ISO/IEC 23005-1:2020
(Main)Information technology — Media context and control — Part 1: Architecture
Information technology — Media context and control — Part 1: Architecture
This document specifies the architecture of MPEG-V (media context and control) and its three types of associated use cases: — information adaptation from virtual world to real world; — information adaptation from real world to virtual world; — information exchange between virtual worlds.
Technologies de l'information — Contexte et contrôle des medias — Partie 1: Architecture
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INTERNATIONAL ISO/IEC
STANDARD 23005-1
Fourth edition
2020-08
Information technology — Media
context and control —
Part 1:
Architecture
Technologies de l'information — Contexte et contrôle des medias —
Partie 1: Architecture
Reference number
©
ISO/IEC 2020
© ISO/IEC 2020
All rights reserved. Unless otherwise specified, or required in the context of its implementation, no part of this publication may
be reproduced or utilized otherwise in any form or by any means, electronic or mechanical, including photocopying, or posting
on the internet or an intranet, without prior written permission. Permission can be requested from either ISO at the address
below or ISO’s member body in the country of the requester.
ISO copyright office
CP 401 • Ch. de Blandonnet 8
CH-1214 Vernier, Geneva
Phone: +41 22 749 01 11
Email: copyright@iso.org
Website: www.iso.org
Published in Switzerland
ii © ISO/IEC 2020 – All rights reserved
Contents Page
Foreword .v
Introduction .vi
1 Scope . 1
2 Normative references . 1
3 Terms and definitions . 1
4 MPEG-V system architecture . 3
5 Use cases . 5
5.1 General . 5
5.2 System architecture for information adaptation from virtual world to real world . 5
5.3 System architecture for information adaptation from real world to virtual world . 6
5.4 System architecture for exchanges between virtual worlds . 7
6 Instantiations . 8
6.1 Instantiation A: representation of sensory effects (RoSE) . 8
6.1.1 System architecture for representation of sensory effects . . 8
6.1.2 Instantiation A.1: multi-sensorial effects . 9
6.1.3 Instantiation A.2: motion effects . 9
6.1.4 Instantiation A.3: arrayed light effects .10
6.2 Instantiation B: natural user interaction with virtual world .11
6.2.1 System architecture for natural user interaction with virtual world .11
6.2.2 Examples of sensors . . .11
6.2.3 Instantiation B.1: Full motion control and navigation of avatar/object
with multi-input sources .12
6.2.4 Instantiation B.2: serious gaming for ambient assisted living .12
6.2.5 Instantiation B.3: gesture recognition using multipoint interaction devices .13
6.2.6 Instantiation B.4: avatar facial expression retargeting using smart camera .13
6.2.7 Instantiation B.5: motion tracking and facial animation with multimodal
interaction .14
6.2.8 Instantiation B.6: serious gaming and training with multimodal interaction .14
6.2.9 Instantiation B.7: virtual museum guide with embodied conversational agents .15
6.3 Instantiation C: traveling and navigating real and virtual worlds .15
6.3.1 System architecture for traveling and navigating real and virtual worlds .15
6.3.2 Examples of sensors and path finding mechanisms .15
6.3.3 Instantiation C.1: virtual travel .16
6.3.4 Instantiation C.2: virtual traces of real places .16
6.3.5 Instantiation C.3: virtual tour guides .17
6.3.6 Instantiation C.4: unmanned aerial vehicle scenario .18
6.4 Instantiation D: interoperable virtual worlds .18
6.4.1 System architecture for interoperable virtual worlds .18
6.4.2 Instantiation D.1: avatar appearance .18
6.4.3 Instantiation D.2: virtual objects .18
6.5 Instantiation E: social presence, group decision making and collaboration within
virtual worlds .19
6.5.1 System architecture .19
6.5.2 Instantiation E.1: social presence .19
6.5.3 Instantiation E.2: group decision making in the context of spatial planning .20
6.5.4 Instantiation E.3: consumer collaboration in product design processes
along the supply chain .21
6.6 Instantiation F: interactive haptic sensible media .21
6.6.1 System architecture for interactive haptic sensible media .21
6.6.2 Instantiation F.1: Internet haptic service — YouTube, online chatting .22
6.6.3 Instantiation F.2: next-generation classroom — sensation book .23
6.6.4 Instantiation F.3: immersive broadcasting — home shopping, fishing channels .23
© ISO/IEC 2020 – All rights reserved iii
® ®
6.6.5 Instantiation F.4: entertainment — game (Second Life , StarCraft ),
movie theatre .23
6.6.6 Instantiation F.5: virtual simulation for training — military task, medical
simulations .24
