ISO IEC 23005-3-2016 Information technology - Media context and control - Part 3 Sensory information《信息技术 媒体背景和控制 第3部分 感官信息》.pdf
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1、Information technology Media context and control Part 3: Sensory information Technologies de linformation Contrle et contexte de supports Partie 3: Information sensorielle INTERNATIONAL STANDARD ISO/IEC 23005-3 Reference number ISO/IEC 23005-3:2016(E) Third edition 2016-07-01 ISO/IEC 2016 ii ISO/IEC
2、 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, including photocopying, or posting
3、 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, Switzerland Tel. +41 22 749 01 11 Fax +41
4、22 749 09 47 copyrightiso.org www.iso.org ISO/IEC 23005-3:2016(E)ISO/IEC 23005-3:2016(E) ISO/IEC 2016 All rights reserved iii Contents Page Foreword . v Introduction vi 1 Scope 1 2 Normative references 2 3 Terms, definitions, and abbreviated terms . 2 3.1 Terms and definitions . 2 3.2 Abbreviated te
5、rms . 3 3.3 Schema documents . 3 3.4 Use of prefixes . 3 4 Sensory effects description language 4 4.1 Introduction 4 4.2 Validation 4 4.3 Processing . 4 4.4 Basic building blocks 5 5 Sensory effect vocabulary 37 5.1 Introduction 37 5.2 Validation 38 5.3 Schema wrapper 38 5.4 Light effect . 38 5.5 Fl
6、ash effect . 41 5.6 Temperature effect 42 5.7 Wind effect . 43 5.8 Vibration effect 45 5.9 Spraying effect . 47 5.10 Scent effect 49 5.11 Fog effect 51 5.12 Color correction effect 52 5.13 Rigid body motion effect 56 5.14 Passive kinesthetic motion effect 77 5.15 Passive kinesthetic force effect . 7
7、9 5.16 Active kinesthetic effect . 81 5.17 Tactile effect . 83 5.18 Parameterized Tactile effect . 87 5.19 Bubble Effect . 95 Annex A (informative) Intended Usage of Sensory Information 97 ISO/IEC 23005-3:2016(E) iv ISO/IEC 2016 All rights reserved Annex B (informative) Schema documents . 98 Annex C
8、 (informative) Patent statements 99 Bibliography . 100 ISO/IEC 23005-3:2016(E) ISO/IEC 2016 All rights reserved v Foreword ISO (the International Organization for Standardization) and IEC (the International Electrotechnical Commission) form the specialized system for worldwide standardization. Natio
9、nal 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.
10、 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. International Standards are drafted in accordance with the
11、rules given in the ISO/IEC Directives, Part 2. The main task of the joint technical committee is to prepare International Standards. Draft International Standards adopted by the joint technical committee are circulated to national bodies for voting. Publication as an International Standard requires
12、approval by at least 75 % of the national bodies casting a vote. 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. ISO/IEC 23005-3 was prepared
13、 by Joint Technical Committee 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 of ISO/IEC 23005-3:2013 which has been technically revised. It also incorporates ISO/IE
14、C 23005-3:2013/Cor.1:2013. 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 inter
15、action devices Part 6: Common types and tools Part 7: Conformance and reference software ISO/IEC 23005-3:2016(E) vi ISO/IEC 2016 All rights reserved Introduction ISO/IEC 23005 (MPEG-V) provides an architecture and specifies associated information representations to enable interoperability between vi
16、rtual worlds, e.g. digital content provider of a virtual world, (serious) gaming, simulation, DVD, and with 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
17、estate, rights management and many others. Virtual worlds (often referred to as 3D3C for 3D visualization & 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 t
18、he 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: It offers the power to reshape the way companies interact with their environmen
19、ts (markets, customers, suppliers, creators, stakeholders, etc.) in a fashion comparable to the Internet. 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 speci
20、fic 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 virt
21、ual 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 the presentation of audiovisual contents. The addition of sensory effects leads to
22、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 control and sensory information which can include sensory ef
23、fect metadata, 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 dev
24、ices. This part of ISO/IEC 23005 contains the sensory information which can stimulate other senses than vision or audition, e.g. olfaction, mechanoreception, equilibrioception, or thermoception. That is, in addition to the audio-visual content of, e.g., a movie, also other sense shall be stimulated
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