atSistemas is a large IT company with 1000 experts and over 20 years of experience. We are specialists in R&D activities and an Agile First Company. We have the flexibility of a start-up through the ecosystem of our 18 Excellence Centers, a perfect collaboration environment for innovation and technological excellence.

atSistemas mobile app City Tour Worldwide uses Augmented Reality to enrich the Tourism information available for the users when they visit designated locations in supported cities. Currently, this enriched information is downloaded all at once when users download the app, accounting for more than 100 Mb of data. It is not feasible, in the current context of use, to transfer more information because of bandwidth limitations (tourists are not using roaming) nor to serve the content in real-time when it is requested because of latency and bandwidth constraints.

From the next year on, roaming in Europe will be accessible to a wide group of people able to consume their regular data plan in European countries outside of their own. This circumstance opens a wide range of opportunities to service providers in sectors such as Tourism. Their clients will be able to access new Digital services using their usual Mobile broadband connection.
Nevertheless, constraints imposed by the limitations of the current mobile broadband networks remain for services requiring high bandwidth and low latency for the offering of High Quality audiovisual content on-demand in real-time in an urban pedestrian scenario.

The solution to this issue is provided by the availability of the 5G network capabilities, not by particular functionalities of the mobile app.

The objective of 5MARCAS is to test a modified version of the City Tour Worldwide app in TRIANGLE Network Testbed to assess the performance of an Augmented Reality mobile app serving High Quality audio-visual content in real-time in terms of user experience, camera battery consumption, latency and bandwidth. Increase of the bandwidth and decrease of the latency, ability to smoothly switch mobile cell connections in itinerancy while streaming, and the capability to properly function in zones with high connections density such as tourist locations in city centers are the main benefits that 5MARCAS will obtain from 5G technologies.

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D-Cube is a spin-off company of the Centre for Research & Technology Hellas. Our vision is to deliver state-of-the-art information technology solutions, targeting diverse markets and technologies. Our mission is to transfer the added-value knowledge created in our Lab (Visual Computing Lab of the Information Technologies Institute) to the business world, emphasizing in high-quality immersive experiences.

The SpaceWars Spectator App is part of one line of D-Cube’s offerings, the Immersive Places services. In more detail, SpaceWars is an immersive game oriented towards deployment in various events or crowded places (e.g. malls, exhibitions) as a marketing demonstrator and crowd attractor. The Spectator App will extend the event’s reach beyond physical participation and/or spectating, allowing visitors to spectate the game being played and watch their friends and/or family compete and game remotely from their mobile devices (e.g. while also moving on with their shopping), while also sponsoring specific brands and attracting consumers.

Free viewpoint and volumetric video is a challenging format to produce and deliver compared to omnidirectional video that can exploit traditional video solutions. The challenge lies in the heterogeneity and amount data. Especially in the case of SpaceWars, the time-varying nature of the underlying geometry model is currently faced with a lack of efficient and available encoding solutions. At the same time, timely (in terms of latency and rate) delivery of the content to multiple users in high density (crowded) scenarios remains an open issue that still needs to be investigated.

The SpaceWars Spectating App will accompany the game deployed at various events and will aim at engaging the visitors all around the targeted game deployment area. This will be achieved by delivering volumetric video of the game participants to all connected users, allowing them to spectate the game currently being played and watch the virtual “3D replicas” of their friends and family participating in the game. It will address the challenge associated with delivery of this next generation media by offering services around the golden section of quality of experience (visual quality, smooth playback) and service (bandwidth consumption, latency).

Within TRIANGLE, the goal is to find the optimal parameters of the capturing platform and mobile app to delivery high quality experiences with the highest achievable visual quality. These vary from geometry and texture compression parameters, to 3D reconstruction settings and mobile app decoding capabilities. The TRIANGLE testbed will allow such testing to be conducted as close as possible to real world conditions and we hope to identify potential bottlenecks in terms of design and choices. This will allow for corrective actions for the whole pipeline, end-to-end (capturing platform and mobile delivery).

See links below for more details :
Visual Computing Lab
Engineering and Technology
First real-time mixed reality ski race
With real-time ‘mixed reality’ you can race with the champions

ThinkIN is a deep-tech SME developing innovative IoT and big data solutions. ThinkINside flagship product is ThinkIN, a platform for the effective cloud-based processing and combination of indoor location data streams and heterogeneous IoT technologies. The platform is used to provide shrink-wrapped solutions for retail, healthcare and industry4.0.

HealthIN is a solution for health and care service providers. It is based on the usage of indoor positioning and vital signs monitoring technology enabling the remote control and management of the health condition of elderly people. HealthIN is a proprietary, patent-pending system and software stack for the cloud-based processing of sensory data streams, with specific provisioning for ensuring privacy-by-design and low latency.

Public expenditure on health care and long-term care together accounted for 8.7% of GDP and about 15% of total government expenditure in the EU in 2015, corresponding to €1.43 trillion. Demographic trends (ageing population) means an increase in the number of subjects requiring long term care, putting national budgets under pressure. Telecare services like HealthIN have the potential to disrupt such dynamics by keeping patients at home rather than in costly institutions. Yet such services require stable and reliable communication, which in many cases is not available via cable or fiber. Can 5G bridge this gap?

We plan to leverage 5G infrastructure and communication services to bring the HealthIN suite of telemonitoring and telecare services into the home health & care market, where they could deliver high value for healthy ageing and independent living. The 5G-powered version of HealthIN will be an out-of-the-box solution for providers of home care services to monitor remotely fragile elderly individuals. Benefits include optimization of costs for health&care service providers as well as higher safety and independence for target users.

The Health5G@Home experiment aims to validate the ability of 5G technology to effectively enable the delivery of advanced home health and care services by meeting stringent requirements on availability and reliability. The testing will be used to benchmark the Health5G@Home service network performance in different scenarios. The final outcome of the testing will be a feasibility assessment of whether 5G technology can enable the proposer to take its current product into the home care domain, solving effectively the last mile problem for telehealth applications.