Computer graphics, image processing and environmental data representation — Augmented and virtual reality safety — Guidance on safe immersion, set up and usage

This document specifies how augmented reality (AR) and virtual reality (VR) devices are to be set up and used in the enterprise workplace in a manner that ensures health and safety (H&S) is maintained, H&S consequences are understood, and additional risks are not introduced. Within this concept of safe usage, there is particular focus on guidance around safe immersion (time) and safety in the workplace. This document defines the concepts of AR, VR, the virtuality continuum and other associated terms such as augmented virtuality and mixed reality. This document provides guidance on: a) setting up AR systems; b) setting up VR systems; c) safe usage and immersion in AR systems both in the consumer and enterprise domains; d) safe usage and immersion in VR systems both in the consumer and enterprise domains. This document focuses on visual aspects of AR and VR. Other modes such as haptics and olfactory are not addressed within this document. This document covers both the hardware (the physical AR/VR head mounted displays) and areas of visual stimulus (the environments and graphics displayed in those headsets). This document does not cover all possible visual stimulus scenarios; focus is directed toward those areas that are known to have implications on safe use. This specifically includes the source vection (visual illusion of self-motion in physically stationary AR/VR users) and/or motion (physical movement of AR/VR users) and associated safe use considerations. NOTE AR/VR have some shared safety concerns, but many are distinct to AR or VR and a consumer or enterprise environment. As such all of these are in scope, and this document is structured to account for these differences.

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General Information

Status
Published
Publication Date
15-Feb-2024
Current Stage
6060 - International Standard published
Start Date
16-Feb-2024
Due Date
03-Feb-2024
Completion Date
16-Feb-2024
Ref Project
Standard
ISO/IEC 5927:2024 - Computer graphics, image processing and environmental data representation — Augmented and virtual reality safety — Guidance on safe immersion, set up and usage Released:16. 02. 2024
English language
26 pages
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Standards Content (Sample)


International
Standard
ISO/IEC 5927
First edition
Computer graphics, image
2024-02
processing and environmental data
representation — Augmented and
virtual reality safety — Guidance on
safe immersion, set up and usage
Reference number
© ISO/IEC 2024
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© ISO/IEC 2024 – All rights reserved
ii
Contents Page
Foreword .v
Introduction .vi
1 Scope . 1
2 Normative references . 1
3 Terms, definitions and abbreviated terms . 1
3.1 Terms and definitions .1
3.2 Abbreviated terms .3
4 AR/VR technologies . . 4
4.1 General .4
4.1.1 AR enabling technologies .4
4.1.2 VR enabling technologies . . .4
4.2 Health and safety considerations .5
5 Safe installation/set-up . 6
5.1 General .6
5.2 General risk factors to consider with safe installation/set up of AR and VR .6
5.3 Guidance on safe installation in the enterprise .7
5.3.1 General .7
5.3.2 Guidance on safe installation/set up of AR in the enterprise .7
5.4 Guidance on safe installation/set up of VR in enterprise .8
6 Approach to risk management for usage in AR and VR environments . 8
6.1 General .8
6.2 Identification of risk sources .8
7 Safe usage . 9
7.1 General risk factors to consider with safe usage of AR/VR .10
8 Immersion .10
8.1 General .10
8.2 Introduction to safe usage time .11
8.3 Potential risks around immersion time .11
8.4 Content that minimizes immersion issues . 12
8.5 User training . 12
8.6 Factors of relevance when determining immersion time by industry and sector . 13
9 Reporting requirements . 14
9.1 General .14
9.2 Reporting of hardware and equipment .14
9.3 Reporting of AR/VR device and content software .14
9.4 Reporting of AR/VR activity .14
9.5 Reporting of data for individual users . 15
9.6 Reporting of screening and/or exclusion criteria for AR/VR usage . 15
9.7 Reporting of incidents . 15
10 Consideration of ethical issues in AR/VR .15
10.1 General . 15
10.2 Privacy and user data . 15
10.3 Inclusion and access . .16
10.4 Children and vulnerable populations .16
10.5 Online bullying and harassment .17
10.6 Societal impact .17
Annex A (Informative) Form 1: AR/VR Usage: Data collection form .18
Annex B (Informative) Form 2: AR/VR Usage: Incident reporting form .20
Annex C (Informative) Cleanliness in XR .22

