Conceptual model of standardization for haptic multimedia systems

IEC TR 63344:2021(E) describes the conceptual model of vibro-tactile-based haptics in multimedia systems and equipment used in electrical appliances, computer interfaces, automobiles, amusements, and communication devices. This model describes possible standardization items.

General Information

Status
Published
Publication Date
09-Nov-2021
Current Stage
PPUB - Publication issued
Start Date
06-Dec-2021
Completion Date
10-Nov-2021
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Technical report
IEC TR 63344:2021 - Conceptual model of standardization for haptic multimedia systems
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IEC TR 63344 ®
Edition 1.0 2021-11
TECHNICAL
REPORT
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Conceptual model of standardization for haptic multimedia systems
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IEC TR 63344 ®
Edition 1.0 2021-11
TECHNICAL
REPORT
colour
inside
Conceptual model of standardization for haptic multimedia systems

INTERNATIONAL
ELECTROTECHNICAL
COMMISSION
ICS 33.160.60 ISBN 978-2-8322-1047-1

– 2 – IEC TR 63344:2021 © IEC 2021
CONTENTS
FOREWORD . 5
INTRODUCTION . 7
1 Scope . 8
2 Normative references . 8
3 Terms and definitions . 8
4 Overview of haptics in multimedia systems . 10
4.1 Purpose . 10
4.2 Device categories . 10
4.3 Items of standardization . 11
4.4 Purposes of haptic feedback . 12
4.5 Reality class . 12
4.6 Interaction modality . 12
4.7 Data format and network topology . 13
4.7.1 General . 13
4.7.2 Acceptable delay . 13
4.7.3 Frame rate . 13
4.7.4 Quantization . 13
4.7.5 Data compression . 13
4.8 Device property. 13
4.8.1 General . 13
4.8.2 Spatial resolution . 13
4.8.3 Use of universal parameters . 14
4.8.4 Diversity of sensitivity . 14
4.8.5 Safety . 14
4.8.6 Calibration method . 14
5 Examples . 14
5.1 Games and entertainment . 14
5.1.1 General . 14
5.1.2 Computer games . 14
5.1.3 Immersive cinema . 15
5.1.4 Sports broadcasting . 15
5.1.5 E-sports . 16
5.2 Car driver support . 16
5.2.1 General . 16
5.2.2 Centre console interface . 16
5.3 Haptic feel transfer . 17
5.4 Haptic communication . 17
Annex A (informative) Use case of vibrotactile vest . 19
A.1 Description of the use case . 19
A.1.1 Name of use case . 19
A.1.2 Version management . 19
A.1.3 Scope and objectives of use case . 19
A.1.4 Narrative of use case . 19
A.1.5 General remarks . 19
A.2 Diagram of use case . 20
A.3 Technical details . 20

A.3.1 Actors . 20
A.3.2 Triggering event, preconditions, assumptions . 21
A.3.3 References . 21
A.3.4 Further information on the use case for classification and mapping . 22
A.4 Step by step analysis of use case . 22
A.4.1 Overview Scenarios . 22
A.4.2 Steps – scenarios . 23
A.5 Information exchanged . 25
A.6 Requirements (optional) . 25
A.7 Common terms and definitions . 25
A.8 Custom information (optional) . 25
A.9 Terms and definitions (additional) . 26
A.10 Technologies (additional) . 26
Annex B (informative) Use case of vibrotactile IPTV . 27
B.1 Description of the use case . 27
B.1.1 Name of use case . 27
B.1.2 Version management . 27
B.1.3 Scope and objectives of use case . 27
B.1.4 Narrative of use case . 27
B.2 Diagram of use case . 27
B.3 Technical details . 28
B.3.1 Actors . 28
B.3.2 Triggering Event, Preconditions, Assumptions . 28
B.3.3 References . 29
B.3.4 Further Information to the use case for classification / mapping . 29
B.4 Step-by-step analysis of use case . 30
B.4.1 Overview scenarios . 30
B.4.2 Steps – Scenarios . 31
B.5 Information exchanged . 32
B.6 Requirements (optional) . 32
B.7 Common terms and definitions . 32
B.8 Custom information (optional) . 32
B.9 Terms and definitions (additional) . 36
B.10 Technologies (additional) . 37
Bibliography . 38

