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  <front>
    <title abbrev="Tactile Internet Service Requirements">Tactile Internet Service Requirements</title>
    
    <author initials="C" surname="Sarathchandra" fullname="Chathura Sarathchandra">
      <organization>InterDigital Europe, Ltd.</organization>
      <address>
        <postal>
          <street>64 Great Eastern Street, 1st Floor</street>
          <city>London</city>
          <code>EC2A 3QR</code>
          <country>United Kingdom</country>
        </postal>
        <email>chathura.sarathchandra@interdigital.com</email>
      </address>
    </author>

    <author initials="M" surname="Kheirkhah" fullname="Morteza Kheirkhah">
      <organization>InterDigital Europe, Ltd.</organization>
      <address>
        <postal>
          <street>64 Great Eastern Street, 1st Floor</street>
          <city>London</city>
          <code>EC2A 3QR</code>
          <country>United Kingdom</country>
        </postal>
        <email>morteza.kheirkhah@interdigital.com</email>
      </address>
    </author>

    <author initials="M" surname="Ghassemian" fullname="Mona Ghassemian">
      <organization>InterDigital Europe, Ltd.</organization>
      <address>
        <postal>
          <street>64 Great Eastern Street, 1st Floor</street>
          <city>London</city>
          <code>EC2A 3QR</code>
          <country>United Kingdom</country>
        </postal>
        <email>mona.ghassemian@interdigital.com</email>
      </address>
    </author>
    <date year="2021" month="Jun" day="25"/>
    
    <area>Internet Research Task Force (IRTF)</area>
    <workgroup>INTAREA</workgroup>


    <abstract>
      <t>
	The Tactile Internet refers to a new communication and networking
	paradigm, which can provide low-latency, reliable and secure
	transmission for real-time information such as control, touch, and
	sensing/actuation in emerging tactile internet applications like
	teleoperation, immersive virtual reality,and haptics communications.
	The main goal of this document is: 1) to briefly introduce tactile
	internet background and typical applications; 2) to identify potential service requirements that can be addressed at the IETF or researched at the IRTF.
      </t>

    </abstract> 

  </front>

  <middle>

    <section anchor="sec:introduction" title="Introduction">
      <t> 
	Tactile Internet (TI) was defined as a new wave of innovation after
   the successful Internet of Things (IoT) <xref target="ITU-T2014"/>.  In fact, Tactile
   Internet (TI) can be regarded as a new ICT paradigm with extreme
   emphasises and service requirements on multiple performance metrics such as
   latency, availability, reliability, and security.TI finds its
   application in many emerging application scenarios, including, but not      
   limited to, Industry, Robotics and Telepresence, eXtended Reality    
(e.g., Augmented Reality, Virtual Reality and Mixed Reality), Healthcare, Gaming, and Teleoperation. 
      </t>

      <t>

	These extreme service requirements from TI applications pose new challenges to both communication and computing.  Although existing networking architecture and protocols
	can support some of these service requirements partially (e.g., 5G URLLC <xref target="URLLC-3GPP"/>), a
	still pending question is whether and how a holistic and systematic
	approach should be developed in order to efficiently support TI
	applications. Moreover, IEEE 1918.1 standards working group <xref target="IEEE19181"/> on TI is formed to investigate aspects related to TI applications, architecture and haptic encoding.
      </t>
    </section>	
    
    <section anchor="sec:terminology" title="Terminology">
      <t> 
	The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT",
   "SHOULD", "SHOULD NOT", "RECOMMENDED", "MAY", and "OPTIONAL" in this
   document are to be interpreted as described in RFC 2119 <xref target="RFC2119"/>.
      </t>
    </section>
    
    <section anchor="sec:abbreviations" title="Abbreviations List">
      <t> 
	<list style="symbols">
	  <t>TI - Tactile Internet</t>
	  <t>TD - Tactile Devices </t>
	  <t>URLLC - Ultra-Reliable Low-Latency Communications</t>
	  <t>AR - Augmented Reality</t>
	  <t>VR - Virtual Reality</t>
	  <t>PPE - Personal Protective Equipment</t>
	  <t>ISOBMFF - ISO Base Media File Format</t>
	  <t>QoE - Quality of Experience</t>
	  <t>QoS - Quality of Service</t>
	  <t>AES - Advanced Encryption Standard</t>
	  <t>WEP - Wired Equivalent Privacy</t>
	  <t>WPA - Wi-Fi Protected Access</t>
	</list>
      </t>
    </section>

