IEC TS 63614-2:2026
(Main)Multimedia systems and equipment for metaverse - Part 2: Classification
- Abstract
IEC TS 63614-2:2026 describes the classifications and challenging technical issues to consider for standardization of multimedia systems and equipment for metaverse in the perspectives of content, platform, network, and device.
- Status
- Published
- Publication Date
- 17-Aug-2026
- Technical Committee
- TC 100 - Audio, video and multimedia systems and equipment
- Drafting Committee
- WG 12 - TC 100/WG 12
- Current Stage
- PPUB - Publication issued
- Start Date
- 18-Aug-2026
- Completion Date
- 07-Aug-2026
IEC TS 63614-2:2026 is an IEC Technical Specification on how to classify multimedia systems and equipment for metaverse. It focuses on the metaverse from the perspectives of content, platform, network, and device, and it highlights the technical issues that standardization work needs to consider.
What does IEC TS 63614-2:2026 specify?
IEC TS 63614-2:2026 describes classifications and technical challenge areas for standardizing multimedia systems and equipment for metaverse. In practice, it gives a shared vocabulary for planning, comparing, and structuring metaverse-related technologies.
The document is organized into:
- Clause 1 Scope
- Clause 2 Normative references
- Clause 3 Terms, definitions, and abbreviated terms
- Clause 4 General considerations
- Clause 5 Classification
- Clause 6 Technical challenge issues
- Bibliography
Clause 4 explains what metaverse means in this context, how it differs from older virtual-world ideas, and how it can be viewed through implementation environments. Clause 5 develops the classification approach, especially the CPND view. Clause 6 then turns that classification into technical topics that matter for content, platform, network, and device work.
Clause 2 states that the document has no normative references.
What are the key requirements of IEC TS 63614-2:2026?
IEC TS 63614-2:2026 is mainly a classification and analysis document, not a test or conformity standard. Its value is that it breaks the metaverse problem into usable technical buckets so teams can decide where a product, service, or standardization item belongs.
Classification frameworks in Clause 5
Clause 5.1 surveys several ways the metaverse has been classified in the literature, including framework, seven layers, elements, BCG classification, ten layers, components and approaches, CPND, and creation/organization/utilization. This matters because the document shows that “metaverse” is not a single technical layer; different stakeholders see it through different stacks and value chains.
Clause 5.2 summarizes metaverse components across those views, including hardware, compute, networking, virtual platforms, interchange tools and standards, payments, contents/services/assets, and user behaviors. For a reader, this is a map of where a technology belongs and which neighboring layers it must interoperate with.
The CPND model in Clause 5.3
Clause 5.3 uses the CPND concept - Content, Platform, Network, Device - as the main classification model. C covers metaverse content, including user-generated content, security management, content production, and quality evaluation requirements. P covers a comprehensive metaverse platform, including content, service, and development platforms. N covers the high-speed communication network that connects the virtual and real worlds in real time, including 5G or 6G services. D covers metaverse devices, including VR, AR, MR, XR, and wearable devices.
In practice, CPND helps a team decide whether a problem belongs to the content layer, the platform layer, the communications layer, or the end device. That is useful when assigning responsibilities across software, network, hardware, and service teams.
Technical challenge issues in Clause 6
Clause 6 identifies the main technical challenges by CPND area. For content, the document emphasizes digital humans and avatars, including face, body, background, emotion, styling, motion capture, and content-authoring tools. It also points to content formats such as glTF, USD, and VRM, which matter because compatibility affects reuse and exchange across tools and platforms.
For platform, Clause 6 focuses on digital space construction, synchronization between real and virtual data, decentralized and open operation, multi-participant rendering, and digital asset management based on blockchain. For a product team, this means the platform has to support shared spaces, consistent state, and participant identity across different services.
For network, the document highlights real-time streaming, interaction, and synchronization over 5G/6G, plus traffic analysis, multiple virtual reality applications, and joint scene rendering. This is the part to study when evaluating latency, bandwidth, and synchronization needs.