Figure 1 – Device categories . 10
Figure 2 – Applications . 11
Figure 3 – Game & Entertainment . 14
Figure 4 – Computer games . 15
Figure 5 – Wear-type display for Immersive cinema . 15
Figure 6 – Sports broadcasting . 16
Figure 7 – Car driver support . 16
Figure 8 – Centre console interface . 17
Figure 9 – Tactile feel transfer . 17
Figure 10 – Tactile communication . 18
Figure A.1 – Use case diagram of vibrotactile vest . 20

– 4 – IEC TR 63344:2021 © IEC 2021
Figure B.1 – Use case diagram of vibrotactile IPTV . 28
Figure B.2 – Relationship between channel number and actuator position . 35

Table 1 – Items of haptics standardization . 11
Table B.1 – Assigned channel number for each use case . 36

INTERNATIONAL ELECTROTECHNICAL COMMISSION
____________
CONCEPTUAL MODEL OF STANDARDIZATION
FOR HAPTIC MULTIMEDIA SYSTEMS
FOREWORD
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IEC TR 63344 has been prepared by IEC technical committee 100: Audio, video and multimedia
systems and equipment. It is a Technical Report.
The text of this Technical Report is based on the following documents:
Draft Report on voting
100/3573/DTR 100/3630/RVDTR
Full information on the voting for its approval can be found in the report on voting indicated in
the above table.
The language used for the development of this Technical Report is English.
This document was drafted in accordance with ISO/IEC Directives, Part 2, and developed in
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– 6 – IEC TR 63344:2021 © IEC 2021
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INTRODUCTION
The multimedia devices covered by TC 100 used to be primarily stationary audio and video
devices, but now comprise mobile and wearable devices, for which it is necessary to consider
different specifications from conventional stationary devices. At first, this Technical Report
clarifies the conceptual model of haptics issues under the scope of TC 100, and then the details
are described to understand the standardization items of haptics-related issues under the scope
of TC 100.
– 8 – IEC TR 63344:2021 © IEC 2021
MULTIMEDIA SYSTEMS – HAPTICS –
CONCEPTUAL MODEL OF STANDARDIZATION

1 Scope
This document describes the conceptual model of vibro-tactile-based haptics in multimedia
systems and equipment used in electrical appliances, computer interfaces, automobiles,
amusements, and communication devices. This model describes possible standardization items.
NOTE Ergonomic aspects of haptics systems are standardised in the ISO 9241 series. The scope of that standard
is focused on the physical specifications of the devices, signal properties and formats to ensure the common use
with compatibility among various types of devices in haptics systems.
2 Normative references
There are no normative references in this document.
3 Terms and definitions
For the purposes of this document, the following terms and definitions apply.
ISO and IEC maintain terminological databases for use in standardization at the following
addresses:
• IEC Electropedia: available at http://www.electropedia.org/
• ISO Online browsing platform: available at http://www.iso.org/obp
3.1
haptic sensation
sensation, including tactile sensation and kinesthetic sensation perceived by bathyesthesia
3.2
tactile sensation
sensation detected by skin receptors
3.3
haptic display
device to produce touch sensation
3.4
tactile display
device that stimulates the skin receptors
3.5
haptic reproduction
creating realistic haptic sensation in VR and tele-manipulation, targeting a real sensation
3.6
haptic notification
notifying a user of necessary information by haptic stimulation

3.7
haptic guidance
guiding a user or the parts of the body to a desirable state regarding the position, direction,
velocity or posture, sometimes synchronized with a specific task
Note 1 to entry: In the broader meaning, it includes guiding the user's other physical/mental conditions to desired
states.
3.8
reality class
class of reality supposed in the displayed reality
3.9
haptic broadcasting
sending of haptic signals to multiple users to share the haptic experiences of a specific person
3.10
vibrotactile
mechanical vibration to produce haptic experiences
3.11
phantom sensation
illusional perception that a user feels a point stimulation at an intermediate point between a
couple of stimulators placed with a certain distance
3.12
apparent motion
illusional perception that a user feels a continuous motion between a couple of stimulators
placed with a certain distance when the stimulators are driven sequentially
3.13
surface haptics
technique to create haptic sensation on a flat panel by vibrations and friction control using
electrostatic forces or ultrasonic vibrations
3.14
tactile electrostimulation
stimulating a skin via electrical current in the skin
3.15
mid-air haptic stimulation
stimulating a skin in a non-contact manner using airborne ultrasound or air stream
3.16
surface displacement
skin-surface displacement produced by a tactile display
Note 1 to entry: The direction of the displacement is described with the terms, vertical and lateral.
3.17
surface stress
skin-surface stress, applied force per unit area, produced by a tactile display
3.18
thermal tactile display
tactile display to control a skin surface temperature