    <section anchor="sec:usecases" title="Use Cases">
      <t> This section aims to introduce the reader to distinct, although not exhaustive, TI applications which are widely being discussed in the TI research community.</t>

      <section anchor="sec:industry" title="Industry">
	<t> Automation, smart factories and remote operation are some of key industry use cases that are enabled by TI <xref target="IndustryTI"/>. Moreover, repair and maintenance in remote areas, in high-risk scenarios requiring high precision requires multi-modal <xref target="TactileMultimodal-3GPP"/> and low latency communication provided by TI. For example, in such scenarios, human operators can control machinery (e.g., robots) remotely and perform complex operations <xref target="IndustryRobot"/>, where either it is too dangerous for humans to be present, or it’s not possible for the experts to be physically present at the environment where the operations are conducted. The controlled machinery may be equipped with various sensors for providing information about the environment to the operator, while it may also be equipped with required actuators for performing corresponding tasks as instructed by the constructor over the TI. TI may also enable the transmission of critical information (e.g., alerts) to human users (e.g., through connected PPE as AR and haptic data) who perform operations in high-risk environments. Alerts may be automatically generated based on information gathered from sensors, or sent by human users, over the TI.
	</t>
      </section>

      <section anchor="sec:health" title="Healthcare">
      <t>
Key health applications of TI include, tele-surgery <xref target="Independent"/>,  tele-mentoring, tele-rehabilitation and tele-diagnosis <xref target="TIAijaz2019"/>. Specifically, minimising the invasive nature of surgery has been a focus of the heath technology industry and has currently been widely used due to the small tissue damage and fast recovery it incurs.Today, surgeons use surgical robots for performing highly precise operations. Providing tactile feedback is specifically critical for performing operations which require high precision manipulation. Although, it is not always possible to get specialist surgeons on site for performing operations on patients, TI enables surgeons to perform such critical operations remotely, where it requires only the machinery (high precision robots) to be co-located alongside the patient.
      </t>
      </section>

      <section anchor="sec:entertainment" title="Entertainment">
      <t>
	The advancements in Augmented Reality (AR) &amp; Virtual Reality (VR) technology as well as the increased number of applications developed for user entertainment (e.g., VR gaming, VR tourism, VR art) have significantly increased the interest for further improving the immersive experiences those application provide. VR applications enable human users, or a collection of human users to interact with a virtual environment where the provided immersive experience is similar to that of a real physical interaction. Haptic feedback is a key element in such interactions, allowing the user to experience the sense of touch along with audio and visual(e.g., users perceiving the effect of each other’s actions in collaborative scenarios).
      </t>
      </section>

      <section anchor="sec:Training" title="Training">
      <t>
	Training: TI enables learning experiences where tactile feedback plays a crucial role. This may substantially improve both the learning as well as the teaching experiences in remote learning scenarios. The teacher will be able to experience (see, hear, feel) actions performed by the learner and correct any errors as if they are in a real physical (face-to-face) learning environment. Such applications include, remote military and sports training <xref target="na2020simulation"/> which requires problem solving by collaborating with remote team members, while incorporating feedback provided by the remote trainer in real-time. Furthermore, Internet of Skills <xref target="InternetofSkills"/>application aims at training people in remote and diverse locations to improve their skills and capabilities.  It combines advances in motor training and Tactile Internet with Human-in-the-loop to achieve the goal of transferring high quality skills to populations that otherwise do not have access to such training. Moreover, the goal of Surgical Assistance and training <xref target="SurgicalTraining"/> application is to develop a system that provides assistance to an expert surgeon during a surgery or to provide surgery training to students.  Such a system is envisaged to be continuously learning and acquiring expert knowledge. To do this, the system interprets sensor data as it observes an expert surgeon performing their procedure.
      </t>
    </section>
  </section>
        
    <section anchor="sec:requirements" title="TI Service Requirements">
      
      <t>As a result of the research and developments in TI, this section presents service requirements to be addressed by the networking community. </t>
      

      <section anchor="sec:mediatype" title="Haptic Media Type">
	<t>Unlike audio and video, there has not been any haptic media types in standards, until a very recent development in standards to register haptics as a top-level media type. A proposal to introduce haptics as a first-order media type in ISO Base Media File Format (ISOBMFF) was accepted by MPEG Systems File Format sub-group. This standardization process is expected to conclude in October 2021, making haptics a part of the ISO/IEC 14496-12 (ISOBMFF) standard. Providing this recent development, the authors <xref target="I-D.muthusamy-dispatch-haptics"/> make a case for haptics to be added to the list of top-level media types recognised by the IETF. The authors further argue that ‘application’ top-level type not suitable for haptics as, like audio/video haptics is related to a separate sensory system. Moreover, ‘application’ is historically used for application code, and haptics is not code but a property of a media stream (like audio and video). Therefore, we believe that the adoption of a top-level haptics media type in IETF is an important step towards further development of haptic communication. </t>
      </section>

