Information technology — Media context and control — Part 1: Architecture

ISO/IEC 23005-1:2016 specifies the architecture of MPEG-V (media context and control), its three associated use cases of information adaptation from virtual world to real world, information adaptation from real world to virtual world, and Information exchange between virtual worlds.

Technologies de l'information — Contrôle et contexte de supports — Partie 1: Architecture

General Information

Status
Withdrawn
Publication Date
14-Jul-2016
Withdrawal Date
14-Jul-2016
Current Stage
9599 - Withdrawal of International Standard
Start Date
02-Sep-2020
Completion Date
12-Feb-2026

Relations

Effective Date
15-Apr-2017
Effective Date
23-Nov-2013
Standard

ISO/IEC 23005-1:2016 - Information technology -- Media context and control

English language
55 pages
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Frequently Asked Questions

ISO/IEC 23005-1:2016 is a standard published by the International Organization for Standardization (ISO). Its full title is "Information technology — Media context and control — Part 1: Architecture". This standard covers: ISO/IEC 23005-1:2016 specifies the architecture of MPEG-V (media context and control), its three associated use cases of information adaptation from virtual world to real world, information adaptation from real world to virtual world, and Information exchange between virtual worlds.

ISO/IEC 23005-1:2016 specifies the architecture of MPEG-V (media context and control), its three associated use cases of information adaptation from virtual world to real world, information adaptation from real world to virtual world, and Information exchange between virtual worlds.

ISO/IEC 23005-1:2016 is classified under the following ICS (International Classification for Standards) categories: 35.040 - Information coding; 35.040.40 - Coding of audio, video, multimedia and hypermedia information. The ICS classification helps identify the subject area and facilitates finding related standards.

ISO/IEC 23005-1:2016 has the following relationships with other standards: It is inter standard links to ISO/IEC 23005-1:2020, ISO/IEC 23005-1:2014. Understanding these relationships helps ensure you are using the most current and applicable version of the standard.

ISO/IEC 23005-1:2016 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)


INTERNATIONAL ISO/IEC
STANDARD 23005-1
Third edition
2016-07-15
Information technology — Media
context and control —
Part 1:
Architecture
Technologies de l’information — Contrôle et contexte de supports —
Partie 1: Architecture
Reference number
©
ISO/IEC 2016
© ISO/IEC 2016, Published in Switzerland
All rights reserved. Unless otherwise specified, 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
Ch. de Blandonnet 8 • CP 401
CH-1214 Vernier, Geneva, Switzerland
Tel. +41 22 749 01 11
Fax +41 22 749 09 47
copyright@iso.org
www.iso.org
ii © ISO/IEC 2016 – All rights reserved

Contents Page
1 Scope . 1
2 Terms and definitions . 1
2.1 Device Command . 1
2.2 R  V Adaptation . 1
2.3 Sensed Information . 1
2.4 Sensor. 1
2.5 Sensor Adaptation Preferences . 1
2.6 Sensor Capability . 1
2.7 Sensory Device . 2
2.8 Sensory Device Capability. 2
2.9 Sensory Effects . 2
2.10 Sensory Effect Metadata . 2
2.11 User’s Sensory Preferences . 2
2.12 User . 2
2.13 Virtual World . 2
2.14 V  R Adaptation . 2
2.15 VW Object Characteristics. 2
3 MPEG-V System Architecture . 2
4 Use cases . 5
4.1 Information adaptation from virtual world to real world . 5
• System Architecture for information adaptation from virtual world to real world . 5
4.2 Information adaptation from real world to virtual world . 6
• System Architecture for information adaptation from real world to virtual world . 6
4.3 Information exchange between virtual worlds . 7
• System Architecture for exchanges between virtual worlds . 7
5 Instantiations . 8
5.1 Instantiation A: Representation of Sensory Effects (RoSE) . 8
• System Architecture for Representation of Sensory Effects . 8
• Instantiation A.1: Multi-sensorial Effects . 9
• Instantiation A.2: Motion effects . 10
5.2 Instantiation B: Natural user interaction with virtual world . 12
• System Architecture for Natural user interaction with virtual world . 12
• Instantiation B.1: Full motion control and navigation of avatar/object with multi-input
sources . 13
• Instantiation B.2: Serious gaming for ambient assisted living. 14
• Instantiation B.3: Gesture recognition using multipoint interaction devices . 15
• Instantiation B.4: Avatar facial expression retargeting using smart camera . 16
• Instantiation B.5: Motion tracking and facial animation with multimodal interaction. 17
• Instantiation B.6: Serious gaming and training with multimodal interaction . 18
• Instantiation B.7: Virtual museum guide with embodied conversational agents . 18
5.3 Instantiation C: Traveling and navigating real and virtual worlds . 19
• System Architecture for traveling and navigating real and virtual worlds . 19
• Instantiation C.1: Virtual travel . 20
• Instantiation C.2: Virtual traces of real places . 20
• Instantiation C.3: Virtual tour guides . 22
• Instantiation C.4: Unmanned aerial vehicle scenario . 23
5.4 Instantiation D: Interoperable virtual worlds . 24
• System Architecture for interoperable virtual worlds . 24
• Instantiation D.1: Avatar appearance . 24
© ISO/IEC 2016 – All rights reserved iii

