IT in general

Available (1690)

Showing 481 - 492 per page



Standard for Testing Specification of Blockchain Systems

This standard defines definitions, types, test specifications, test methods and test processes for blockchain systems. Test contents are included for each type of test. This standard also defines the test architecture of blockchain systems, including but not limited to functional testing, performance testing, security testing, stability testing, and compliance testing.
IEEE P3214

Extended Reality (XR) in 5G (3GPP TR 26.928 version 16.1.0 Release 16)

The present document collects information on eXtended Reality (XR) in the context of 5G radio and network services. The primary scope of the present document is the documentation of the following aspects:

- introducing Extended Reality by providing definitions, core technology enablers, a summary of devices and form factors, as well as ongoing related work in 3GPP and elsewhere,

- collecting and documenting core use cases in the context of Extended Reality,- identifying relevant client and network architectures, APIs and media processing functions that support XR use cases,

- analysing and identifying the media formats (including audio and video), metadata, accessibility features, interfaces and delivery procedures between client and network required to offer such an experience,

- collecting key performance indicators and Quality-of-Experience metrics for relevant XR services and the applied technology components, and

- drawing conclusions on the potential needs for standardisation in 3GPP.
ETSI TR 126 928 V16.1.0

Standard for an Augmented Reality Learning Experience Model

Augmented Reality (AR) promises to provide significant boosts in operational efficiency by making information available to employees needing task support in context in real time. To support according implementations of AR training systems, this document proposes an overarching integrated conceptual model that describes interactions between the physical world, the user, and digital information, the context for AR-assisted learning and other parameters of the environment. It defines two data models and their binding to XML and JSON for representing learning activities (also known as employee tasks and procedures) and the learning environment in which these tasks are performed (also known as the workplace). The interoperability specification and standard is presented in support of an open market where interchangeable component products provide alternatives to monolithic Augmented Reality-assisted learning systems. Moreover, it facilitates the creation of experience repositories and online marketplaces for Augmented Reality-enabled learning content. Specific attention was given to reuse and repurposing of existing learning content and catering to ‘mixed' experiences combining real world learner guidance with the consumption (or production) of traditional contents such as instructional video material or learning apps and widgets.
IEEE 1589-2020

Standard for the Deep Learning-Based Assessment of Visual Experience Based on Human Factors

Measuring quality of experience (QoE) aims to explore the factors that contribute to a user's perceptual experience including human, system, and context factors. Since QoE stems from human interaction with various devices, the estimation should be started by investigating the mechanism of human visual perception. Therefore, measuring QoE is still a challenging task. In this standard, QoE assessment is categorized into two subcategories which are perceptual quality and virtual reality (VR) cybersickness. In addition, deep learning models considering human factors for various QoE assessments are covered, along with a reliable subjective test methodology and a database construction procedure.
IEEE 3333.1.3-2022

Draft Standard for Tactile Internet: Application Scenarios, Definitions and Terminology, Architecture, Functions, and Technical Assumptions

This standard defines a framework for the Tactile Internet, including descriptions of various application scenarios, definitions and terminology, functions, and technical assumptions. This framework prominently also includes a reference model and architecture, which defines common architectural entities, interfaces between those entities, and the mapping of functions to those entities. The Tactile Internet encompasses mission critical applications (e.g., manufacturing, transportation, healthcare and mobility), as well as non-critical applications (e.g., edutainment and events).
IEEE P1918.1

Draft Standard for Augmented Reality on Mobile Devices: General Requirements for Software Framework, Components, and Integration

This standard specifies the general technical framework, components, integration, and main business processes of augmented reality systems applied to mobile devices, and defines its technical requirements, including functional requirements, performance requirements, safety requirements and corresponding test methods. This standard is applicable to the design, development, and management of augmented reality enabled applications or features of applications on mobile devices.
IEEE P2048.101

Standard on Architecture for Virtual Reality Disaster Response Training System with Six degrees of Freedom

This standard defines an architecture required to implement a virtual reality system that can simulate responses to possible disasters in physical spaces, where users can actually move around with six degrees of freedom, for training. This reference architecture includes the physical-to-virtual component that transfers sensor data in the physical space to the virtual world, the virtual-to-virtual component that conveys the data between virtual world objects, and the virtual-to-physical component that transfers the simulated responses in the virtual world to actuators in the physical world.
IEEE P2888.4

Motion to Photon (MTP) Latency in Virtual Environments

This standard specifies the requirements and test methods for the motion to photon (MTP) latency that causes virtual reality (VR) sickness while users are using the virtual reality content. This standard is applicable to VR content related with software, hardware, and human factors regarding MTP latency.
IEEE P3079.1

Mixed Reality (MR) Standard Framework for Motion Learning

This standard defines a framework for mixed reality content aimed at effective motion learning, including terms and definitions, requirements and data formats. Mechanisms to synchronize the motion sensor and projector coordinate system are defined. Motion acquisition methods, application programming interfaces and user interfaces are described.
IEEE P3079.2

Standard for a Basic Framework for Motion Training System

This standard defines the basic framework within the overall architectural framework for motion training systems. This standard includes definitions for the functions and input/output interfaces of each component module, and the related data components and formats. To utilize this standard basic framework, various application-specific user interface/user experience (UI/UX) and service frameworks are specified. The meaning of "motion training" includes:

- Human gestures and postures

- Animated human gestures and postures

- Expressions of human body animation for Virtual Reality (VR) and Mixed Reality (MR).
IEEE P3079.2.1

Recommended Practice for Ethical Assessment of Extended Reality (XR) Technologies

This standard establishes a uniform set of definitions, and a methodology to assess the socio-technical considerations and practices regarding (“XR”) Extended Reality (Augmented Reality, Virtual Reality, Immersive Web and Spatial Web technologies) where this methodology shapes the positive design of XR systems. The Standard provides the following:

a) a high-level overview of the technical and socio-technical aspects of XR;

b) a set of XR definitions and classifications based on existing XR research and application verticals;

c) a standardized definition of ethical assessment methodologies of XR products, services and systems; and

d) a high-level ethical (where "ethical" is defined as "Supporting the realization of positive values or the reduction of negative values") assessment methodology for the design of XR products, services, or systems.

The applied ethical approach utilizes IEEE's Ethically Aligned Design (EAD). “Positive” is defined as the support of improved human flourishing” (or “human wellbeing and environmental flourishing.”)
IEEE P7030