For device, Clause 6 stresses immersive high-performance devices, weight and image-quality issues, motion sickness, gaze tracking, natural language processing, gesture and motion recognition, spatial acoustics, and real-time UI/UX. In practice, this is where comfort, input methods, and display behavior become design constraints.
What terms does IEC TS 63614-2:2026 define?
- metaverse - A virtual space, or a space that blends virtual and real environments, set up for social, economic, and cultural activity through immersive technology and avatars.
- artificial intelligence (AI) as a discipline - A branch of computer science that develops systems able to perform functions usually associated with human intelligence, such as reasoning and learning.
- artificial intelligence (AI) as a capability - The ability of a functional unit to carry out functions usually associated with human intelligence, such as reasoning and learning.
- CPND - An abbreviation for Content Platform Network Device, the classification model used throughout the document.
- digital human - A human-like digital being that can behave and react in ways that resemble a person, often driven by AI.
- avatar - A digital representation of a user in a digital environment, used to express identity, characteristics, or preferences.
- XR - eXtended Reality, the umbrella term used in the document for VR, AR, and MR technologies.
Who uses IEC TS 63614-2:2026?
IEC TS 63614-2:2026 is aimed at people who need to structure metaverse standardization or product development work. That includes IEC TC 100 participants, multimedia system engineers, platform architects, network engineers, device designers, and teams working on content creation tools.
It is also relevant to organizations building or assessing:
- community metaverse services such as social spaces and games
- industry metaverse uses such as education, training, automotive, aviation, manufacturing, medical and healthcare, architecture and real estate, and retail and distribution
- enterprise metaverse uses such as virtual meetings and business models
For buyers and product managers, the document helps separate content, platform, network, and device decisions so requirements can be allocated to the right team.
Which standards are used with IEC TS 63614-2:2026?
IEC TS 63614-2:2026 states that it has no normative references in Clause 2. It also sits in the IEC 63614 series, where:
- IEC 63614-1:2026 covers general considerations for standardization of multimedia systems and equipment for metaverse
- IEC 63614-3:2026 covers gap analysis for existing standards and metaverse-related services and products
- IEC 63614-4 covers AI use cases for metaverse systems and services
The definitions section also cites:
- IEC 60050-171:2019 for the AI definitions
- ISO/IEC DIS 24931-1 in the note to the metaverse definition
What does the IEC TS 63614-2:2026 document contain?
The document contains explanatory text, classification tables, and figures that organize the metaverse by type and by component. Table 2 and Table 3 give implementation environments and examples, Table 4 compares major metaverse classification approaches, and Table 5 summarizes metaverse components across those approaches. Figures 1 and 2 show the CPND classification concept and its IEC/TC 100 perspective.
It also includes technical discussion of digital humans, content formats, generative AI-based authoring, platform synchronization, blockchain-based asset management, network performance, device comfort, immersive media, and real-time UI/UX. These sections are meant to support design decisions, standardization studies, and architecture work rather than testing or certification.
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Frequently Asked Questions
IEC TS 63614-2:2026 is a technical specification published by the International Electrotechnical Commission (IEC). Its full title is "Multimedia systems and equipment for metaverse - Part 2: Classification". This standard covers: IEC TS 63614-2:2026 describes the classifications and challenging technical issues to consider for standardization of multimedia systems and equipment for metaverse in the perspectives of content, platform, network, and device.
IEC TS 63614-2:2026 describes the classifications and challenging technical issues to consider for standardization of multimedia systems and equipment for metaverse in the perspectives of content, platform, network, and device.
IEC TS 63614-2:2026 is classified under the following ICS (International Classification for Standards) categories: 33.160.60 - Multimedia systems and teleconferencing equipment. The ICS classification helps identify the subject area and facilitates finding related standards.
IEC TS 63614-2:2026 is available in PDF format for immediate download after purchase. The document can be added to your cart and obtained through the secure checkout process. Digital delivery ensures instant access to the complete standard document.