• Instantiation D.2: Virtual objects . 24
5.5 Instantiation E: Social presence, group decision-making and collaboration within virtual
worlds . 26
• System architecture . 26
• Instantiation E.1: Social presence . 26
• Instantiation E.2: Group decision-making in the context of spatial planning . 27
• Instantiation E.3: Consumer collaboration in product design processes along the supply
chain . 28
5.6 Instantiation F: Interactive haptic sensible media . 30
• System architecture for interactive haptic sensible media . 30
• Instantiation F.1: Internet haptic service - YouTube, online chatting . 30
• Instantiation F.2: Next generation classroom – sensation book . 31
• Instantiation F.3: Immersive broadcasting – home shopping, fishing channels . 32
• Instantiation F.4: Entertainment – game (Second Life, Star Craft), movie theater . 32
• Instantiation F.5: Virtual simulation for training – military task, medical simulations . 33
5.7 Instantiation G: Bio-sensed information in virtual world . 33
• System architecture for bio-sensed information in virtual world . 33
• Instantiation G.1: Interactive games sensitive to user’s conditions . 34
• Instantiation G.2: Virtual hospital and health monitoring . 34
• Instantiation G.3: Mental health for lifestyle management . 35
• Instantiation G.4: Food intake for lifestyle management . 36
• Instantiation G.5: Cardiovascular rehabilitation for health management . 37
• Instantiation G.6: Glucose level / diabetes management for health management . 38
5.8 Instantiation H: Environmental monitoring with sensors. 38
• System architecture for environmental monitoring . 38
• Instantiation H.1: Environmental monitoring system . 39
5.9 Instantiation I: Virtual world interfacing with TV platforms . 40
• System architecture for virtual world interfacing with TV platform . 40
• Instantiation I.1: The TV platform as a virtual worlds I/O device . 41
5.10 Instantiation J: Seamless integration between real and virtual worlds . 42
• System architecture for seamless integration between real and virtual worlds . 42
• Instantiation J.1: Seamless interaction between real and virtual worlds with integrating
virtual and real sensors and actuators . 42
5.11 Instantiation K: Hybrid communication . 44
5.12 Instantiation L: Makeup Avatar . 47
• Spectrum data acquisition . 47
• Spectrum data combination in a virtual world . 48
• Cosmetic color spectrum metamerism . 49
• Color reproduction process for a virtual makeup avatar . 49
• Transformation model generation . 50
• Makeup simulation usage example. 51
5.13 Instantiation M: Usage Scenario for automobile sensors . 53
• Helping auto maintenance/regular inspection . 53
• Monitoring for Eco-friendly driving . 53
Bibliography . 55