© ISO/IEC 2024 – All rights reserved
iii
Bibliography .25

© ISO/IEC 2024 – All rights reserved
iv
Foreword
ISO (the International Organization for Standardization) and IEC (the International Electrotechnical
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 technical 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.
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 drafted in accordance with the editorial rules of the ISO/
IEC Directives, Part 2 (see www.iso.org/directives or www.iec.ch/members_experts/refdocs).
ISO and IEC draw attention to the possibility that the implementation of this document may involve the
use of (a) patent(s). ISO and IEC take no position concerning the evidence, validity or applicability of any
claimed patent rights in respect thereof. As of the date of publication of this document, ISO and IEC had not
received notice of (a) patent(s) which may be required to implement this document. However, implementers
are cautioned that this may not represent the latest information, which may be obtained from the patent
database available at www.iso.org/patents and https://patents.iec.ch. ISO and IEC shall not be held
responsible for identifying any or all such patent rights.
Any trade name used in this document is information given for the convenience of users and does not
constitute an endorsement.
For an explanation of the voluntary nature of standards, the meaning of ISO specific terms and expressions
related to conformity assessment, as well as information about ISO's adherence to the World Trade
Organization (WTO) principles in the Technical Barriers to Trade (TBT) see www.iso.org/iso/foreword.html.
In the IEC, see www.iec.ch/understanding-standards.
This document was prepared by Joint Technical Committee ISO/IEC JTC 1, Information technology,
Subcommittee SC 24, Computer graphics, image processing and environmental data representation.
Any feedback or questions on this document should be directed to the user’s national standards
body. A complete listing of these bodies can be found at www.iso.org/members.html and
www.iec.ch/national-committees.

© ISO/IEC 2024 – All rights reserved
v
Introduction
Market research assessed the requirement for standards and guidelines to help shape best practice in the
application and use of augmented reality (AR) and virtual reality (VR). AR/VR technologies are continuing
to evolve, this document recognizes this by addressing relevant concepts that may be applied to future
and emerging technologies, and this document supplies specific examples to illustrate various categories
of concern that should be considered for safe use. Although platform and other AR/VR guidelines exist,
this research pointed to a need to establish formalized industry standards for best practice guidelines for
the safe usage of AR/VR across a broad range of domains. Following this market research, BSI consulted
with many key stakeholders in the sector and ran workshops to discuss specific AR/VR standards ideas
and to assess key priorities for standards development in this area. AR/VR health and safety (H&S) was
unanimously a major area of concern for stakeholders, and one they felt could hold back the growth of the
sector if not addressed.
H&S is a concern for all industry sectors, but in certain areas such as the built environment, military
simulation, first responder training and manufacturing and utilities, adoption of AR/VR is being hindered
because H&S is not being appropriately considered. This document will provide surety to AR/VR
stakeholders that the technology can be used safely across sectors and by consumers.
Safe immersion is a key area of H&S concern for stakeholders. VR, in particular, can lead to users experiencing
motion sickness and disorientation, and disconnects users from their immediate surroundings, these
and other effects could cause serious safety concerns in many environments. There are various factors
that contribute to this, including the design and development of content, the device set-up (e.g. device not
correctly positioned on the users’ head), the space in which the device is used, time spent immersed, and
more. What may be considered as safe is also affected by the situation (e.g. home use vs industrial use) and
the sector of activity (e.g. training in a call centre vs at height on a building site). This document will take the
full gamut of AR/VR use into account to provide holistic guidance for the market.
For this document, sound and haptics are less significant than visual modes and are thus considered out of
scope. Despite this, it is acknowledged that, particularly in industrial settings, accurate audio fidelity may be
an important training consideration.
Our understanding of AR/VR safety is still developing so this document will initially provide guidelines for
organizations and consumers to consider when using the technology, and in the development of content.
This document will achieve this by describing risks and considerations of AR/VR use, provide guidance to
mitigate these potential issues, and finally provide AR/VR specific templates and tools for risk assessment
and reporting. Noting the rapid development of AR/VR technologies, this document will be updated
at appropriate moments to reflect new technological developments if and when they introduce risks not
previously considered. The annex materials provide particular considerations for:
a) AR and VR distinctly;
b) enterprise and consumer usage distinctly; and
c) within particular sectors/scenarios.
This document has been developed with consideration of the needs of stakeholders belonging to two main
categories. These interests are categorized as such:
1) an enterprise perspective, consisting of organisations that are implementing or managing the use of AR/
VR, and therefore providing guidance to employees on safe use practices. This enterprise perspective
also encompasses technology manufacturers or other service providers; and
2) a consumer perspective, informing technology manufacturers how to ensure safe use of devices by end
consumers, and informing consumers of risks they should be cognizant of (e.g. how VR may impact post-
use motor skills).
© ISO/IEC 2024 – All rights reserved
vi
The reality-virtuality continuum
[1]
Milgram and Koshono first conceptualised the VC from the real environment to the virtual environment .
Reality, AR, AV and VR are all positioned on the VC as shown in Figure 1.
[1]
Figure 1 — Reality Virtuality (RV) Continuum (adapted from Milgram and Kishono )
The focus of this document is on AR and VR which are well-defined reality modes that have been in use for
several decades.
Distinguishing virtual from real
In developing taxonomies for the VC, concepts of real and virtual images and objects also need to be
considered. A real object has an objective existence, whereas in the VC context, a virtual object is computer-
generated. Similarly, a real image has luminosity at the point where it appears to be located whereas a
[3]
virtual image has no luminosity at its apparent position. These concepts are well established in optics .
Different aspects of distinguishing reality from virtuality are shown in Figure 2. The observer can view a
real object (A) directly or indirectly via a real or virtual image. Further, a virtual object (AA) can be created
by computer that can be viewed as a real image or virtual image in the case of a stereoscopic display. Modern
head mounted displays may allow:
a) direct viewing of a real image of a real object;
b) indirect viewing of the same real object from a real computer synthesized image;
c) viewing of a real image from a virtual object; and
d) viewing of a virtual image simultaneously.
The HMD can access the camera and computer data via wireless technology or other similar technology.

