02 / Application Domain

Immersive Spaces

On-demand line-of-sight for XR, stadiums, and large exhibition venues.

Extended reality (XR), immersive entertainment, and large-venue interactive experiences place wireless demands that current infrastructure cannot meet. Multi-user untethered VR/AR requires multi-gigabit throughput per user with sub-10ms motion-to-photon latency. Stadium-scale crowds during peak events generate traffic density that conventional Wi-Fi and cellular cannot service. We're developing reconfigurable mmWave systems designed specifically for these dense, dynamic, high-throughput environments—where coverage must track moving users, not blanket static cells.

01

The XR Bandwidth Problem

Modern untethered XR devices offload rendering to nearby compute when possible. Cloud-rendered XR demands wireless links capable of 1–2 Gbps per user, with strict latency budgets to prevent motion sickness. At 5G FR1 frequencies this is impossible at scale; only mmWave bands (FR2 and above) offer the bandwidth. But mmWave is blocked by hands, bodies, and ceiling structures. Reconfigurable antennas that track users in real time are not a nice-to-have for immersive XR—they're a precondition.

02

Stadium-Scale Traffic Density

When 50,000 fans attend a concert and each wants to upload video, stream replays, and check social media simultaneously, the aggregate traffic demand exceeds what any single base station can serve. Distributed antenna systems help, but their deployment is expensive and inflexible. Reconfigurable systems that concentrate beams toward high-demand zones in real time—following the wave, following the crowd, following the moment of peak demand—offer a fundamentally different scaling approach.

03

Exhibition Halls and Museums

Modern exhibition design increasingly relies on wireless-connected experiences—projection mapping, AR overlays, real-time multilingual audio guides, location-aware content delivery. Each exhibit may have different wireless requirements, and the layout changes between shows. A wireless system that can be reconfigured on a per-exhibition basis—without re-cabling—aligns with how these spaces actually operate.

04

Engagement Models

We're in early conversation with venue operators, XR hardware manufacturers, and live-event production companies. Pilot scenarios under discussion include: VR theme park installations, demonstration zones at trade shows, fixed-position interactive museum exhibits, and experimental deployments in mid-sized stadiums.

Key Concepts
Motion-to-Photon LatencyThe time elapsed from a physical user motion to the corresponding visual update reaching the display—the key metric for XR comfort.
FR2 (mmWave)5G frequency range 2, covering 24.25 GHz to 71 GHz, used for high-bandwidth short-range applications.
Distributed Antenna System (DAS)A network of spatially separated antenna nodes connected to a common signal source, used to improve indoor coverage uniformity.
Beam HoppingA technique where transmission beams are dynamically reallocated across users or zones based on real-time traffic demand.
References
  1. [1]Boos, K., et al. (2016). FlashBack: Immersive Virtual Reality on Mobile Devices via Rendering Memoization. MobiSys.
  2. [2]Lai, Z., et al. (2024). Wireless Extended Reality (XR): Challenges and Opportunities. IEEE Communications Magazine.
  3. [3]Niu, Y., et al. (2015). A Survey of Millimeter Wave Communications (mmWave) for 5G: Opportunities and Challenges. Wireless Networks, 21(8), 2657–2676.
  4. [4]3GPP TR 38.835 (2023). Study on XR Enhancements for NR.