iv © ISO/IEC 2016 – 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 development of International Standards through technical committees
established by the respective organization to deal with particular fields of technical activity. ISO and IEC
technical committees collaborate in fields of mutual interest. Other international organizations, governmental
and non-governmental, in liaison with ISO and IEC, also take part in the work. In the field of information
technology, ISO and IEC have established a joint technical committee, ISO/IEC JTC 1.
The procedures used to develop this document and those intended for its further maintenance are described
in the ISO/IEC Directives, Part 1. In particular the different approval criteria needed for the different types of
document should be noted. This document was drafted in accordance with the editorial rules of the
ISO/IEC Directives, Part 2 (see www.iso.org/directives).
Attention is drawn to the possibility that some of the elements of this document may be the subject of patent
rights. ISO and IEC shall not be held responsible for identifying any or all such patent rights. Details of any
patent rights identified during the development of the document will be in the Introduction and/or on the ISO
list of patent declarations received (see www.iso.org/patents).
Any trade name used in this document is information given for the convenience of users and does not
constitute an endorsement.
For an explanation on the meaning of ISO specific terms and expressions related to conformity assessment,
as well as information about ISO's adherence to the World Trade Organization (WTO) principles in the
Technical Barriers to Trade (TBT) see the following URL: www.iso.org/iso/foreword.html.
The committee responsible for this document is ISO/IEC JTC 1, Information technology, SC 29, Coding of
audio, picture, multimedia and hypermedia information.
This third edition cancels and replaces the second edition (ISO/IEC 23005-1:2014), which has been technically
revised.
ISO/IEC 23005 consists of the following parts, under the general title Information technology — Media context
and control:
 Part 1: Architecture
 Part 2: Control information
 Part 3: Sensory information
 Part 4: Virtual world object characteristics
 Part 5: Data formats for interaction devices
 Part 6: Common types and tools
 Part 7: Conformance and reference software
© ISO/IEC 2016 – All rights reserved v

Introduction
The usage of multimedia content is becoming omnipresent in everyday life, in terms of both consumption and
production. On the one hand, professional content is provided to the end user in high-definition quality,
streamed over heterogeneous networks, and consumed on a variety of different devices. On the other hand,
user-generated content overwhelms the Internet with multimedia assets being uploaded to a wide range of
available Web sites. That is, the transparent access to multimedia content, also referred to as Universal
Multimedia Access (UMA), seems to be technically feasible. However, UMA mainly focuses on the end-user
devices and network connectivity issues, but it is the user who ultimately consumes the content. Hence, the
concept of UMA has been extended to take the user into account, which is generally referred to as Universal
Multimedia Experience (UME).
However, the consumption of multimedia assets can also stimulate senses other than vision or audition, e.g.,
olfaction, mechanoreception, equilibrioception, or thermoception. That is, in addition to the audio-visual
content of, for example, a movie, other senses shall also be stimulated giving the user the sensation of being
part of the particular media which shall result in a worthwhile, informative user experience.
This motivates the annotation of the media resources with metadata as defined in this part of ISO/IEC 23005
that steers appropriate devices capable of stimulating these other senses.
ISO/IEC 23005 (MPEG-V) provides an architecture and specifies associated information representations to
enable the interoperability between virtual worlds, for example, digital content provider of a virtual world,
(serious) gaming, simulation, DVD, and with the real world, for example, sensors, actuators, vision and
rendering, robotics (e.g. for revalidation), (support for) independent living, social and welfare systems, banking,
insurance, travel, real estate, rights management and many others.
1)
Virtual worlds (often referred to as 3D3C for 3D visualization & navigation and the 3C's of community,
creation and commerce) integrate existing and emerging (media) technologies (e.g. instant messaging, video,
3D, VR, AI, chat, voice, etc.) that allow for the support of existing and the development of new kinds of social
networks. The emergence of virtual worlds as platforms for social networking is recognized by businesses as
an important issue for at least two reasons:
a) it offers the power to reshape the way companies interact with their environments (markets,
customers, suppliers, creators, stakeholders, etc.) in a fashion comparable to the Internet;
b) it allows for the development of new (breakthrough) business models, services, applications and
devices.
Each virtual world however has a different culture and audience making use of these specific worlds for a
variety of reasons. These differences in existing metaverses permit users to have unique experiences.
Resistance to real-world commercial encroachment still exists in many virtual worlds where users primarily
seek an escape from real life. Hence, marketers should get to know a virtual world beforehand and the rules
that govern each individual universe.
Although realistic experiences have been achieved via devices such as 3-D audio/visual devices, it is hard to
realize sensory effects only with presentation of audiovisual contents. The addition of sensory effects leads to
even more realistic experiences in the consumption of audiovisual contents. This will lead to the application of
new media for enhanced experiences of users in a more realistic sense.
Such new media will benefit from the standardization of a control and sensory information which can include
sensory effect metadata, sensory device (actuator) capabilities/commands, user’s sensory preferences, and