© ISO/IEC 2024 – All rights reserved
vii
Key
1 Real object / real image
2 Virtual objects (e.g. Created with a compute)
3 Sampling apparatus (e.g. Camera, sensor, mobile phone, etc.)
4 Non-direct viewing (synthesising display)
5 Real images
6 Computer with graphics capability
7 Head mounted display
8 Virtual Image (e.g. mirror image, holograms)
9 Wifi or Bluetooth® connection providing remote connections
a
Direct viewing.
b 2 2 2 2
Model: T = U + V y=mc .
Figure 2 — Different aspects of distinguishing reality from virtuality adapted from Milgram and
[1] [4]
Kishono , and Stothard and Shiranai 2023

© ISO/IEC 2024 – All rights reserved
viii
International Standard ISO/IEC 5927:2024(en)
Computer graphics, image processing and environmental
data representation — Augmented and virtual reality safety
— Guidance on safe immersion, set up and usage
1 Scope
This document specifies how augmented reality (AR) and virtual reality (VR) devices are to be set up and
used in the enterprise workplace in a manner that ensures health and safety (H&S) is maintained, H&S
consequences are understood, and additional risks are not introduced. Within this concept of safe usage,
there is particular focus on guidance around safe immersion (time) and safety in the workplace.
This document defines the concepts of AR, VR, the virtuality continuum and other associated terms such as
augmented virtuality and mixed reality. This document provides guidance on:
a) setting up AR systems;
b) setting up VR systems;
c) safe usage and immersion in AR systems both in the consumer and enterprise domains;
d) safe usage and immersion in VR systems both in the consumer and enterprise domains.
This document focuses on visual aspects of AR and VR. Other modes such as haptics and olfactory are not
addressed within this document.
This document covers both the hardware (the physical AR/VR head mounted displays) and areas of visual
stimulus (the environments and graphics displayed in those headsets). This document does not cover all
possible visual stimulus scenarios; focus is directed toward those areas that are known to have implications
on safe use. This specifically includes the source vection (visual illusion of self-motion in physically stationary
AR/VR users) and/or motion (physical movement of AR/VR users) and associated safe use considerations.
NOTE AR/VR have some shared safety concerns, but many are distinct to AR or VR and a consumer or enterprise
environment. As such all of these are in scope, and this document is structured to account for these differences.
2 Normative references
There are no normative references in this document.
3 Terms, definitions and abbreviated terms
3.1 Terms and definitions
For the purposes of this document, the following terms and definitions apply.
ISO and IEC maintain terminology databases for use in standardization at the following addresses:
— ISO Online browsing platform: available at https:// www .iso .org/ obp
— IEC Electropedia: available at https:// www .electropedia .org/