Standards Content (Sample)
IEC TS 63614-2 ®
Edition 1.0 2026-08
TECHNICAL
SPECIFICATION
Multimedia systems and equipment for metaverse -
Part 2: Classification
ICS 33.160.60 ISBN 978-2-8327-1375-4
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CONTENTS
FOREWORD . 2
INTRODUCTION . 4
1 Scope . 5
2 Normative references . 5
3 Terms, definitions, and abbreviated terms . 5
3.1 Terms and definitions . 5
3.2 Abbreviated terms. 6
4 General considerations . 6
4.1 What is metaverse? . 6
4.2 Characteristics of metaverse . 7
4.3 Implementation environments . 7
4.4 Various examples of definitions on metaverse . 9
5 Classification . 9
5.1 General . 9
5.2 Metaverse components . 11
5.3 Classification of metaverse by CPND . 13
6 Technical challenge issues . 14
6.1 Content . 14
6.2 Platform . 16
6.3 Network . 16
6.4 Device . 17
Bibliography . 19
Figure 1 – Classification according to CPND concept . 13
Figure 2 – Classification according to CPND concept from the IEC/TC 100 perspective . 14
Table 1 – Abbreviated terms . 6
Table 2 – Four types according to two implementation environments . 8
Table 3 – Implementation examples of metaverse . 8
Table 4 – Classifications of the metaverse . 9
Table 5 – Summary of the components of the metaverse . 11
INTERNATIONAL ELECTROTECHNICAL COMMISSION
____________
Multimedia systems and equipment for metaverse -
Part 2: Classification
FOREWORD
1) The International Electrotechnical Commission (IEC) is a worldwide organization for standardization comprising
all national electrotechnical committees (IEC National Committees). The object of IEC is to promote international
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IEC TS 63614-2 has been prepared by IEC technical committee 100: Audio, video and
multimedia systems and equipment. It is a Technical Specification.
The text of this Technical Specification is based on the following documents:
Draft Report on voting
100/4485/DTS 100/4516/RVDTS
Full information on the voting for its approval can be found in the report on voting indicated in
the above table.
The language used for the development of this Technical Specification is English.
This document was drafted in accordance with ISO/IEC Directives, Part 2, and developed in
accordance with ISO/IEC Directives, Part 1 and ISO/IEC Directives, IEC Supplement, available
at www.iec.ch/members_experts/refdocs. The main document types developed by IEC are
described in greater detail at www.iec.ch/publications.
A list of all parts in the IEC 63614 series, published under the general title Multimedia systems
and equipment for metaverse, can be found on the IEC website.
The committee has decided that the contents of this document will remain unchanged until the
stability date indicated on the IEC website under webstore.iec.ch in the data related to the
specific document. At this date, the document will be
– reconfirmed,
– withdrawn, or
– revised.
INTRODUCTION
The term "metaverse" originated from the science fiction novel "Snow Crash" [1], combining
"meta" and "universe". It refers to a digital-based virtual world that extends the boundaries of
the real world, allowing users to engage in various activities, including imagination and fantasy,
within the virtual space. From the viewpoint of content, platform, network, or device, the
metaverse can also be defined as a technology in which a user (using a metaverse device) can
access (through a network) a virtual space (a metaverse platform) and experience all activities
(metaverse contents) through an avatar.
At the time of writing, the global industrial metaverse market is experiencing significant growth.
It is noted that the metaverse can be implemented and realized with multimedia systems and
equipment. Accordingly, there is a crucial need for standardization on the subject of metaverse
in IEC Technical Committee 100 as a leading standardization group in the area of multimedia
systems and equipment.
IEC Technical Committee 100 prepares International Standards and other deliverables in the
field of audio, video and multimedia systems and equipment. These publications mainly include
specification of the performance, methods of measurement for consumer and professional
equipment and their application in systems and its interoperability with other systems or
equipment.
The IEC 63614 series consists of the following parts:
– Part 1: General;
– Part 2: Classification;
– Part 3: Gap analysis; and
– Part 4: AI use case
IEC 63614-1:2026 describes general considerations to be taken for standardization on
multimedia systems and equipment for metaverse.
IEC TS 63614-2 (this document) describes the classification of metaverse in terms of
C (contents), P (platform), N (network), D (device).
IEC 63614-3:2026 describes the gap analysis for the existing standards on metaverse and the
services/products in the metaverse-related industry.