1) Some examples of virtual worlds are: Second Life (http://secondlife.com/), IMVU (http://www.imvu.com/) and Entropia
Universe (http://www.entropiauniverse.com/).
vi © ISO/IEC 2016 – All rights reserved

various delivery formats. The MPEG-V architecture can be applicable for various business models for which
audiovisual contents can be associated with sensory effects that need to be rendered on appropriate sensory
devices (actuators).
Multi-user online virtual worlds, sometimes called Networked Virtual Environments (NVEs) or massively-
multiplayer online games (MMOGs), have reached mainstream popularity. Although most publications tend to
focus on well-known virtual worlds like World of Warcraft, Second Life, and Lineage, there are hundreds of
popular virtual worlds in active use worldwide, most of which are not known to the general public. These can
be quite different from the above-mentioned titles. To understand current trends and developments, it is useful
to keep in mind that there is large variety in virtual worlds and that they are not all variations on Second Life.
The concept of online virtual worlds started in the late 70s with the creation of the text-based Dungeons &
Dragons world MUD. In the eighties, larger-scale graphical virtual worlds followed, and in the late nineties the
first 3D virtual worlds appeared. Many virtual worlds are not considered games (MMOGs) since there is no
clear objective and/or there are no points to score or levels to achieve. In this report we will use “virtual
worlds” as an umbrella term that includes all possible varieties. See the literature for further discussion of the
distinction between gaming/non-gaming worlds. Often, a virtual world which is not considered to be an MMOG
does contain a wide selection of mini-games or quests, in some way embedded into the world. In this manner
a virtual world acts like a combined graphical portal offering games, commerce, social interactions and other
forms of entertainment. Another way to see the difference: games contain mostly pre-authored stories; in
virtual worlds the users more or less create the stories themselves. The current trend in virtual worlds is to
provide a mix of pre-authored and user-generated stories and content, leading to user-modified content.
Current virtual worlds are graphical and rendered in 2D, 2.5 D (isometric view) or 3D, depending on the
intended effect and technical capabilities of the platform: web-browser, gaming PC, average PC, game
console, mobile phone, and so on.
“Would it not be great if the real world economy could be boosted by the exponential growing economy of the
virtual worlds by connecting the virtual - and real world”; in 2007 the Virtual Economy in Second Life alone
was around 400 MEuro, a factor nine growth from 2006. The connected devices and services in the real world
can represent an economy of a multiple of this virtual world economy.
Virtual worlds have entered our lives, our communication patterns, our culture, and our entertainment never to
leave again. It's not only the teenager active in Second Life and World of Warcraft, the average age of a
gamer is 35 years by now, and it increases every year. This does not even include role-play in the
professional context, also known as serious gaming, inevitable when learning practical skills. Virtual worlds
are in use for entertainment, education, training, obtaining information, social interaction, work, virtual tourism,
reliving the past and forms of art. They augment and interact with our real world and form an important part of
people's lives. Many virtual worlds already exist as games, training systems, social networks and virtual cities
and world models. Virtual worlds will change every aspect of our lives: the way we work, interact, play, travel
and learn. Games will be everywhere and their societal need is very big and will lead to many new products
and require many companies.
Technology improvement, both in hardware and software, forms the basis of this. It is envisaged that the most
important developments will occur in the areas of display technology, graphics, animation, (physical)
simulation, behavior and artificial intelligence, loosely distributed systems and network technology.
The figures in this part of ISO/IEC 23005 have been reproduced here with the permission of Samsung, Sharp
Electronics, ETRI, University of Klagenfurt, Institute of Science and Technology, Myongji University, Institut
national des télécommunications and the partners of the ITEA2 project Metaverse1: Philips, Forthnet S.A.,
Alcatel-Lucent Bell N.V., Innovalia, Alcatel-Lucent France, Technicolor, Orange Labs, DevLab, CBT, Nextel,
Carsa, Avantalia, Ceesa, Virtualware, I&IMS, VicomTECH, E-PYME, CIC Tour Gune, Artefacto, Metaverse
Labs, Technical University Eindhoven, Utrecht University, University of Twente, Stg. EPN, VU Economics &
BA, VU CAMeRA, Ellinogermaniki Agogi, IBBT-SMIT, UPF-MTG, CEA List and Loria/Inria Lorraine.