      <section anchor="sec:latency" title="Ultra-Low Latency">
	<t>
	  Most Haptic applications demands stringent latency requirements from the underlying communication. Specifically, ultra-low latency, 1ms for haptic interaction <xref target="ITU-T2014"/>, is demanded for providing timely delivery of messages between communicating devices by TI applications. The timely delivery of control messages is crucial for critical TI applications such as TI remote surgery. Moreover, timely delivery of messages also assists in playback of multi modal <xref target="TactileMultimodal-3GPP"/>  streams (audio, video, haptic) in a synchronous manner, providing a consistent experience that is devoid of cybersickness.
	</t>
      </section>

      <section anchor="sec:reliability" title="Ultra-High Reliability">
	<t>
	  Ultra-high reliability is required by several TI applications. For example, it is not acceptable for communication reliability to be hindered during critical TI applications such as alert transmission for connected PPE (described Section <xref target="sec:industry"/>). Thus, it is crucial that ultra-reliable communication is a key enabler of TI applications.
	</t>
      </section>

      
      <section anchor="sec:synchronization" title="Coordination and Synchronization">
	<t>
	  The haptic applications often consist of multiple streams, e.g., audio, video, haptic, each co-stream with varying service requirements (bitrates, level of reliability). Moreover, depending on the use case and the deployment scenario, streams of an application may be distributed among multiple tactile/terminal devices, e.g., video stream to display, audio stream to sound system, haptic stream to haptic suit. However, all such streams must be played back to the user in a synchronous manner when providing multi-sensory immersive experiences (e.g., for avoiding Cybersickness <xref target="Promwongsa"/>). Therefore, mechanisms for the coordination and synchronization of multiple flows, for both the same destination, and for multiple destinations must be introduced.
	</t>

	<t>
	  A technical report published by ITU-T Focus Group on Technologies for Network 2030 <xref target="ITU-NET2030"/> provides a gap analysis for supporting Haptic and Tactile Communications in network 2030. Network 2030 services are defined as new network-layer services in the data plane, while haptic and tactile Network Services has been identified as one of crucial services for the support of Network 2030. Moreover, in addition to ultra-low latency, ultra-low packet loss and ultra-high bandwidth requirements, mechanisms enabling coordination and synchronization among co-flows has been highlighted as key service requirements. Specifically, the authors highlight the lack of carrying of information related to co-flow dependency and the mechanisms for actively performing coordination by IP multicast set of protocols. Due to the lack of information related to inter-dependency among co-flows the data arrives at different receivers without synchronization. Most TI applications involve interactive bi-directional (in some cases real-time) communication. The authors highlight that adapting to dynamic changes inside the network is crucial and thus, having both state and co-dependency of flows carried with the packet instead of maintaining them in the routers.
	</t>
      </section>

      <section anchor="sec:netappinteraction" title="Network-Application interaction">
	<t>
	  Emerging TI applications are highly diverse in terms of their service requirements and constraints. For example, a TI application may comprise multiple streams (e.g., due to multi-modal <xref target="TactileMultimodal-3GPP"/> nature ), each of which may be required to be treated differently by the network based on their service requirements; some streams may need high bandwidth and ultra-low latency while some others may require ultra-high reliability. The conventional interaction model between applications (end-hosts) and networks is insufficient to deliver the traffic of these emerging TI applications. In other words, applications should not consider the network as a black-box anymore and in turn they should not entirely rely on the end-to-end measurements for adapting their behaviour as the underlying network condition changes rapidly, mainly because the end-to-end measurements are implicit and thus coarse-grained.
	</t>
	
	<t>
	  To this end, a new collaborative paradigm between applications and networks needs to be realized. This way, applications and networks can express their desired service requirements to one another, permitting applications to adapt themselves to network constraints and the networks to orchestrate their resource distribution according to the applications' requirements. This is particularly essential for TI applications which have highly diverse and often conflicting service requirements.
	</t>
          