IEC 63614-4 describes a survey and analysis on how to use AI technology for metaverse
systems and services, including the relevant examples and expected benefits in terms of service
providers and users.
___________
Under consideration.
1 Scope
This document describes the classifications and challenging technical issues to consider for
standardization of multimedia systems and equipment for metaverse in the perspectives of
content, platform, network, and device.
2 Normative references
There are no normative references in this document.
3 Terms, definitions, and abbreviated terms
For the purposes of this document, the following terms and definitions apply.
ISO and IEC maintain terminology databases for use in standardization at the following
addresses:
– IEC Electropedia: available at https://www.electropedia.org/
– ISO Online browsing platform: available at https://www.iso.org/obp
3.1 Terms and definitions
3.1.1
metaverse
virtual space or space that combines the virtual and the real, organized to enable various social,
economic, and cultural activities based on technology that extends the user's five senses into
virtual space or blends virtual space with real space to enable interaction between humans and
digital information
Note 1 to entry: ISO/IEC JTC 1/SC 24 (in accordance with ISO/IEC DIS 24931-1, Information technology -
Metaverse – Part 1: Concepts, characteristics and terminology [2], the term "metaverse" can be described an infinite
and persistent set of computer-generated virtual worlds that may be accessed via a human computer interface. It is
controlled by the creator's imagination, society, human computer interfaces, computer code and graphics. It can be
accessed simultaneously by many people, agents, or machines).
3.1.2
artificial intelligence
AI
branch of computer science devoted to developing data processing systems that
perform functions normally associated with human intelligence, such as reasoning and learning
[SOURCE: IEC 60050-171:2019, 171-09-16]
3.1.3
artificial intelligence
AI
capability of a functional unit to perform functions that are generally associated
with human intelligence, such as reasoning and learning
[SOURCE: IEC 60050-171:2019, 171-09-17]
3.2 Abbreviated terms
The abbreviated terms are given in Table 1.
Table 1 – Abbreviated terms
Abbreviated term Full term
2D Two dimensional
3D Three dimensional
5G Five Generation
6G Six Generation
AI Artificial intelligence
AR Augmented reality
ASF Acceleration Studies Foundation
® ®2
BCG Boston Consulting Group
CPND Content Platform Network Device
gIFT GIFT or GL transmission format
GPU Graphic processing unit
HMD Head-mounted display
IoT Internet of Things
MEMS Micro-electrical mechanical systems
NFTs Non-fungible tokens
NLP Natural language processing
NPC Non-player character
OS Operating system
UE User equipment
UGC User-generated content
USD Universal Scene Description
UI User interface
UX User experience
VFX Visual effects
VR Virtual reality
VRM Virtual reality modelling
XR eXtended Reality
4 General considerations
4.1 What is metaverse?
A metaverse is the interaction between the virtually enhanced physical reality and the physically
persistent virtual space. Simply, it connects the virtual space with the real space, or it connects
reality and a future. It is a compound word of ʺmetaʺ meaning transcendence and ʺuniverseʺ
meaning world. It first appeared and was used in the American science fiction novel ʺSnow
Crashʺ [1] to mean ʺthree-dimensional virtual world (1992)ʺ.
___________
Boston Consulting Group and BCG are trademarks of The Boston Consulting Group, Inc. This information is given
for the convenience of users of this document and does not constitute an endorsement by IEC of the company or
product named.
The Acceleration Studies Foundation (ASF) divided the metaverse into four elements:
augmented reality, lifelogging, mirror world, and virtual world through the ʺMetaverse Roadmap
(2007-2025)ʺ.
Since then, the term metaverse has been used in a broad sense, continuing to evolve according
to technological development, the emergence of new services, and changes in the environment
of the times.
At the time of writing, the metaverse is used as a concept in which the boundary between reality
and virtuality is broken down and the economic, social, and cultural activities of the real world
and the virtual world are interconnected, and in which avatars engage in all activities.
4.2 Characteristics of metaverse
Metaverses differ from traditional virtual worlds in their ability to reflect reality, their interactivity,
perspective, and revenue structure. These characteristics help define and understand
metaverses as a new type of virtual world.