6.7 Instantiation G: bio-sensed information in the virtual world .24
6.7.1 System architecture for bio-sensed information in the virtual world .24
6.7.2 Instantiation G.1: interactive games sensitive to user’s conditions .24
6.7.3 Instantiation G.2: virtual hospital and health monitoring .25
6.7.4 Instantiation G.3: mental health for lifestyle management.25
6.7.5 Instantiation G.4: food intake for lifestyle management .25
6.7.6 Instantiation G.5: cardiovascular rehabilitation for health management .26
6.7.7 Instantiation G.6: glucose level/diabetes management for health management .26
6.8 Instantiation H: environmental monitoring with sensors.27
6.8.1 General.27
6.8.2 System architecture for environmental monitoring .27
6.8.3 Instantiation H.1: environmental monitoring system .28
6.9 Instantiation I: virtual world interfacing with TV platforms .28
6.10 Instantiation J: seamless integration between real and virtual worlds .29
6.10.1 System architecture for seamless integration between real and virtual worlds .29
6.10.2 Instantiation J.1: seamless interaction between real and virtual worlds
with integrating virtual and real sensors and actuators .29
6.11 Instantiation K: hybrid communication .31
6.12 Instantiation L: makeup avatar .33
6.12.1 Spectrum data acquisition .33
6.12.2 Transformation model generation .35
6.13 Instantiation M: usage scenario for automobile sensors.35
6.13.1 Helping auto maintenance/regular inspection .35
6.13.2 Monitoring for eco-friendly driving .36
6.14 Instantiation N: usage scenario for 3D printing .37
6.15 Instantiation O: olfactory information in virtual world.38
6.15.1 System architecture for olfactory information in virtual world .38
6.15.2 Instantiation O.1: olfactory signature(fingerprint) with e-nose .38
6.15.3 Instantiation O.2: 4D film with scent effect .38
6.15.4 Instantiation O.3: healing minds of combat veterans .38
6.15.5 Instantiation O.4: advertisement with olfactory information .38
6.15.6 Instantiation O.5: harmful odour monitoring .38
6.16 Instantiation P: virtual panoramic vision in car.39
6.16.1 General.39
6.16.2 Instantiation O.6.1: virtual panoramic IVI (in-vehicle information system).39
6.16.3 Instantiation O.6.2: virtual panoramic black box .39
6.17 Instantiation Q: adaptive sound handling .39
Bibliography .40
iv © ISO/IEC 2020 – All rights reserved
Foreword
ISO (the International Organization for Standardization) and IEC (the International Electrotechnical
Commission) form the specialized system for worldwide standardization. National bodies that are
members of ISO or IEC participate in the d
...
INTERNATIONAL ISO/IEC
STANDARD 23005-1
Fourth edition
2020-08
Information technology — Media
context and control —
Part 1:
Architecture
Technologies de l'information — Contexte et contrôle des medias —
Partie 1: Architecture
Reference number
©
ISO/IEC 2020
© ISO/IEC 2020
All rights reserved. Unless otherwise specified, or required in the context of its implementation, no part of this publication may
be reproduced or utilized otherwise in any form or by any means, electronic or mechanical, including photocopying, or posting
on the internet or an intranet, without prior written permission. Permission can be requested from either ISO at the address
below or ISO’s member body in the country of the requester.
ISO copyright office
CP 401 • Ch. de Blandonnet 8
CH-1214 Vernier, Geneva
Phone: +41 22 749 01 11
Email: copyright@iso.org
Website: www.iso.org
Published in Switzerland
ii © ISO/IEC 2020 – All rights reserved
Contents Page
Foreword .v
Introduction .vi
1 Scope . 1
2 Normative references . 1
3 Terms and definitions . 1
4 MPEG-V system architecture . 3
5 Use cases . 5
5.1 General . 5
5.2 System architecture for information adaptation from virtual world to real world . 5
5.3 System architecture for information adaptation from real world to virtual world . 6
5.4 System architecture for exchanges between virtual worlds . 7
6 Instantiations . 8
6.1 Instantiation A: representation of sensory effects (RoSE) . 8
6.1.1 System architecture for representation of sensory effects . . 8
6.1.2 Instantiation A.1: multi-sensorial effects . 9
6.1.3 Instantiation A.2: motion effects . 9
6.1.4 Instantiation A.3: arrayed light effects .10
6.2 Instantiation B: natural user interaction with virtual world .11
6.2.1 System architecture for natural user interaction with virtual world .11
6.2.2 Examples of sensors . . .11
6.2.3 Instantiation B.1: Full motion control and navigation of avatar/object
with multi-input sources .12
6.2.4 Instantiation B.2: serious gaming for ambient assisted living .12