      </section>

      <section anchor="sec:parallelcomms" title="Multi-Modal Parallel Transmission">

	<t>
	  Applications in TI typically follow a multi-modal communication <xref target="TactileMultimodal-3GPP"/>  pattern in which the end-to-end communication between tactile devices (TDs) includes several modes of communication at the same time (e.g., video, audio and haptic). This results in generation of multiple streams in parallel which ultimately need to be presented to an end user in harmony. Otherwise, the quality of experience (QoE) of the user may not be satisfactory due to lack of precise synchronization across these parallel streams. For example, one stream may get delayed while others are delivered on time. Apart from the synchronization challenges (see also Section <xref target="sec:synchronization"/> for more detailed discussion), the instability of the underlying network condition of a stream may also impact the performance of the other parallel streams of the same TI application. These mechanisms can significantly benefit when there is an explicit feedback mechanism between TI applications and networks (see Section <xref target="sec:netappinteraction"/> for more details).
	</t>
	
      </section>
    </section>
        
    <section anchor="IANA" title="IANA Considerations">

      <t> This document requests no IANA actions.
      </t>

    </section>

    <section anchor="sec:security" title="Security Considerations">

      <t> Security and trust as well as communication latency are key challenges for delivering tele-surgery. Conventional internet security protocols (namely, AES, WEP, WPA) are used to make the data transfer prone to attack. </t>

      <t>
	Security and reliability of the haptic data locally/remotely are key to Tactile Internet use-cases such as telesurgery use-case. Further 
work is required on security/privacy aware haptic data/feedback encoding techniques to improve the reliability and security of the TI use-cases. Furthermore, continuous monitoring demands low-power and reliable operation to avoid any interruption in data collection from power restricted devices and therefore the service delivery <xref target="monaICC2020"/>.
      </t>
    </section>

    <section anchor="sec:conclusion" title="Conclusion">
      <t> This draft presents the emerging area of Tactile Internet, its key use cases and service requirements. The introduction of haptic communication, a new mode of communication, not only improves existing immersive experiences (e.g., AR/VR) while also facilitates new emerging Tactile immersive experiences (e.g., tele-surgery). Moreover, the resulting communication over the Tactile Internet demands for stringent service requirements on the underlying communication networks, e.g., ultra-high reliability, ultra-low latency transmission, security consideration and synchronization of multi-modal data (including haptic). Therefore, We believe IETF is a key forum for addressing some of the potential challenges described, for realizing the envisioned Tactile Internet, and for standardizing relevant aspects such as protocols.</t>
    </section>


    <section anchor="Acknowledgments" title="Acknowledgments">

      <t>The authors want to thank Renan Krishna for their very useful reviews comments to the document. </t>
      
    </section>
  </middle>



  
  <back>

    <references title="Normative References">
      &rfc2119;

    </references>
    
    <references title="Informative References">
      
      &I-D.muthusamy-dispatch-haptics;
      
      <reference anchor="Holland" target="https://ieeexplore.ieee.org/document/8605315">
	<front>
          <title>The IEEE 1918.1 “Tactile Internet” Standards Working Group and its Standards</title>
          <author initials="O." surname="Holland" />
	  <author initials="el" surname="al." />
          <date year="2019" />
	</front>
	<seriesInfo name="Proceedings of IEEE" value="" />
      </reference>
      
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	<front>
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	<front>
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	</front>       
      </reference>
      
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	<front>
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	  <author initials="" surname="Independent News Article" />
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	</front>       
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	<front>
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          <date year="2021" />
	</front>  
	<seriesInfo name="In " value="Tactile Internet, Academic Press pp. 23-39"/>	   
      </reference>
      
      
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	<front>
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	</front>  
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      </reference>
      
      
      
      <reference anchor="InternetofSkills" target="">
	<front>
          <title>Internet of Skills</title>
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          <date year="2021" />
	</front>  
	<seriesInfo name="In " value="Tactile Internet, Academic Press pp. 75-99"/>	   
      </reference>


      <reference anchor="ITU-NET2030" target="https://www.itu.int/pub/T-FG-NET2030-2020-1">
	<front>
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	<front>
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	</front>  
	<seriesInfo name="In " value="2020 IEEE International Conference on Communications Workshops (ICC Workshops)"/>	   
      </reference>

      <reference anchor="URLLC-3GPP" target="https://portal.3gpp.org/desktopmodules/Specifications/SpecificationDetails.aspx?specificationId=3453">
	<front>
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      </reference>

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	</front>  
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      </reference>

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	<front>
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	  <author initials="et" surname="al." />
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	</front>  
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      </reference>
      
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	<front>
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	<seriesInfo name="In " value="Proceedings of the IEEE"/>	   
      </reference>
      
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	</front>       
      </reference>

    </references>
  </back>
  
</rfc>