– Reflection of reality
Unlike virtual worlds, metaverses are characterized by the fact that they reflect reality.
Events, objects, and activities from the real world can coexist and interact within a
metaverse. This means that the real and virtual worlds can be connected and utilized in
various fields such as politics, business, and entertainment.
– Two-way communication
Metaverses emphasize two-way communication. This means that interactions between real
and virtual participants are possible in many settings, including gaming, entertainment, and
education. In a metaverse, characters or users can communicate and interact in real time,
which opens up new forms of communication and collaboration.
– Perspective
Metaverses emphasize a "we" perspective. Many users can coexist together and form their
perspectives and characters. This provides a space to build individual and group identities,
and to experience a variety of activities, including collaboration, play, and hobbies, with
elements of cooperation and competition.
– Revenue structure
Metaverse has a new revenue model. Users can create and sell content directly in the
metaverse, which can be monetized. This model expands opportunities for creators,
supports creative activities in various fields, and promotes economic interaction among
users.
Metaverses are innovative virtual environments that blur the boundaries between the real and
the virtual, offering new forms of interaction and economic models. These features make
metaverses an important concept with the potential for growth in a variety of industries.
4.3 Implementation environments
Metaverse can be classified into four types (augmented reality, lifelogging, mirror world, and
virtual world by ASF) according to the following two implementation environments.
The first is the environment in which the use of technology focuses on the identity and behavior
of individuals or objects (personal) or the world around the user (impersonal).
The second is the environment of whether information is implemented in the physical reality
(augmented) or in the virtual world (simulated).
Table 2 describes four types according to two implementation environments, and Table 3
describes actual examples.
Table 2 – Four types according to two implementation environments
Types Definition Implementation Core Case Major
value technology companies
Augmented an environment It is possible to unstructured Pokémon GO, Niantic, Ingress,
reality that implements provide data processing, HUD in front of Microsoft,
2D or 3D virtual immersive 3D printing, 5G the driver's seat, Amazon,
images in real content that network SNS activities Facebook
space combines the through 3D
real world, avatars, virtual
fantasy, and influencers
convenience.
Lifelogging an environment Users can check Online platform, Apple, SNS, Vlog Nike, Samsung,
in which various vast real-world ubiquitous Apple, Facebook,
events and experience and sensor, 5G Twitter Amazon
information of information at network
daily life are any time and
recorded and share it with
shared others.
Mirror a digital Utilization can be Blockchain, Google Earth, Google, Naver,
World environment in maximized by geographic Naver Map, Kakao, Microsoft
which integrating and information Airbnb, Zoom
information from expanding system (GIS), Meeting Room
the real world is external data storage
realistically information into technology, 3D
projected virtual space. technology
Virtual a 3D A new virtual graphic Fortnite, Epic Games,
world environment that space that does technology, 5G Minecraft, Naver Z,
is a computer not exist in network, artificial Roblox, Animal Nintendo,
simulation of the reality can be intelligence, Crossing, Microsoft,
real or provided while blockchain ZEPETO Facebook
alternative world various activities
of individuals are
possible.
Table 3 – Implementation examples of metaverse
Company name Description
ʺACNH (Animal – In September 2022, Biden candidate (at the time) election camp opened
Crossing New
– Distributed 4 types of logos related to Biden's support
Horizons)ʺ
– Marc Jacobs, Valentino online fashion show
– Distribution of 6 types and 25 types of avatar costumes respectively
Fortnite – Travis Scott, 5 performances of 10 min each
– Maximum 12 million concurrent users
– Proceeds of 20 million dollars
– BTS ʺDynamiteʺ music video choreography version released in Party Royale mode
– Sell 2 emotes made with BTS choreography
Minecraft – UC Berkeley, building a campus with Minecraft (named Blockley)
– Attending lectures and conducting graduation ceremonies in the virtual world
___________
The companies and products referenced in Table 2 are given for illustration purposes only. This information is
given for the convenience of users of this document and does not constitute an endorsement by IEC of these
companies and products.