© ISO/IEC 2016 – All rights reserved vii

INTERNATIONAL STANDARD ISO/IEC 23005-1:2016(E)
Information technology — Media context and control — Part 1:
Architecture
Part 1:
Architecture
1 Scope
This part of ISO/IEC 23005 specifies the architecture of MPEG-V (media context and control), its three
associated use cases of information adaptation from virtual world to real world, information adaptation from
real world to virtual world, and Information exchange between virtual worlds.
2 Terms and definitions
2.1 Device Command
description of controlling actuators used to generate Sensory Effects
2.2 R  V Adaptation
procedure that processes the Sensed Information from the real world in order to be consumed within the
virtual world’s context; takes the Sensed Information with/without the Sensor Capabilities from Sensors, the
Sensor Adaptation Preferences from Users, and/or the Virtual World Object Characteristics from a Virtual
world; controls the Virtual World Object Characteristics or adapts the Sensed Information by adapting the
Sensed Information based on the Sensor Capabilities and/or the Sensor Adaptation Preferences
2.3 Sensed Information
information acquired by sensors
2.4 Sensor
device by which user input or environmental information can be gathered
EXAMPLES Temperature sensor, distance sensor, motion sensor, etc.
2.5 Sensor Adaptation Preferences
description schemes and descriptors to represent (user’s) preferences with respect to adapting sensed
information
2.6 Sensor Capability
description of representing the characteristics of sensors in terms of the capability of the given sensor such as
accuracy, or sensing range
© ISO/IEC 2016 – All rights reserved 1

2.7 Sensory Device
consumer device by which the corresponding sensory effect can be made
NOTE Real world devices can contain any combination of sensors and actuators in one device.
2.8 Sensory Device Capability
description of representing the characteristics of actuators used to generate sensory effects in terms of the
capability of the given device
2.9 Sensory Effects
effects to augment perception by stimulating human senses in a particular scene
EXAMPLES Scent, wind, light, haptic [kinesthetic-force, stiffness, weight, friction, texture, widget (button,
slider, joystick, etc.), tactile: air-jet, suction pressure, thermal, current, vibration, etc. Note that combinations of
tactile display can also provide directional, shape information].
2.10 Sensory Effect Metadata
metadata that defines the description schemes and descriptors to represent sensory effects
2.11 User’s Sensory Preferences
description schemes and descriptors to represent (user’s) preferences with respect to rendering of sensory
effect
2.12 User
the end user of the system.
2.13 Virtual World
digital content, real time or non real time, of various nature ranging from an on-line virtual world, simulation
environment, multi-user game, a broadcasted multimedia production, a peer-to-peer multimedia production or
packaged content like a DVD or game
2.14 V  R Adaptation
procedure that processes the Sensory Effects from the Virtual World in order to be consumed within the real
world’s context; takes Sensory Effect Metadata from a Virtual World, Sensory Device (Actuator) Capabilities
from the Sensory Devices (Actuators), the User’s Sensory Preferences from users, and/or the Sensed
Information as well as the Sensor Capabilities from Sensors as inputs; generates the Device Commands by
adapting the Sensory Effects based on the Sensed Information, the Capabilities and/or the Preferences
2.15 VW Object Characteristics
description schemes and descriptors to represent and describe virtual world objects (from the real world into
the virtual world and vice versa)
3 MPEG-V System Architecture
Figure 1 — A strong connection (defined by an architecture that provides interoperability trough
standardization) between the virtual and the real world is needed to reach simultaneous reactions in both
worlds to changes in the environment and human behavior. Efficient, effective, intuitive and entertaining
2 © ISO/IEC 2016 – All rights reserved

