Automotive Use Cases

ATM-UC01 — Connected Automated Passenger Cars in Urban Scenario

Goal

High Level Description

The vehicle builds a Digital Twin of its surrounding environment conditions continuously exchanging data with surrounding actors using V2X (Vehicle-to-Everything) Communication.

Vehicle external inputs are merged with on-board sensor data, enhancing accuracy and extending the vehicle’s perception beyond its immediate surroundings. The improved perception is then used by the path planning and control systems, enabling the vehicle to navigate potential hazards safely and make better overall decisions.

ATM-UC02 — Hazardous Location Warning

Goal

High Level Description

The HV is provided with shared near real-time data, seamlessly integrating alerts and inputs based on road conditions and potential hazards along the planned route or current path of travel.  Some examples include but are not limited to:

ATM-UC03 — Software Update (Autonomous-Urgent)

Goal

High Level Description

The Vehicle Manufacturer or Controlling Authority are capable of publishing over-the-air software updates for one or more ECUs on targeted HVs. Updates can be pushed and/or requested to install features or functionality based on regional or regulatory requirements.

ATM-UC04 — See-Through for Passing

Goal

High Level Description

A video stream of the RV1 front view is shown to the HV driver when approaching the vehicle with the intentions of initiating a passing maneuver using the oncoming traffic lane. The HV is provided with a clear, reliable and real-time view of the road situation in front of the vehicle allowing the driver to avoid a possible collision

ATM-UC05 — In-Vehicle Entertainment, High-Definition Content Delivery, On-line Gaming and Virtual Reality

Goal

High Level Description

The Use Case concerns entertainment content delivery to the passengers of a moving or stationary vehicle. It is applicable to both automated and non-automated vehicles, where in the latter the driver is restricted in the content he or she is allowed to consume.

For cars, up to four occupants can consume high-definition and immersive entertainment media content while the vehicle is stationary or moving. For buses and transporters up to 30 passengers can consume the same content under similar conditions. Each occupant may be interested in different content which may include video, gaming, virtual reality (VR), office work, online education, advertisement, etc.

Contextual information can be embedded in the entertainment media depending on the location of the HV.

ATM-UC06 — Cooperative, Cooperative Driving Maneuver

Goal

High Level Description

A main traffic participant wants to perform a certain action (e.g. lane change, exit highway, U-turn, etc.). Participant shares this intention with other traffic participants potentially involved in the maneuver. The traffic participants indicate to the main traffic participant whether they support or plan to decline the planned maneuver. The main traffic participant informs a superset of the traffic participants informed whether it plans to perform the maneuver

NB: Assume that every vehicle, on average, might plan on performing a maneuver using this use case as a main traffic participant once 1-20 seconds on highways with less traffic.

Co-funded by the European Union

NexaSphere project has received funding from the Smart Networks and Services Joint Undertaking (SNS JU) under the European Union’sHorizon Europe research and innovation program under Grant Agreement No 101192912. Views and opinions expressed are, however, those of the author(s) only and do not necessarily reflect those of the European Union or 6GSNS JU. Neither the European Union nor the granting authority can be held responsible for them.

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