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Standard models and interfaces are also required to generate   Outside the ISO/IEC  standards  suite,  ITU-R BT.2133-0
           virtual components and facilitate data exchange on XR   describes elements required for the transport of immersive
           applications. The catalog of published work on this subject   audio-visual content using the omnidirectional media format
           features  a variety of  Application  Programming  Interface   (specified in ISO/IEC 23090-2)  in IP-based broadcasting
           (API) definitions and requirements for representing virtual   systems.
           3D scenes.
                                                              IEEE 1857.9 specifies an  efficient coding toolset for
           The Khronos group’s XR API suite provides developers with   immersive visual content and current work in progress under
           tools to create interoperable XR experiences (OpenXR) and   the IEEE P2048 series is exploring  data formats for
           generate 3D scenes/assets (3DCommerce and gITF),  and   immersive audio and video. The IDEA’s Immersive
           high-performance low-latency 3D graphics (Vulkan,   Technologies Media Format (ITMF) specification provides
           OpenGL and WebGL).                                 a reference for data exchange formats supporting end-to-end
                                                              delivery of immersive media.
           From the ISO/IEC suite, ISO/IEC 23090-8 defines APIs for
           immersive media processing and the extensible 3D (X3D)   3.2   User experience
           standards provide a format and architecture for the
           representation of 3D scenes/objects (ISO/IEC 19775 and   3.2.1   Accessibility and human factors
           19776 series). Specific formats for XR are also defined in
           ISO/IEC 18038 to 18040, 18520 and 23488.           XR technologies impose very high requirements for usability.
                                                              This requirement is even greater for users with specific needs,
           Although not published yet, ongoing work in W3C is set to   particularly  those with sensory impairments or limited
           provide developers with  APIs to  build immersive   mobility (where movement is a component of user
           applications that can be accessed on the  web under the   interaction).  [12] provides more insight on  accessibility
           WebXR series.                                      requirements within immersive media and  standardization
                                                              opportunities in this context.
           3.1.3   Data presentation and formats
                                                              To support the delivery  of optimally accessible XR
           The suite of available standards on data formats for   experiences, the W3C’s  working group  note  on ‘XR
           immersive media has largely been outputs from MPEG and   accessibility user requirements’ and ETSI EG 202 848
           JPEG and comprises of ISO/IEC 23000-13 and the ISO/IEC   outline a set of accessibility guidelines containing accessible
           21794, 23005 and 23090 series. The completed seven-part   user design  principles and architectural considerations for
           ISO/IEC 23005 (MPEG-V) set describes an architecture and   XR system designers and  product  developers. CTA 2095
           outlines requirements for interoperability between  virtual   also offers some considerations for XR users with limited
           and real worlds. ISO/IEC 23000-13 blends some elements   mobility.
           from this series to specify AR data formats.
                                                              Complementary to this work, the IEEE’s accessibility and
           The five-part ISO/IEC 21794 (JPEG Pleno) set complements   digital inclusion working  group are currently  developing
           the MPEG-V series by providing a framework and coding   testing criteria to measure XR accessibility in IEEE P2843.
           tools to facilitate the representation of new image modalities
           required to support immersive environments. Currently   3.2.2   Quality aspects
           published work in this series specifies the general framework
           (Part 1) and coding tools for light field modalities (Part 2).   Assessing quality of experience is a crucial factor in
           The series also offers guidance on conformance testing   evaluating overall user experience. Activities of the ITU,
           (Part 3) and implementing reference software (Part 4) for the   IEEE and 3GPP have yielded a series of technical
           series. The final piece in the series (Part 5), currently under   specifications and standards on conducting QoE evaluation
           development, is exploring a similar set of coding tools for   of XR.
           holographic imaging.
                                                              Current publications provide guidance on understanding
           Completed work in the ISO/IEC 23090 (MPEG-I)  series   factors influencing user-perceived experience for VR
           specifies a set of data formats and coding tools for immersive   (ITU-T G.1035) and AR (ITU-T G.1036), outline a set of
           media. This work is composed of  formats, conformance   quality metrics (ISO/IEC 23090-6 and 3GPP TR 26.929) and
           testing and reference software implementation  for   KPIs (3GPP TR 26.998, ITU-T  GSTR-5GQoE) for
           omnidirectional media (parts 2 and 17), improved features   immersive media and describe assessment methodologies for
           for versatile video coding (Part 3) and data compression and   immersive audio (3GPP TS 26.259 and  TS  26.260), 360º
           carriage for point clouds (parts 5 and 10). Ongoing activities   video (ITU-T P.919), XR telemeetings (ITU-T P.1320), and
           on  the ISO/IEC 23090 series are looking into specifying   perceptual quality of 3D visual content (IEEE 3333.1 series).
           coding  formats for immersive audio/video  [11]  and
           volumetric, point cloud and versatile video types.








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