– 10 – IEC TR 63344:2021 © IEC 2021
3.19
haptic feel transfer
transferring the haptic feel of a real object
3.20
haptic communication
multimedia communication including touch sensation
4 Overview of haptics in multimedia systems
4.1 Purpose
The purpose of the standardization is to define the performance, ensure the compatibility among
the different types of hardware and facilitate the development and technical spread.
4.2 Device categories
The device categories of haptics systems are summarized in Figure 1. A vibrotactile device is
an apparatus to send vibration to a part of a human skin via specified device such as a game
controller, wristband, joystick, or other grip-type/wearable devices, which creates haptic
experiences synchronized with visual and audio information. Surface haptic devices produce
various haptic sensations on a flat panel via vibration and friction control using electrostatic
forces and ultrasonic vibrations. A stylus device reproduces the texture via the vibration of a
pen-like device. A wear-type device creates vibrations at multiple points on a body. Tactile
electrostimulation, electric current in the skin, can also create haptic with no moving parts, and
airborne ultrasound or air stream can produce haptic sensations without contact, which is called
mid-air haptic stimulation. The typical applications are illustrated in Figure 2.

Figure 1 – Device categories
A) Haptic feel transfer B) Communication

C) Car driver support D) Alarm, safety

Figure 2 – Applications
Table 1 – Items of haptics standardization
 Reproduction
Purpose  Notification
 Guidance
 Class 1: Physically faithful
 Class 2: Indistinguishable
Reality class
 Class 3: Different but useful
---- Subclasses
 Cutaneous
Interaction
 Proprioception/Kinesthetic
modality
 Audio/Visual
 Device category  Framerate
 Number of stimulation point  Data length
Data format
 Body part  Data
and network
 One way, Bidirectional  Bandwidth, delay
Device  Category definition  Diversity of sensitivity and safety
property  Use of universal parameter  Calibration method

4.3 Items of standardization
This document deals with mechanical and thermal stimulations to users' bodies, which contains
multiple layers of potential standardization summarized in Table 1. This document clarifies the
items that should be standardized for:
a) purposes of haptic feedback;
b) class of performance represented by reality;
c) interaction modality;
d) data format and network topology;

– 12 – IEC TR 63344:2021 © IEC 2021
e) device property.
4.4 Purposes of haptic feedback
In general, the purposes of haptic feedback are classified into Reproduction, Notification, and
Guidance as follows.
Haptic reproduction is creating realistic haptic sensation in VR and tele-manipulation, targeting
a real sensation. Producing the touch feel of a commercial product for Internet shopping is an
example of Reproduction. In a tele-manipulation system, reproduced stimulation enables the
user to handle the remote object as if touching it directly. In a communication system, users
can feel the remote partner with the reproduced haptic sensation. Many applications such as
computer games, sports broadcasting, and cinemas potentially need haptic reproduction.
Haptic notification is sending necessary information to users by haptic channel. A vibration from
a mobile phone is a familiar example of notification. In an automobile, the driver can receive
haptic signals from the seat and foot pedal to be alerted to the abnormal situation of the car,
change of the road condition, and danger approaching the car. In addition to these passive
cases, it is also useful in active motions. For example, a click felt by a finger notifies the
completion of input action. Periodic resistance in a dial notifies the quantity that the user is
controlling. These sensations facilitate the operations.
Haptic guidance is leading a user or the parts of the body to a desirable state regarding the
position, direction, velocity or posture sometimes synchronized with a specific task. Haptic
stimulation can inform a pedestrian of the direction to the destination. Stimulation on a steering
wheel can indicate the direction suggested by the navigation system. Vibrations given on the
limbs teach which limb to move at what timing. In addition to the motion guidance, haptic
stimulation can induce relaxation and control the mental condition.
4.5 Reality class
Consensus on the reality is a crucial premise for practical use of haptics technologies. Users
and developers need to share the reality class supposed in each application as:
• Class 1: physically faithful stimulation to real experience;
• Class 2: physically different but indistinguishable from real experience;
• Class 3: distinguishable but useful.
For example, a dot of an HD display produces Class 2 reality since it creates a faithful colour
but a different spectrum from the real one. Lossy audio compression also ensures the
reproduced sound satisfies the Class 2 reality.
In haptics, the major applications would belong to Class 3 while Class 2 reality is achieved in
only limited applications. A standard is necessary to define the reality class before sharing the
haptic information. Such a standard also facilitates the technological advancement. Subclasses
would follow after Class 3.
4.6 Interaction modality
In general, haptic sensation is formed by multiple sensory perceptions. Haptic feeling is strongly
affected by visual and auditory information and the context. Even within haptic modality, force
perception is created by combining almost independent perception channels: cutaneous
perception, and proprioception, including kinesthetics. In many haptic feedback systems, the
haptic experiences are created by integrating these fragmented stimulations given to a part of
the body.
Therefore, it is useful to standardize the adequate modalities to achieve the desired haptic
effects and ensure the compatibilities among different sets of modalities.

