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Augmented Reality Framework (ARF); AR standards landscape

The report will identify the role of existing standards relevant to augmented reality and document any interoperability gaps. This activity will analyse the standardization work done around augmented reality in various standards setting organizations.

ETSI GR ARF 001 V1.1.1

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

IEEE 1484.12.3-2020 - IEEE Standard for Learning Technology - Extensible Markup Language (XML) Schema Definition Language Binding for Learning Object Metadata

This Standard defines a World Wide Web Consortium (W3C) Extensible Markup Language (XML) Schema definition language binding of the learning object metadata (LOM) data model defined in IEEE Std 1484.12.1TM-2002. The purpose of this Standard is to allow the creation of LOM instances in XML, which allows for interoperability and the exchange of LOM XML instances between various systems. This Standard uses the W3C XML Schema definition language to define the syntax and semantics of the XML encodings.

IEEE 1484.12.3-2020

SEDRIS (Synthetic Environment Data Representation and Interchange Specification) - Part 2: Abstract transmittal format

ISO/IEC 18023-2:2006 specifies the abstract syntax of a SEDRIS transmittal. Actual encodings (e.g. binary encoding) are specified in other parts of ISO/IEC 18023.

ISO/IEC 18023-2:2006

Information technology - Internet of media things - Part 2: Discovery and communication API

This document specifies the abstract class of a media thing (MThing), which is a basic component to construct the Internet of media things. The MThing class contains the basic APIs to:(a) discover other MThing(s) in the network;(b) connect/disconnect MThing(s); and(c) support transactions (e.g. payments) using media tokens between MThings.

ISO/IEC 23093-2:2022

Information technology - Coded representation of immersive media - Part 27: Media and architectures for render-based systems and applications

This document provides context, motivation, and use case descriptions for a set of MPEG standards that collectively deliver media directly to render-based applications such as game engines with a renderer component, or standalone renderers. Emerging examples where such applications are especially relevant include “metaverse” applications and immersive displays where such displays provide an interface to components (e.g., renderers) of existing game engines; e.g., Unreal Engine by Epic Games, Inc. and Unity by Unity Technologies. This document:(1) describes the motivators leading to the development of new MPEG standards that facilitate the streaming of media to render-based applications;(2) provides an overview of a media workflow from content production to content distribution;(3) provides general information on relevant components of render-based systems including game engines, and renderers;(4) differentiates between visual media distributed for video-based applications and visual media distributed to render-based applications;(5) identifies key components and resources (compute, storage, or network) comprising a heterogeneous set of immersive displays and other render-based applications; and(6) documents use cases for end-to-end interoperability, including Audio, Video, Graphics and Systems aspects for render-based systems and applications.

ISO/IEC CD TR 23090-27