The companies and products referenced in Table 3 are given for illustration purposes only. This information is
given for the convenience of users of this document and does not constitute an endorsement by IEC of these
companies and products.
Company name Description
Zepeto – 2020 Virtual BLACKPINK signing event held
– A total of 46 million people participated
– Gucci Virtual Collection pre-release
– Created 400,000 secondary contents using Gucci IP and recorded 3 million views
Roblox – In November 2020 Lil Nas X's new single album release concert held
4.4 Various examples of definitions on metaverse
Before defining a metaverse from a TC 100 perspective, it is worth reviewing the published
definitions in [4], which summarizes the definitions of metaverses based on an analysis of 54
papers [4].
Listing the most frequent words across the 54 definitions, they are as follows; world, virtual, 3D,
interact, space, real, environment, users, immersive, digital, avatar, network, social, physical,
online, create, people, simulation, technology, Internet. When these words are appropriately
combined to fit the scope of the IEC/TC 100, a general definition of metaverse can be
determined.
The definition of the metaverse from the IEC /TC 100 perspective is as follows:
ʺA virtual space or a space that combines the virtual and the real that is organized to enable
various social, economic, and cultural activities through an avatar based on technology that
extends the user's five senses into virtual space or blends virtual space with real space to
enable interaction between humans and digital information.ʺ
5 Classification
5.1 General
As with metaverse definitions, there are many different types of metaverse classifications.
These depend on the technical application point of view and are classified into eight types. The
framework, seven layers, element, BCG's classification, ten layers, components and
approaches, CPND concept, and creation/organization and utilization. Table 4 shows eight
types of metaverse classifications.
Table 4 – Classifications of the metaverse
Classification Description
Framework [5] In the framework of the metaverse, the metaverse is defined as a network of
interconnected experiences and applications, devices and products, tools, and
infrastructure. This method divides the metaverse into eight categories called stacks,
which are constituted as metaverse frameworks.
Stacks consist of hardware; networking; compute; virtual platforms; interchange tools and
standards; payments; metaverse content, services, and assets; and user behaviors. One
thing to note here is that ʺcryptoʺ or ʺblockchain technologiesʺ are not included in the
categories. Those can span across compute, interchange tools and standards, and
payments. These stacks are critical to the development of the metaverse.
Seven layers [6] In the metaverse value chain, the metaverse was considered as the next generation of the
Internet which surrounds us both socially and graphically. It is predicted in the seventh
layer, the game engine used to create traditional games and metaverse platforms is now
applied to all fields of industry and society, and the spread of the metaverse is expected to
begin in earnest.
The metaverse value chain consists of seven layers, such as Layer 1: Experience; Layer 2:
Discovery; Layer 3: Creator Economy; Layer 4: Spatial Computing; Layer 5:
Decentralization; Layer 6: Human Interface; and Layer 7: Infrastructure.
Classification Description
Elements [7] The Elements of the metaverse is an investigation and analysis of the metaverse by
® ®
Gartner . Gartner focused on and analyzed the metaverse from the economic point of
view, for example, the metaverse is an independent virtual economy implemented with
digital currencies and NFTs.
For the economy's metaverse to function properly, several technological elements are
required: VR, AR, flexible work style, HMD, AR cloud, IoT, 5G, AI, and spatial computing.
There are 13 elements to constitute a metaverse such as digital currency; marketplace or
digital commerce; NFTs; infrastructure; device independence; gaming; digital assets;
concerts, social and entertainment events; online shopping; workplace; social media;
digital humans; and natural language processing.
® ®
BCG 's BCG considered the metaverse to be about the convergence of several developments, all
classification [8] of which involve step changes in technological capability: metaverse worlds, m-worlds; a
mass market for augmented, virtual, and mixed-reality (AR, VR, and MR) headsets; and
virtual assets powered by an innovative Web3 technology. ®
BCG introduced the four opportunity areas on the metaverse flywheel, such as
technology; content and virtual assets; creator ecosystem; and user base. It is predicted
that the metaverse and the technologies driving its development are still in early stages
but will become mature shortly.
Ten layers [9] The ten layers of the metaverse is an investigation and analysis of the metaverse from an
investment
...