4.7 Data format and network topology
4.7.1 General
This document describes the required contents and format of the transferred data. The data will
contain the information of device category, type of stimulation, number of stimulation points,
applied body part, as well as frame rate and data length, depending on the applications.
The network topology is also described in this layer. For example, one-to-many connection is
employed for many people to share a passive haptic signal in a scene of 4D theatre, sport
watching, and live concerts. In communication between two people, bidirectional one-to-one
connection is employed.
4.7.2 Acceptable delay
A 1 ms delay is the desirable and sufficient delay for all kinds of applications. Such a short
delay from the sensor to the haptic display enables to create a contact experience with a rigid
object. But sometimes, larger delays than 1 ms are acceptable. There are many cases where
10 ms is acceptable to produce an interaction with a soft object. For the interaction with a very
soft object or non-interactive applications, even a 100 ms delay is acceptable. The standard
should clarify the acceptable delays for specific applications.
4.7.3 Frame rate
The sufficient frame rate for all kinds of applications is 2 kHz that can reproduce 1 kHz-
bandwidth signals. In some applications of vibrotactile feedback, a 400 Hz-frame rate becomes
an option that can create a 200 Hz tactile signal, the easiest-to-sense vibration in many cases.
If the signal transfers only the event of a contact, a 10 Hz framerate might be enough.
4.7.4 Quantization
The standard should clarify the necessary number of quantization bits. In order to reproduce a
realistic tactile feeling, 8 bits or more would be necessary, but if the purpose of haptic
stimulation is only to alarm or motion inductance, a lesser number of bits or only 1 bit might be
enough.
4.7.5 Data compression
In public applications where many people share a real-time haptic signal with a limited
bandwidth of wireless communication, efficient data compression would be necessary.
4.8 Device property
4.8.1 General
The standard should define the categories of hardware, and standardize the specification and
calibration method in each category.
4.8.2 Spatial resolution
The necessary spatial resolution of haptic devices should be defined here considering the
applications. For example, 1 mm is the sufficient spatial resolution on a finger pad, 1 cm is the
ideal spatial resolution on a palm, and 10 cm is acceptable in a whole-body stimulation. In some
applications using the phantom sensation and apparent motion, the spacing of stimulators can
be wider.
– 14 – IEC TR 63344:2021 © IEC 2021
4.8.3 Use of universal parameters
In order to secure the compatibility, the stimulation signal should be described and shared by
the direct physical effect to the skin, that is, surface displacement, surface stress, velocity,
acceleration, or force. In thermal tactile display, the temperature change on the skin should be
shared.
4.8.4 Diversity of sensitivity
A feature of haptics is the broad diversity of sensitivity among individuals. The standard should
provide the average and range of the diversity and maximum stimulation amplitude.
4.8.5 Safety
The safety can be classified into two sorts: one is for electronic equipment and the other is for
user interfaces. The safety of electronic equipment can be referred to (e.g. see IEC 62368-1).
The safety of user interfaces should also be considered.
4.8.6 Calibration method
The standard provides the physical calibration method of the device. The above universal
parameters will be measured on a standard skin with a standard viscoelasticity. This procedure
is indispensable to ensure the uniformity of the haptic effect.
5 Examples
5.1 Games and entertainment
5.1.1 General
Vibration displayed on a user's hand and whole body can produce enriched user experiences
in computer games. Similar technologies enable haptic broadcasting in real actions of various
sports. Racket sports such as tennis as shown in Figure 3, ping-pong, badminton and baseball
batting are promising examples, and volleyball and football would be the next targets. In these
applications, standardization is desired as follows.