interfaces between users and virtual worlds are of crucial importance for their wide acceptance and use. To
improve the process of creating virtual worlds a better design methodology and better tools are indispensible.
For fast adoption of virtual world technologies we need a better understanding of their internal economics,
rules and regulations. The overall system architecture for the MPEG-V framework is depicted in エ
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Figure 1 — System Architecture of the MPEG-V Framework
The MPEG-V System Architecture can be used to serve three different media exchanges. There are two types
of media exchanges occurring between real world and virtual world, i.e., the information exchange from real
world to virtual world and the information exchange from virtual world to real world. An additional type of
media exchanges is the information exchange between virtual worlds. The three media exchanges are defined
as use cases in Clause 4.
It is important to note that Sensory Effect Metadata, Sensory Device Capability, User’s Sensory Preferences,
Device Commands, Sensed Information, Sensor Device Capability, Sensor Adaptation Preferences, and
Virtual World Object Characteristics are within the scope of standardization and, thus shall be normatively
specified. On the other side, the VR Adaptation Engine, VR Adaptation Engine, Virtual World, as well as
Devices (Sensors and Sensory devices) are informative and are left open for industry competition.
© ISO/IEC 2016 – All rights reserved 3

Metadata within the scope is formed other parts of the ISO/IEC 23005. Sensor Device Capability, Sensory
Device Capability, Sensor Adaptation Preferences, and User’s Sensory Preferences are specified in Part 2:
Control information. Sensory Effect Metadata is specified in Part 3: Sensor information. Virtual World Object
Characteristics is specified in Part 4: Virtual world object characteristics. Device Commands and Sensed
Information are specified in Part 5: Formats for interaction devices.
4 © ISO/IEC 2016 – All rights reserved

#1: V2R: Virtual World  Adaptation Real World
4 Use cases
The three media exchanges require information adaptations in order for a targeting world to adapt information
based on capabilities and preferences: information adaptation from virtual world to real world, information
adaptation from real world to virtual world, and information adaptation between virtual worlds.
4.1 Information adaptation from virtual world to real world
• System Architecture for information adaptation from virtual world to real world
The system architecture for the information adaptation from virtual world to real world is depicted in Figure 2.
It represents VR adaptation comprising Sensory Effect Metadata, VW Object Characteristics, Sensory
Device Capability (actuator capability), Device Commands, User’s Sensory Preferences, and a VR
Adaptation Engine which generates output data based on its input data.
Virtual World
Sensory VW Object
Effects
Characteristics
(3) (4)
V→R Adaptation: converts
Sensory Effects from VW into
Device Cmds applied to RW
User's Device Sensory
Sensory Commands Device
Preferences (5) Capability
(2) (2)
Real World
User
(Sensory Device)
Figure 2 — (Possible) System Architecture for information adaptation from virtual world to real world
A virtual world within the framework is referred to as an entity that acts as the source of the sensory effect
metadata and VW Object Characteristics such as a broadcaster, content creator/distributor, or even a service
provider. The VR Adaptation Engine is an entity that takes the sensory effect metadata, the sensory device
(actuator) capability and the user’s sensory preferences as inputs and generates the device commands based
those in order to control the consumer devices enabling a worthwhile, informative experience to the user.
Real world devices (sensory devices) are entities that act as the sink of the device commands and act as the
source of sensory device (actuator) capability. Additionally, entities that provide user’s sensory preferences
towards the RoSE engine are also collectively referred to as real world devices. Note that sensory devices
(actuators) are sub-set of real world devices including fans, lights, scent devices, human input devices such
as a TV set with a remote control (e.g., for preferences).
© ISO/IEC 2016 – All rights reserved 5