© ISO/IEC 2024 – All rights reserved
3.1.1
augmented reality
AR
interactive experience of a real-world environment whereby the objects that reside in the real world are
augmented by computer-generated perceptual information
Note 1 to entry: AR Systems are further defined in ISO/IEC 18039:2019.
[SOURCE: ISO 18038:2020, 3.2, modified — added note 1 to entry.]
3.1.2
augmented virtuality
AV
merging of real-world objects into virtual worlds.
3.1.3
consumer environment
comprising of the family and the related cultural, sociological and economic factors
Note 1 to entry: In this document, the Consumer Environment for AR/VR refers to individuals using AR/VR devices.
3.1.4
enterprise environment
people and systems are integrated into an organisation, such as a large business, classroom, or training
environment
3.1.5
XR
real-and-virtual combined environments and human-machine interactions generated by computer
technology and wearables
Note 1 to entry: Within this document, XR is used as an umbrella term encapsulating AR, VR, MR and other
environments
3.1.6
field of view
FOV
extent (in horizontal and vertical axis angles) of the observable world that is seen from the viewer’s position
[SOURCE: ISO 23019:2022, 3.5.5]
3.1.7
mixed reality
MR
display continuum in which both real and virtual images are combined in some way and in some proportion
Note 1 to entry: Augmented reality (AR) and virtual reality (VR) are considered to be on the mixed reality continuum.
[SOURCE: ISO/IEC TR 23843:2020, 3.4]
3.1.8
real image
image which can be received on a surface
[SOURCE: ISO 10934:2020, 3.1.75.3]
3.1.9
virtuality continuum
VC
continuum of states from physical reality, through augmented reality, augmented virtuality, to wholly
computer-generated virtual reality
Note 1 to entry: This is also known as the reality-virtuality continuum.

© ISO/IEC 2024 – All rights reserved
Note 2 to entry: The continuum of states is illustrated in Figure 1.
3.1.10
virtual image
image at an arbitrary viewpoint (3.1.4) that is generated by collecting visible photo information from real
images
[SOURCE: ISO/IEC 23488:2022, 3.1.5]
3.1.11
virtual reality
VR
set of artificial conditions created by computer and dedicated electronic devices that simulate visual images
and possibly other sensory information of a user’s surrounding with which the user is allowed to interact
[SOURCE: ISO 9241-394:2020, 3.8]
3.1.12
visually induced motion sickness
VIMS
motion sickness-like symptoms induced by perceived motion within the visual environment, such as when
watching movies and screen images of video games
Note 1 to entry: The symptoms can include dizziness, vertigo, sweating, odd feelings in the stomach, and nausea,
which can progress to vomiting.
[SOURCE: ISO 9241-394:2020, 3.1]
3.2 Abbreviated terms
2D two dimensional
3D three dimensional
API application programming interface
AR augmented reality
AV augmented virtuality
a
BLE Bluetooth® low energy
CGI computer generated imagery
DOF depth of field
FOV field of view
GPS global positioning system
H&S health & safety
HMD head mounted display
IPD interpupillary distance
MR mixed reality
OEM original equipment manufacturer
PPE personal protective equipment

