ISO IEC 23005-4-2016 Information technology - Media context and control - Part 4 Virtual world object characteristics《信息技术 媒体背景和控制 第4部分 虚拟世界对象特性》.pdf
《ISO IEC 23005-4-2016 Information technology - Media context and control - Part 4 Virtual world object characteristics《信息技术 媒体背景和控制 第4部分 虚拟世界对象特性》.pdf》由会员分享,可在线阅读,更多相关《ISO IEC 23005-4-2016 Information technology - Media context and control - Part 4 Virtual world object characteristics《信息技术 媒体背景和控制 第4部分 虚拟世界对象特性》.pdf(270页珍藏版)》请在麦多课文档分享上搜索。
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
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