1、Information technology Media context and control Part 4: Virtual world object characteristics Technologies de linformation Contrle et contexte de supports Partie 4: Caractristiques dobjet du monde virtuel INTERNATIONAL STANDARD ISO/IEC 23005-4 Reference number ISO/IEC 23005-4:2016(E) Third edition 2
2、016-03-15 ISO/IEC 2016 ii ISO/IEC 2016 All rights reserved COPYRIGHT PROTECTED DOCUMENT 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, i
3、ncluding 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 ISOs member body in the country of the requester. ISO copyright office Ch. de Blandonnet 8 CP 401 CH-1214 Vernier, Geneva, Switzerla
4、nd Tel. +41 22 749 01 11 Fax +41 22 749 09 47 copyrightiso.org www.iso.org ISO/IEC 23005-4:2016(E)ISO/IEC 23005-4:2016(E) ISO/IEC 2016 All rights reserved iii Contents . Page Foreword . ii Introduction iii 1 Scope 2 2 Normative references 3 3 Terms, definitions, abbreviated terms and prefixes 3 3.1
5、Terms and definitions . 3 3.2 Abbreviated terms . 4 3.3 Use of prefixes . 4 4 Virtual world object metadata 5 4.1 General . 5 4.2 Schema wrapper conventions . 6 4.3 Root element and top-level tools . 7 4.4 Virtual world object base type . 10 4.5 Virtual world object common data types 34 5 Avatar met
6、adata . 56 5.1 General . 56 5.2 AvatarType . 57 5.3 MakeupAvatarType 184 6 Virtual object metadata . 202 6.1 General . 202 6.2 VirtualObjectType 203 Annex A (normative) Classification Schemes . 209 Annex B (informative) Virtual world object characteristics schema . 260 Annex C (informative) Possible
7、 usage of ISO/IEC 23005-4 . 261 Annex D (informative) Information on ISO 639 262 Annex E (informative) Patent statements . 263 Bibliography 264 ISO/IEC 23005-4:2016(E) iv ISO/IEC 2016 All rights reserved Foreword ISO (the International Organization for Standardization) and IEC (the International Ele
8、ctrotechnical 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 tech
9、nical 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 techn
10、ical 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 draf
11、ted 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 p
12、atent 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 n
13、ot constitute an endorsement. For an explanation on the meaning of ISO specific terms and expressions related to conformity assessment, as well as information about ISOs adherence to the WTO principles in the Technical Barriers to Trade (TBT) see the following URL: Foreword - Supplementary informati
14、on The committee responsible for this document is ISO/IEC JTC 1, Information technology, Subcommittee SC 29, Coding of audio, picture, multimedia and hypermedia information. This third edition cancels and replaces the second edition (ISO/IEC 23005-4:2013), which has been technically revised. ISO/IEC
15、 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 type
16、s and tools Part 7: Conformance and reference software ISO/IEC 23005-4:2016(E) ISO/IEC 2016 All rights reserved v Introduction This International Standard provides an architecture and specifies associated information representations to enable interoperability between virtual worlds, e.g. digital con
17、tent provider of a virtual world, gaming (serious), simulation, DVD, and the real world, e.g. 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 o
18、thers. Virtual worlds (often referred to as 3D3C for 3D visualization and navigation and the 3Cs 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 devel
19、opment 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. 1) It offers the power to reshape the way companies interact with their environments (markets, customers, suppliers,
20、creators, stakeholders, etc.) in a fashion comparable to the Internet. 2) 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 re
21、asons. These differences permit users to have unique experiences. Although realistic experiences have been achieved via devices such as 3D 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 re
22、alistic 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 control and sensory information which includes sensory effect metadata,
23、sensory device capabilities/commands, user sensory preferences, and 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. The Inter
24、national Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC) draw attention to the fact that it is claimed that compliance with this document may involve the use of patents. ISO and the IEC take no position concerning the evidence, validity and scope of the
25、se patent rights. The holders of these patent rights have assured ISO and the IEC that they are willing to negotiate licences under reasonable and non-discriminatory terms and conditions with applicants throughout the world. In this respect, the statements of the holders of these patent rights are r
26、egistered with ISO and the IEC. Information may be obtained from the companies listed in Annex E. Attention is drawn to the possibility that some of the elements of this document may be the subject of patent rights other than those identified in Annex E. ISO and the IEC shall not be held responsible
27、 for identifying any or all such patent rights. ISO/IEC 2016 All rights reserved 1 INTERNATIONAL STANDARD ISO/IEC 23005-4:2016(E) Information technology Media context and control Part 4: Virtual world object characteristics 1 Scope This part of ISO/IEC 23005 specifies syntax and semantics of descrip
28、tion schemes and descriptors used to characterize a virtual world object related metadata, making it possible to migrate a virtual world object (or only its characteristics) from one virtual world to another and to control a virtual world object in a virtual world by real world devices. The system a
29、rchitecture of this International Standard is depicted in Figure 1 and the scope of this part of ISO/IEC 23005 is highlighted. That is, only the information representation that acts as an input to the possible RV/VR Adaptation and as an exchangeable information format to support interoperability bet