Figure 3 – Game & Entertainment
5.1.2 Computer games
Computer games is a promising application field of haptics. Vibration is applied to the user's
hand and whole body synchronized with the game scenario. The system diagram is shown in
Figure 4. In order to make tactile feedback effective, it is desirable to standardize the required
precision, temporal throughput, and delay of the sensor the acquisition of the user's motion and
posture. If the physical properties of the tactile display and driver circuit are standardized, users
having various types of devices can share common experiences. Such standards are especially
necessary in networked games.
Figure 4 – Computer games
5.1.3 Immersive cinema
A vibrotactile vest creates an immersive experience in a theatre. The audience wears
vibrotactile vests or jackets as shown in Figure 5 and enjoys the haptic effects. Currently, the
stimulation is limited to a passive one, but it is expected that some interaction will be included.
It is desirable to standardise the following items:
1) contact condition between the wear and body;
2) appropriate signal strength/waveform and effect on the body;
3) density and placement of the vibrators.
A use case is described in Annex A.

Figure 5 – Wear-type display for Immersive cinema
5.1.4 Sports broadcasting
A realistic vibration estimated from a video of a real player can be transmitted to people and
reproduced being synchronized with the video. The system diagram is shown in Figure 6. In
this application, it is desirable to standardise:
1) estimation quality of vibration from video,
2) tactile signal format to be shared,
3) network properties,
4) physical specifications of tactile display,
in order to share the tactile broadcasting signal.

– 16 – IEC TR 63344:2021 © IEC 2021
A use case is described in Annex B.

Figure 6 – Sports broadcasting
5.1.5 E-sports
E-sports is an emerging field providing new experiences of sports-like competition. Technology
fills the gap of physical conditions and abilities among individuals and enables everyone to
enjoy thrilling competition safely. Haptics is an essential part of the physical interaction in
e-sports. The standards also cover the rules and the regulations for fair competition.
5.2 Car driver support
5.2.1 General
Automobile applications of haptics as shown in Figure 7 are promising since the user's vision
is necessarily concentrated on the outside view. Various information is provided to the driver
through the steering wheel, dashboard, seat, and foot pedal.

Figure 7 – Car driver support
5.2.2 Centre console interface
A touch panel device in the centre console is the main interface between the driver and the
car's accessory devices. The design of the touch panel with haptic feedback as shown in
Figure 8 determines the usability of the car accessory and effects on driving safety.
It is desirable to standardise the following items:
1) relative position from the driver's head;
2) vibration amplitude and direction for effective tactile feedback;
3) acceptable delay;
4) vibration waveform.
Figure 8 – Centre console interface
5.3 Haptic feel transfer
Haptic feel transfer is an emerging need in the age of internet shopping. The current haptic
transfer systems conceptually illustrated in Figure 9 are still imperfect in some aspects, but is
already possible to convey the feel of an object under common agreement on the imperfectness.
A standard is necessary to compensate the gap between the real tactile feel and the conveyed
one. It is desirable to standardise the following items:
1) definition of the difference between real tactile feel and reproduced one;
2) agreement by users on the tactile feel difference;
3) tactile signal format;
4) physical specifications of tactile display device.

Figure 9 – Tactile feel transfer
5.4 Haptic communication
Haptic displays enable communication including haptic feel as well as audio and visual
information, which is conceptually illustrated in Figure 10. Haptic stimulation is provided directly
to the user's skin with 3D vision or through some stuffed toys and robots. In order to establish
communication among unspecified people, a standard on the communication medium is
necessary. It is desirable to standardise the following items:
1) definition and specification of haptic information;
2) middleware to compensate the differences between various devices;
3) signal format to be shared;
4) communication scheme among multiple users.

– 18 – IEC TR 63344:2021 © IEC 2021

Figure 10 – Tactile communication

Annex A
(informative)
Use case of vibrotactile vest
A.1 Description of the use case
A.1.1 Name of use case
Use Case Identification
ID Area/ Domain(s)/ Zone(s) Name of Use Case
NA Audio, video and multimedia Have a vibrotactile experience at the cinema
systems and equipment/
Presentation / Professional
A.1.2 Version management
Version Management
Version No. Date Name of Author(s) Changes Approval Status
NA 2020 TC 100 NA NA
A.1.3 Scope and objectives of use case
Scope and Objectives of Use Case
Scope Vibrotactile vest
Objective(s) Provide a vibrotactile experience
Related business case(s) https://www.sonypictures.jp/corp/press/2018-03-24

