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simply using computers and smart devices as gateways is not  streaming protocols, and mulsemedia, which are essential
           enough, and more immersive spatial computing technologies,  technologies for the high QoE metaverse. After that, we will
           such as XR which includes AR, MR, and VR, are preferred [4].  discuss the wireless communication challenges and potential
           XR uses HMDs which integrate displays, inputs, and various  solutions for XR and HTC. Since both of them require high
           sensors  together.  HTC  is  another  way  to  get  access  to  the  reliability, high data rates, low latency, and full connectivity
           virtual worlds which can use HMDs and holographic displays  to support high QoE metaverse applications, we introduce
           [6].  It  can  display  truly  immersive  3D  objects  as  holograms  generic  solutions  and  also  consider  their  unique
           using  light  field d isplays, w hich can be d irectly o bserved by   characteristics. The general research directions to meet the
           users with naked eyes. Without HMDs, the experience of living  required performances for wireless XR and HTC include the
           and working in the virtual worlds becomes very similar to real  following aspects.
           life.                                                • Reliable  high-data-rate  low-latency  wireless
           XR  is  a  spatial  computing  technology  that  enables  users  to   communications are required to allow users to move
           observe and interact with virtual worlds. XR technologies are   freely without constraints. Cables that are tethered to
           categorized   based   on   Milgram   and   Kishino’s   some of the existing XR HMDs limit mobility.
           Reality-Virtuality  Continuum  [7],  where  AR  only  has  simple   • Accurate high-fidelity wireless sensing technologies can
           virtual  content  and  the  majority  of  the  environment  in  AR  is   be used to monitor and predict users’ motion and render
           real,  while  VR  has  fully  virtual  content,  and  the  user’s   content adaptively. Existing XR HMDs use the
           observation  using  VR  devices  is  not  related  to  the  user’s   integrated head, hand, and eye tracking sensors. The
           surrounding  real  environment.  MR  comprises  mixed  real  and   ultimate goal is to remove HMDs and users can get into
           virtual  content,  and  the  virtual  content  can  be  interactive  and   the metaverse without wearing any devices. Wireless
           dynamic.  Although  MR  and  AR  have  overlapped,  MR  is   sensing of the motion of the head, hand, body, and eyes
           considered  a  broader  concept  than  AR  with  more  interactive   can efficiently free the users.
           and richer virtual content.                          • New  Internet  protocols  and  wireless  networking
           HTC  is  expected  to  provide  truly  immersive  experiences   technologies are needed to provide new services and
           for  users  when  getting  access  to  the  virtual  worlds.  HTC  is   new capabilities to deliver metaverse content with
           characterized  by  the  delivery  of  holograms  and  other   different QoEs.
           multi-sensory  media  (mulsemedia)  through  wireless  and   • Computing and content caching need to be moved from
           wired  networks  [6].  A  hologram  is  a  recording  of  a  light   the core cloud towards the network edge, in order to
           field that preserves the original depth and parallax of real 3D  reduce the end-to-end latency and support highly
           objects.  Hologram     videos    could    provide      interactive applications.
           six-Degrees-of-Freedom  (6DoF)  immersive  viewing  This  keynote  will  provide  details  about  research  challenges
           experiences  to  users,  that  is,  users  can  freely  move  and  solutions  for  communication,  sensing,  networking,
           forward/backward  (surging),  up/down  (heaving),  or  left/right  caching, computation, and metaverse user experiences.
           (swaying)  to  select  the  favorite  viewing  angle  of  a  3D  scene
           [8].  Furthermore,  HTC  research  aims  to  stimulate  all  the    III.  CONCLUSION
           senses  of  human  perception,  including  sight,  hearing,  touch,  This   keynote   will   introduce   metaverse   accessing
           smell,  and  taste,  to  provide  a  truly  immersive  experience  to  technologies  including  the  extended  reality  (XR)  and
           users  via  mulsemedia.  Mulsemedia  is  the  media  that  Holographic-Type  Communications  (HTC).  We  classify
           stimulates  three  or  more  senses,  which  extends  traditional  different wireless communications in the metaverse and point
           multimedia  that  usually  supports  only  two  senses  of  sight  out  the  unique  requirements  for  XR  and  HTC.  Then,  we
           and  hearing.  HTC  systems  may  collect  mulsemedia  data  discuss research challenges and potential solutions in 6G and
           using  various  sensors  at  the  source  and  then  regenerate  the  beyond  wireless  systems.  This  keynote  aims  to  stimulate
           environment  using  various  actuators,  displays,  and  speakers  future research around XR and HTC systems.
           at  the  destination.  Users  can  select  the  senses  depending  on
           the  available  hardware  and  privacy  and  security  issues.  A     REFERENCES
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