30、ween the virtual worlds, as defined in ISO/IEC 23005-1, is specified in this part of ISO/IEC 23005. NOTE The actual R V/V R Adaptation is deliberately informative and left open for industry competition. Figure 1 System architecture ISO/IEC 23005-4:2016(E) 2 ISO/IEC 2016 All rights reserved 2 Normati
31、ve references The following documents, in whole or in part, are normatively referenced in this document and are indispensable for its application. For dated references, only the edition cited applies. For undated references, the latest edition of the referenced document (including any amendments) ap
32、plies. ISO/IEC 15938-5:2003, Information technology Multimedia content description interface Part 5: Multimedia description schemes ISO/IEC 21000-5, Information technology Multimedia framework (MPEG-21) Part 5: Rights Expression Language ISO/IEC 23005-6, Information technology Media context and cont
33、rol Part 6: Common types and tools 3 Terms, definitions, abbreviated terms and prefixes 3.1 Terms and definitions For the purpose of this document, the terms and definitions given in ISO/IEC 23005-6 and the following apply. 3.1.1 avatar entity that can be used as a (visual) representation of the use
34、r inside the virtual environments EXAMPLE A players representation in the video game and human or fantastic representations of a persons self in non-gaming online worlds. 3.1.2 avatar metadata defines the description schemes and descriptors to represent avatars (3.1.1) 3.1.3 Extensible Markup Langua
35、ge set of rules for encoding documents in machine-readable form 3.1.4 Rights expression language machine-readable language that declares rights and permissions 3.1.5 Uniform Resource Identifier compact string of characters for identifying an abstract or physical resource 3.1.6 Uniform Resource Locat
36、or compact string representation for a resource available via the Internet 3.1.7 virtual object entity that is any (visual) object except for avatars in the virtual environment 3.1.8 virtual object metadata defines the description schemes and descriptors to represent virtual objects (3.1.7) 3.1.9 vi
37、rtual world object entity that includes avatars and virtual objects in the virtual world ISO/IEC 23005-4:2016(E) ISO/IEC 2016 All rights reserved 3 3.1.10 virtual world object metadata defines the description schemes and descriptors to represent virtual world objects (3.1.9) 3.2 Abbreviated terms Fo
38、r the purposes of this document, the following abbreviated terms apply. MPEG-21 multimedia framework (ISO/IEC 21000-5) MPEG-7 multimedia content description interface (ISO/IEC 15938-5) REL rights expression language URI Uniform Resource Identifier URL Uniform Resource Locator XML Extensible Markup L
39、anguage 3.3 Use of prefixes For clarity, throughout this part of ISO/IEC 23005, consistent namespace prefixes are used. “xsi:“ prefix is not normative. It is a naming convention in this part of ISO/IEC 23005 to refer to an element of the http:/www.w3.org/2001/XMLSchema-instance namespace. “xml:“ and
40、 “xmlns:“ are normative prefixes defined in Reference 1. The prefix “xml:” is by definition bound to “http:/www.w3.org/XML/1998/namespace“. The prefix “xmlns:” is used only for namespace bindings and is not itself bound to any namespace name. All other prefixes used in either the text or examples of
41、 this specification are not normative, e.g., “sedl:”, “sev:”, “dia:”, “si:”, “mpeg7:”. In particular, most of the informative examples in this specification are provided as XML fragments without the normally required XML document declaration and, thus, miss a correct namespace binding context declar
42、ation. In these descriptions fragments, the different prefixes are bound to the namespaces as given in Table 1. Table 1 Mapping of prefixes to namespaces in examples and text Prefix Corresponding namespace Ct urn:mpeg:mpeg-v:2016:01-CT-NS Sedl urn:mpeg:mpeg-v:2016:01-SEDL-NS Sev urn:mpeg:mpeg-v:2016
43、:01-SEV-NS dia urn:mpeg:mpeg21:2003:01-DIA-NS Si urn:mpeg:mpeg21:2003:01-DIA-XSI-NS mpeg7 urn:mpeg:mpeg7:schema:2004 Xsi http:/www.w3.org/2001/XMLSchema-instance Xsd http:/www.w3.org/2001/XMLSchema 4 Virtual world object metadata 4.1 General A specificity of Virtual Environments (VEs) with respect t
44、o other multimedia applications consists in the representation of virtual world objects inside the environment. The “virtual world object” can be classified into ISO/IEC 23005-4:2016(E) 4 ISO/IEC 2016 All rights reserved two types: avatars and virtual objects. An avatar can be used as a (visual) rep
45、resentation of the user inside the environment. These virtual world objects serve different purposes, namely: characterize various kinds of objects within the VE; provide an interaction with the VE. In general, creating an object is a time-consuming task. Even though some components of the object ma
46、y be related to the virtual environment (e.g. the avatar wearing a medieval suite in a contemporary style VE may be inappropriate), there is a real need of being able to create the object once and import/use it in different VEs. To serve the latter purpose, it should be possible to control the objec
47、t from external applications (e.g. the emotions one avatar exposes in the VE can be obtained by processing the associated users physiological sensors).The current standard proposes an XML Schema, called Virtual World Object Characteristics XSD, for describing an object by considering three main requ
48、irements. It should be possible to easily create importers/exporters from various VEs implementations. It should be easy to control an object within a VE. It should be possible to modify a proprietary template (specific to the virtual world) of the object by using data contained in Virtual World Obj
49、ect Characteristics file. In detail, once the object is created possibly by an authoring tool specific to a VW, it can be used in any other VWs. In case of avatars, a user can have ones own unique presentation inside all VWs, like in real life. He can change and upgrade his avatar, i.e. “virtual himself“ in one VW and then all the updated properties will be reflected in all the other VWs. The avatar itself contains repres