A.1.4 Narrative of use case
Narrative of Use Case
Short description
• College students Schneider and Haltrich enjoyed the cinema "Welcome to the Jungle", each wearing a
vibrotactile vest. Synchronized effect of sound, vision, and vibration made them very impressed, especially for
virtual body attacks.
• Five-year-old Chico-chan could not be equipped because of educational care.
• Yokozuna Phil could not wear a vibrotactile vest because of a big waist.
• Sekitori Bob wore a vibrotactile vest but could not fully enjoy it because of his under-skin structure.
Complete description
See A.4.2.
A.1.5 General remarks
General Remarks
Home use case of vibrotactile vest may differ from the one at the cinema.

____________
This annex is constructed based on the template of IEC 62559-2.

– 20 – IEC TR 63344:2021 © IEC 2021
A.2 Diagram of use case
Figure A.1 illustrates the use case described in Clause A.1.
Diagram(s) of Use Case
Figure A.1 – Use case diagram of vibrotactile vest
A.3 Technical details
A.3.1 Actors
Actors
Grouping Group Description
NA NA
Actor Name Actor Type Actor Description Further information
see Actor List see Actor List see Actor List specific to this Use Case
Audience Person Person in the cinema NA
Vibrotactile vest Equipment Vest comprised of vibrotactile actuators NA
Projector System System that project the movie and deliver audio NA
and vibrotactile signals to the vibrotactile vest.
Screen Device Surface to be projected NA
Loudspeaker Device Device to playback audio NA
Actuator Device Device to vibrate NA
Clark Person Person to manage the cinema NA
Filmmaker Corporation Corporation that supplies the cinema contents NA
Installer Company Company that installs the cinema systems and NA
equipment
A.3.2 Triggering event, preconditions, assumptions
Use Case Conditions
Actor/System/Information/ Triggering Event Pre- conditions Assumption
Contract
Audience Puts on a vibrotactile vest Entered the cinema paying a fee. NA
Projector NA Works well NA
Vibrotactile vest NA Maintained well NA

A.3.3 References
References
No. References Reference Status Impact Originator/ Link
Type on Use Organisation
Case
1 Standard IEC 62559-2:2015, Use case methodology – Part 2: IS NA IEC TC 8 NA
Definition of the templates for use cases, actor list
and requirements list
2 Standard IEC TS 62436:2008+AMD1:2016, Guideline for IS NA IEC TC 100/TA NA
implementation of copy controlled multimedia 4
interface
3 Standard IEC 60958 (all parts), Digital audio interface IS NA IEC TC 100/TA NA
4 Standard IEC 61937 (all parts), Digital audio – Interface for IS NA IEC TC 100/TA NA
non-linear PCM encoded audio bitstreams applying 20
IEC 60958
5 Standard IEC 61938: 2018, Multimedia systems – Guide to IS NA IEC TC NA
the recommended characteristics of analogue 100/GMT
interfaces to achieve interoperability
6 Standard ISO/IEC 19505-2:2012, Information technology – IS NA ISO/IEC JTC NA
Object Management Group Unified Modeling 1/SC 7
Language (OMG UML) – Part 2: Superstructure
7 Standard ISO 9241-910:2011, Ergonomics of human-system IS NA ISO TC 159/SC NA
interaction – Part 910: Framework for tactile and 4
haptic interaction
8 Book Alistair Cockburn, Writing Effective Use Cases Publ. NA Addison-Wesley NA
Professional,
9 Specification Digital Cinema System Specification Version 1.3 Publ. NA Digital Cinema NA
dated 27 June 2018, Initiatives
https://dcimovies.com/specification/index.html

– 22 – IEC TR 63344:2021 © IEC 2021
A.3.4 Further information on the use case for classification and mapping
Classification Information
Relation to Other Use Cases
CONCEPTUAL MODEL OF STANDARDIZATION FOR HAPTICS IN MULTIMEDIA SYSTEMS
Level of Depth
Detailed
Prioritisation
NA
Generic, Regional or National Relation
Generic
Viewpoint
Technical
Further Keywords for Classification
Haptics
A.4 Step by step analysis of use case
A.4.1 Overview Scenarios
Scenario Conditions
No. Scenario Name Primary Actor Triggering Event Pre-Condition Post-Condition
1 Put on Audience Put on the vest NA N
...

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