6.2.5 Instantiation B.3: gesture recognition using multipoint interaction devices .13
6.2.6 Instantiation B.4: avatar facial expression retargeting using smart camera .13
6.2.7 Instantiation B.5: motion tracking and facial animation with multimodal
interaction .14
6.2.8 Instantiation B.6: serious gaming and training with multimodal interaction .14
6.2.9 Instantiation B.7: virtual museum guide with embodied conversational agents .15
6.3 Instantiation C: traveling and navigating real and virtual worlds .15
6.3.1 System architecture for traveling and navigating real and virtual worlds .15
6.3.2 Examples of sensors and path finding mechanisms .15
6.3.3 Instantiation C.1: virtual travel .16
6.3.4 Instantiation C.2: virtual traces of real places .16
6.3.5 Instantiation C.3: virtual tour guides .17
6.3.6 Instantiation C.4: unmanned aerial vehicle scenario .18
6.4 Instantiation D: interoperable virtual worlds .18
6.4.1 System architecture for interoperable virtual worlds .18
6.4.2 Instantiation D.1: avatar appearance .18
6.4.3 Instantiation D.2: virtual objects .18
6.5 Instantiation E: social presence, group decision making and collaboration within
virtual worlds .19
6.5.1 System architecture .19
6.5.2 Instantiation E.1: social presence .19
6.5.3 Instantiation E.2: group decision making in the context of spatial planning .20
6.5.4 Instantiation E.3: consumer collaboration in product design processes
along the supply chain .21
6.6 Instantiation F: interactive haptic sensible media .21
6.6.1 System architecture for interactive haptic sensible media .21
6.6.2 Instantiation F.1: Internet haptic service — YouTube, online chatting .22
6.6.3 Instantiation F.2: next-generation classroom — sensation book .23
6.6.4 Instantiation F.3: immersive broadcasting — home shopping, fishing channels .23
© ISO/IEC 2020 – All rights reserved iii
® ®
6.6.5 Instantiation F.4: entertainment — game (Second Life , StarCraft ),
movie theatre .23
6.6.6 Instantiation F.5: virtual simulation for training — military task, medical
simulations .24
6.7 Instantiation G: bio-sensed information in the virtual world .24
6.7.1 System architecture for bio-sensed information in the virtual world .24
6.7.2 Instantiation G.1: interactive games sensitive to user’s conditions .24
6.7.3 Instantiation G.2: virtual hospital and health monitoring .25
6.7.4 Instantiation G.3: mental health for lifestyle management.25
6.7.5 Instantiation G.4: food intake for lifestyle management .25
6.7.6 Instantiation G.5: cardiovascular rehabilitation for health management .26
6.7.7 Instantiation G.6: glucose level/diabetes management for health management .26
6.8 Instantiation H: environmental monitoring with sensors.27
6.8.1 General.27
6.8.2 System architecture for environmental monitoring .27
6.8.3 Instantiation H.1: environmental monitoring system .28
6.9 Instantiation I: virtual world interfacing with TV platforms .28
6.10 Instantiation J: seamless integration between real and virtual worlds .29
6.10.1 System architecture for seamless integration between real and virtual worlds .29
6.10.2 Instantiation J.1: seamless interaction between real and virtual worlds
with integrating virtual and real sensors and actuators .29
6.11 Instantiation K: hybrid communication .31
6.12 Instantiation L: makeup avatar .33
6.12.1 Spectrum data acquisition .33
6.12.2 Transformation model generation .35
6.13 Instantiation M: usage scenario for automobile sensors.35
6.13.1 Helping auto maintenance/regular inspection .35
6.13.2 Monitoring for eco-friendly driving .36
6.14 Instantiation N: usage scenario for 3D printing .37
6.15 Instantiation O: olfactory information in virtual world.38
6.15.1 System architecture for olfactory information in virtual world .38
6.15.2 Instantiation O.1: olfactory signature(fingerprint) with e-nose .38
6.15.3 Instantiation O.2: 4D film with scent effect .38
6.15.4 Instantiation O.3: healing minds of combat veterans .38
6.15.5 Instantiation O.4: advertisement with olfactory information .38
6.15.6 Instantiation O.5: harmful odour monitoring .38
6.16 Instantiation P: virtual panoramic vision in car.39
6.16.1 General.39
6.16.2 Instantiation O.6.1: virtual panoramic IVI (in-vehicle information system).39
6.16.3 Instantiation O.6.2: virtual panoramic black box .39
6.17 Instantiation Q: adaptive sound handling .39
Bibliography .40
iv © ISO/IEC 2020 – All rights reserved
Foreword
ISO (the International Organization for Standardization) and IEC (the International Electrotechnical
Commission) form the specialized system for worldwide standardization. National bodies that are
members of ISO or IEC participate in the d
...
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