© ISO/IEC 2024 – All rights reserved
RV reality virtuality
SLAM simultaneous localisation and mapping
SSQ simulator sickness questionnaire
UVC ultraviolet c
VC virtuality continuum
VIMS visually induced motion sickness
VR virtual reality
VST video see through
WHS work health & safety
a
Bluetooth® is an example of a suitable product available commercially. This information is given for the
convenience of users of this document and does not constitute an endorsement by ISO or IEC of this product.
4 AR/VR technologies
4.1 General
This clause describes enabling technologies for AR and VR and the classification of Head Mounted Displays
that are the primary means of implementing AR/VR systems for the user.
4.1.1 AR enabling technologies
[5]
There are three key AR enabling technologies: tracking, display, and input devices . These technological
advancements, together with miniaturization, have enabled AR to become available with mobile devices
and AR glasses. These devices feature precise location pinpointing and hardware components such as high-
[6]
resolution cameras, accelerometers, gyroscopes and compasses . Most smartphones and smart glasses can
[2]
support AR. However, there are only a few platforms that support pure mixed reality ; for example, the
holographic devices that integrate virtual and real objects. These technologies come together into various
techniques to anchor the virtual objects to and over the real world.
Depending on the technologies used and the specific type of application, the anchor in the real world can
be a physical object in the form of an image marker or a magnetic tracker at a predefined location in space.
Location is determined by using GNSS (commonly referred to as GPS), Wi-Fi or Bluetooth beacons, inertial
[5]
tracking or hybrid tracking that combines two or more techniques . Image marker tracking is one of the
most applied techniques in the scientific literature, as it is the simplest one, requiring a 2D or 3D printed
marker on a paper sheet or cube. Due to its simplicity, it has limitations, such as the distance from the marker
or having the marker exposed in the real world in the first place. Therefore, alternative already existing
or emerging techniques are used, such as simultaneous localization and mapping (SLAM) used in robotics
[7]
for autonomous location and operation . Another technique named coarse relocalization relies on various
sensor inputs (GNSS (GPS), BLE) to discover spatial anchors within 100 m of the device.
There are various software development kits for AR applications using proprietary application programming
interfaces (APIs) that support the creation of AR applications for mobile devices.
4.1.2 VR enabling technologies
VR relies on many technologies including:
a) real-time 3D computer graphics;
b) wide-angle stereoscopic displays;

