Internet of Things (IoT) - Data format, value and coding
Defines:- common formats,- values, and- coding for Internet of things (IoT).
Defines:- common formats,- values, and- coding for Internet of things (IoT).
This document establishes terminology for Digital Twin (DT) and describes concepts in the field of Digital Twin, including the terms and definitions of Digital Twin, concepts of Digital Twin (e.g., Digital Twin ecosystem, lifecycle process for Digital Twin, and classifications of Digital Twin), Functional view of Digital Twin and Digital Twin stakeholders. This document can be used in the development of other standards and in support of communications among diverse, interested parties/stakeholders. This document is applicable to all types of organizations (e.g., commercial enterprises, government agencies, not-for-profit organizations).
This document provides a generic digital twin maturity model, definition of assessment indicators, and guidance for a maturity assessment.
This document specifies a general Digital Twin Reference Architecture in terms of defining system characteristics, a Reference Model and architecture views for Digital Twins.
This document provides a collection of representative use cases of DT applications in a variety of domains.
The human information data model for VR-based smart cities is defined to represent human-related information in 3D virtual environments. It defines concepts, a data model, and how to integrate 3D virtual worlds and information related to sensors that people carry with them. It defines an exchangeable information data model necessary for transferring and storing human information in 3D virtual smart cities. This document will specify:- Representation of human information in a 3D virtual smart city.- Representation of human information with sensors in a 3D virtual smart city.- Representation of human semantic and physiological information for a 3D virtual smart city.- Definition of an interchangeable data model for human information for a VR smart city.
This document provides guidance on how organizations that develop, produce, deploy or use products, systems and services that utilize artificial intelligence (AI) can manage risk specifically related to AI. The guidance also aims to assist organizations to integrate risk management into their AI-related activities and functions. It moreover describes processes for the effective implementation and integration of AI risk management. The application of this guidance can be customized to any organization and its context.
This document describes the architecture of systems for the internet of media things.
ISO/IEC 19775-2:2015, Extensible 3D (X3D), defines a system that integrates 3D graphics and multimedia. Conceptually, each X3D file is a 3D time-based space that contains graphic and aural objects that can be dynamically modified through a variety of mechanisms. This part of ISO/IEC 19776 defines a mapping of the abstract objects in X3D to a specific encoding using the technique defined in ISO/IEC 14772 ? Virtual reality modeling language (VRML). Each Classic VRML-encoded X3D file:a. supports all of the purposes of X3D files defined in ISO/IEC 19775; andb. encodes X3D constructs in Classic VRML format.A Classic VRML-encoded X3D file may be referenced from files using other encodings and may itself reference X3D files encoded using other encodings. Such files can only be processed by browsers which conform to all of the utilized encodings.
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.
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.
This document specifies the conformance and reference software implementing ISO/IEC 23093-3. The information provided is applicable for determining the reference software modules available for ISO/IEC 23093-3, understanding the functionality of the available reference software modules, and utilizing the available reference software modules. Furthermore, this document provides means for conformance testing, i.e. bitstreams - XML descriptions that conform or do not conform to ISO/IEC 23093-3.