for audiences to feedback and effect Realtime, multiuser game engine experiences.

Interactive Displays and Kiosks

These can be updated in real-time with relevant information, advertisements, or even user-generated content.

Wearable Tech

Attendees can use wearables, like smartwatches or AR glasses, which can enhance their event experience by providing real-time information, navigation, artistic or even translation services (inc access provision).

Incorporating 5G into live events can create a more immersive, interactive, and efficient experience for everyone involved. As the technology continues to evolve, these areas are yet to be explored but have the potential to offer new forms of hybrid theatre for remote and in person audiences.

Research Questions

5g

  1. Can the lighting control system hold a stable session over 5G? [MANet3]
  2. Can real fixtures receive streaming data and synchronise output at two locations? [Artnet]
  3. Can the lighting control system receive valid 3D positional data from a remote location? [PosiStageNet]
  4. Can one image be sent to two locations and arrive somewhat synchronised and without artefacts? [NDI]
  5. How fluid does the NDI KVM functionality feel? [NDI]
  6. Does the latency of a network time clock remain constant over time and after re-starts? [SMPTE 2110]
  7. Can audio and video be sent and received with a latency that is tolerable circa 25ms? [DANTE]
  8. More for use on local 5G? [XDIP KVM]
  9. Can the Disguise media servers hold a network session? [D3 Media Server]

Process & technical

RSC partnered with Ericsson’s 5G team to explore sector specific use cases for theatre and live performance. The technology has the potential to enable data transfer between show control and fixtures – removing the need for data cabling both in auditorium and on location. For example, if we wanted to sail a boat down the Avon with integrated projections, light and audio units positioned on the boat.

The Research took place at Ericsson’s 5G Test Bed at their Coventry lab.
We created three zones – A as the origin, B as remote location 1 and C for remote location 2 for additional protocol testing.

Protocols:

MANet3In-built network monitoring tools
ArtnetHigh frame rate video camera pointing at real lighting fixtures.
Streaming ACN – (As Artnet) PosiStageNet – Screen recording.
SMPTE 2110High frame rate video camera.
NDIHigh frame rate video camera.
DANTESplit channel audio recording
via M4 Audio interface for audiogram measurement (Audition).
XDIP KVMHigh frame rate video camera.
D3 Media ServerIn-built network monitoring tools

5g is being delivered in two phases – Non-Standalone and Standalone. Non-Standalone uses the 4g network and is effectively a hybrid of 4G & 5G (what’s currently available on consumer mobile). Standalone is native 5G, using new network services to deliver the full benefits – critically it enables End to End Network Slicing, dedicated bandwidth for our own applications, providing reliability needed for theatre production applications.

In summary, while 5G technology as a whole promises transformative changes in the realm of wireless communication, the Standalone architecture represents the purest, most advanced form of this technology.

Outcomes and next steps

5g

USE CASE #1:

Using a 5G dedicated network to manage data transfer between show control to fixtures and units. Mitigates the requirements for ethernet and other data cables in our auditoriums. Offers more flexibility for rig positions, mobile/moving units, dynamic automations.
EXAMPLE: Show control able to send and receive data from fixtures without data cables – streaming video to projectors, LX and sound.
Prop embedded battery powered lighting fixtures controlled via lighting desk, rather than actor or SM operated during show.
RESOURCES & REQUIREMENTS: Further R&D to test design infrastructure, actual latency stability and development of back up & fall back options, involving technical & production teams
Development of 5G node to add network functionality to non-smart units Commission of a 5G standalone Network Slice, business case for subscription charges

USE CASE #2:

Using 5G standalone as a temporary solution that enables site specific / location-based show delivery
EXAMPLE: A performance on the Dell, with scenes on the Avon enabled with mobile technical fixtures – LX and Sound on boats, in trees, via camera feeds – all without the need of cabling
RESOURCES & REQUIREMENTS: Temp dedicated 5G standalone network license for the length of the project, likely a corporate partnership with Ericsson 5G
Battery solutions for all fixtures

USE CASE #3:

Immersive production utilising XR headsets with 5G delivering data to each headset, without the need for local processing (and therefore lighter headsets). Ability to run shared experience for 000’s of simultaneous users.
EXAMPLE: Production with layered digital element that is responsive to the live performance and enables individual audience members to affect the world. Regardless of where you sit, the graphics will overlay the live show, giving a personal view of hybrid production. Imagine – presenting an animated character as part of the company; Bottom becomes the ass; a storm fills the auditorium.
RESOURCES & REQUIREMENTS: Hardware dependant, technology not currently feasible to deliver at scale.