#2: R2V: Real World  Adaptation Virtual World
The actual sensory effect metadata provides means for representing so-called sensory effects, i.e., effects to
augment feeling by stimulating human sensory organs in a particular scene of a multimedia application.
Examples of sensory effects are scent, wind, light, etc. The means for transporting this kind of metadata is
referred to as sensory effect delivery format which, of course, could be combined with an audio/visual delivery
format, e.g., MPEG-2 transport stream, a file format, or Real-time Transport Protocol (RTP) payload format,
etc.
The sensory device capability defines description formats to represent the characteristics of sensory devices
(actuators) in terms of which sensory effects they are capable to perform and how. A sensory device
(actuator) is a consumer device by which the corresponding sensory effect can be made (e.g., lights, fans,
heater, fan, etc.). Device commands are used to control the sensory devices (actuators). As for sensory effect
metadata, also for sensory device (actuator) capability and device commands corresponding means for
transporting this assets are referred to as sensory device capability/commands delivery format respectively.
Finally, the user’s sensory preferences allow for describing preferences of the actual (end) users with respect
to rendering of sensory effects for also a delivery format is provided.
4.2 Information adaptation from real world to virtual world
• System Architecture for information adaptation from real world to virtual world
The system architecture for information adaptation from real world to virtual world is depicted in Figure 3. It
represents R2V adaptation comprising VW Object Characteristics, Sensed Information, Sensor Capability,
Sensor Adaptation Preferences, and an RV Adaptation Engine which generates output data based on its
input data.
Virtual World
Sensed VW Object
Information Characteristics
(5) (4)
R→V Adaptation: converts Sensed
Info from RW to VW Object
Char./Sensed Info applied to VW
Sensor Sensor
Sensed
Device Adaptation
Information
Capability Preferences
(5)
(2) (2)
Real World
User
(Sensor Device)
Figure 3 — (Possible) System Architecture for information adaptation from real world to virtual world
6 © ISO/IEC 2016 – All rights reserved

Entity that processes the Sensed Information from the real world in order to be consumed within the virtual
world’s context; takes the Sensed Information with/without the Sensor Capabilities from Sensors, the Sensor
Adaptation Preferences from Users, and/or the Virtual World Object Characteristics from a Virtual world;
controls the Virtual World Object Characteristics or adapts the Sensed Information by adapting the Sensed
Information based on the Sensor Capabilities and/or the Sensor Adaptation Preferences.
There are two possible implementations to adapt information from real world to virtual world. In the first
system implementation, RV adaptation takes the Sensor Capabilities as inputs, the Sensed Information
from Sensors, and Sensor Adaptation Preferences from Users; adapts the Sensed Information based on the
Sensor Capabilities and/or Sensor Adaptation Preferences.
In the second system implementation, RV adaptation takes the Sensed Information with/without the Sensor
Capabilities from Sensors, the Sensor Adaptation Preferences from Users, and/or the Virtual World Object
Characteristics from a Virtual world; controls the Virtual World Object Characteristics adapting the Sensed
Information based on the Sensor Capabilities and/or the Sensor Adaptation Preferences.
4.3 Information exchange between virtual worlds
• System Architecture for exchanges between virtual worlds
The system architecture for information exchange between virtual worlds is depicted in Figure 4. It represents
information exchange comprising VW Object Characteristics which generates exchangeable information within
virtual worlds.
Virtual World A Virtual World B
VW Object
Characteristics
(4)
(3) (4) (2) (3) (4) (2)
R→V Adaptation & R→V Adaptation &
V→R Adaptation V→R Adaptation
(5) (2) (5) (2) (2) (2) (5) (2) (5) (2) (2) (2)
Real World Real World
User User
(Devices) (Devices)
Figure 4 — (Possible) System Architecture for (bidirectional) exchange of information between virtual
worlds
VV adaptation adapts proprietary virtual world object characteristics from a Virtual World to VW Object
Characteristics and sends the VW Object Characteristics from the Virtual World to another Virtual World to
support interoperability. Based on the data provided in Virtual World Object Characteristics, the Virtual World
will internally adapt its own representation for virtual object/avatar.
© ISO/IEC 2016 – All rights reserved 7

5 Instantiations
5.1 Instantiation A: Representation of Sensory Effects (RoSE)
• System Architecture for Representation of Sensory Effects
The system for representation of sensory effects is partly instantiated from the system architecture of
information adaption from virtual world to real world. The overall system architecture for Representation of
Sensory Effects (RoSE) is depicted in Figure 5 comprising Sensory Effect Metadata, Sensory Device
(actuator) Capability, Device Commands, User’s Sensory Preferences, and a so-called RoSE Engine which
generates output data based on its input data.
Virtual World (RoSE)
RoSE
Sensory
Effects
(3)
V→R Adaptation: converts
Sensory Effects from VW into
Device Cmds applied to RW
User's Device Sensory
Sensory Commands Device
Preferences (5) Capability
(2) (2)
Real World
User
(Sensory Device)
Figure 5 — RoSE System Architecture
A provider within the RoSE framework is referred to as an entity that acts as the source of the sensory effect
metadata such as a broadcaster, content creator/distributor, or even a service provider. The RoSE Engine is
an entity that takes the sensory effect metadata, the sensory device (actuator) capability and the user’s effect
preferences as inputs and generates the device commands based those in order to control the consumer
devices enabling a worthwhile, informative experience to the user.
Consumer devices are entities that act as the sink of the device commands and act as the source of sensory
device (actuator) capability. Additionally, entities that provide user’s sensory preferences towards the RoSE
engine are also collectively referred to as consumer devices. Note that sensory devices (actuators) are sub-
set of consumer devices including fans, lights, scent devices, human input devices such as a TV set with a
remote control (e.g., for preferences).
The actual sensory effect metadata provides means for representing so-called sensory effects, i.e., effects to
augment feeling by stimulating human sensory organs in a particular scene of a multimedia application.
Examples of sensory effects are scent, wind, light, etc. The means for transporting this kind of metadata is
referred to as sensory effect delivery format which, of course, could be combined with an audio/visual delivery
8 © ISO/IEC 2016 – All rights reserved

format, e.g., MPEG-2 transport stream, a file format, or Real-time Transport Protocol (RTP) payload format,
etc.
The sensory device (actuator) capability defines description formats to represent the characteristics of sensory
devices (actuators) in terms of which sensory effects they are capable to perform and how. A sensory device
(actuator) is a consumer device by which the corresponding sensory effect can be made (e.g., lights, fans,
heater, fan, etc.). Device commands are used to control the sensory devices (actuators). As for sensory effect
metadata, also for sensory device (actuator) capability and device commands corresponding means for
transporting this assets are referred to as sensory device (actuator) capability/commands delivery format
respectively.
Finally, the user’s sensory preferences allow for describing preference of the actual (end) users with respect
to rendering of sensory effects for also a delivery format is provided.
• Instantiation A.1: Multi-sensorial Effects
Traditional multimedia with audio/visual contents have been presented to users via display devices and audio
speakers as depicted in Figure 6. In practice, however, users are becoming excited about more advanced
experiences of consuming multimedia contents with high fidelity. For example, stereoscopic video, virtual
reality, 3-dimensional television, multi-channel audio, etc. are typical types of media increasing the user
experience but are still limited to audio/visual contents.
A/V
Multimedia
Single Renderer
Figure 6 — Traditional Multimedia Consumption
From a rich multimedia perspective, an advanced user experience would also include special effects such as
opening/closing window curtains for a sensation of fear effect, turning on a flashbulb for lightning flash effects
as well as fragrance, flame, fog, and scare effects can be made by scent devices, flame-throwers, fog
generators, and shaking chairs respectively. Such scenarios would require enriching multimedia contents with
information enabling consumer devices to render them appropriately in order to create the advanced user
experience such as described above. Figure 7 shows an example configuration adopting a
multimedia multiple device (MMMD) approach for an advance user experience compared to the
multimedia single device (MMMD) approach as illustrated in Figure 7. In this configuration, the multimedia
contents are not rendered by a single device but with multiple devices in a synchronized manner.
Metadata RoSE
Engine
Figure 7 — RoSE-enabled Multimedia Consumption for Advanced User Experience
From a technical perspective, this requires a framework for the Representation of Sensory Effects (RoSE)
information which may define metadata about special or sensory effects, characteristics of target devices,
© ISO/IEC 2016 – All rights reserved 9

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