© ISO/IEC 2024 – All rights reserved
c) viewer (head) tracking;
d) hand and gesture tracking;
e) binaural sound;
f) haptic feedback; and
[8]
g) voice input/output .
For this document, sound and haptics are out of scope.
Modern VR systems generally use headset displays known as head mounted displays (HMDs) that are
wearable devices providing some level of immersion. A taxonomy of HMD devices is shown in Table 1. These
are classified based on criteria including:
— whether they use optical or video real world content;
— extent of immersion;
— whether they are opaque or transparent;
— and whether they enable real video to be added to CGI.
Classes 1, 6, and 7 from Reference [9] are not displayed here since they refer to large screen displays rather
than HMDs.
[9]
Table 1 — Taxonomy of HMD devices and components (from )
Class Description View Optical Immersive Opaque/ Video
win- or video – full, semi, transparent reality
dow on real world non added to
world content CGI
HMD with capability to show
2 No Video Full Opaque No
video and CGI simultaneously.
HMD with capability to see
3 through to real world and show No Optical Full Transparent No
CGI simultaneously.
HMD with capability to show
4 video of real world and CGI No Video Full Opaque Yes
simultaneously.
HMD with capability to see
8 through to real world and show Yes Optical Non Transparent No
CGI simultaneously.
Hand-held mobile device
(smartphone or tablet) with
9 Yes Video Non Opaque Yes
capability to show video of real
world and CGI simultaneously.
Modern portable AR/VR devices that include smartphones and tablets are included within class 4. These
can be as simple as a cardboard screen attached to a smartphone.
4.2 Health and safety considerations
There are potential health and safety concerns associated with the use of VR. These include but are not
limited to physical side effects such as eye soreness, trouble focusing, blurred vision, impaired hand-eye
coordination, reduced depth perception, decreased reaction time, loss of balance and fatigue. Care should
be taken when transitioning from engagement with VR back to the real world when operating machinery or
[10]
driving vehicles .
© ISO/IEC 2024 – All rights reserved
Other potential risks around the use of VR include prolonged nausea, impaired posture, repetitive strain
injuries, infections related to hygiene/sterilization issues, risk of falls and leg fatigue. Care is required to
[10]
ensure equipment sterilization is appropriate and the environment is psychically conducive for VR use
(See Annex C).
If a person is experiencing respiratory ailments, eye injuries or disease, emotional distress, digestive issues,
significant sleep loss or hangover effects, use of VR equipment should be avoided. If a person has a condition
which may affect their wellbeing when interacting with particular stimuli, such as epilepsy, or may impact
[11]
their perception of reality, such as dementia, care is required to ensure content is appropriate .
Privacy considerations need to be determined in both AR and VR use, especially around the collection of
[11]
biometric identifiers .
5 Safe installation/set-up
5.1 General
This clause addresses the proper physical environments, hardware maintenance and installation of
software and updates for AR and VR head mounted devices (HMD). These will be addressed for both AR and
VR technology and in three different areas: general guidance, enterprise use and consumer use. While there
are many vertical use cases (i.e. healthcare, manufacturing) for immersive and semi-immersive technology,
they are beyond the scope of this document.
Excluded from consideration here are smart phones, laptops and other established interfaces to immersive
environments.
When using a new technology, the user should take time to adapt. To ensure the best possible outcomes, it
is recommended that the user has time to become familiar with the relevant interfaces and environments
when first using an AR or VR device.
5.2 General risk factors to consider with safe installation/set up of AR and VR
As HMD devices from various manufacturers are different, users should follow all installation and
preparation instructions necessary for safe operation of the product and included or bundled accessories.
All physical attachments to the HMD including straps, lenses, battery packs, controllers, electrical or data
cabling should be inspected prior to use. Device comfort and fit as well as the physical surrounds are
integral to ensure safe use. Explanation of appropriate sizing, securing attachments (such as controllers),
interpupillary distance (IPD) adjustment, luminance (brightness) levels and importance of the headset
matching user’s IPD, calibration, and collision mitigation measures should be provided to users. Unsecured
equipment and accessories, such as controllers, may become loose projectiles during use, such as during
thrusting movements.
The HMD should be balanced and centred, and the user should see a single, clear image once it is adjusted
appropriately, otherwise they may increase their risk of losing balance, experiencing dizziness, straining
their eyes and experiencing a negative impact on coordination both during and after use. Many devices have
options to enable the use of prescription eyewear, but users should be informed that the use of eyewear
in addition to the product may affect clarity (due to misalignment of headset lenses and eyewear lenses)
and comfort (due to extra pressure on face imposed by eyewear consider using spacers) and increase the
likelihood of injury, such as in the events of falls or other collisions.
For products with virtual boundary systems, warnings are needed so that the user can account for thrusting
motions at or near the boundaries and that the virtual space should be free from physical hazards. It is
recommended that an environmental risk assessment be performed prior to use of the device. Particular
attention should be paid to the following:
— physical hazards such as furniture and other collision and trip hazards, including ceiling fans, stairs,
light fixtures, cables, heat sources, and sharp objects;
— evenness of the use area surface, including bumps or other warping of the floor as this can lead to falls;

© ISO/IEC 2024 – All rights reserved
— device sensors which may experience interference if there are mirrors or other similar surfaces nearby;
— animals and other people who should be kept away from the immediate use area;
— tethered devices within the use area, including cables that may become entangled;
— ventilation within the user’s area;
— temperature in the use area, reducing the risk of equipment overheating; and
— exit access in the case of fire.
For products with passthrough, or video see through (VST), camera features users should be informed
that the camera-provided view of the real world may have latency, impaired depth perception, and other
[12]
detriments to safe locomotion in the real world . It is recommended that users do not move around their
physical space while using the camera-provided view. If the user is expected to move around their physical
space while using the camera-provided view, they need to do so briefly, slowly, and carefully, and never
when navigating dangerous areas, such as near stairs.
Users should be notified of risks and injury associated with modifying the product and/or using non-Original
Equipment Manufacturer (OEM) provided devices and software.
Users should be notified of eye strain and general discomfort including user characteristics such as age,
sex, visual and vestibular senses, and the symptom profile of Visually Induced Motion Sickness (VIMS)
(sometimes referred to as VR sickness or cybersickness) including visual stimulation, locomotion and
operation times. VIMS is the industry-preferred term when referring to nausea whilst using XR technology
— The impact of vestibular function and postural balance in age demographic groups <12, ≥ 12, ≥ 18, ≥ 35,
[13-15]
and ≥ 65 is considered in while the impact of sex (male/female), hormones, age etc., is considered
[16]
in .
— Visual stimulation refers to the amount of user directed movement across the six degrees of freedom;
and the amount of content change within the simulated environment (slow/fast graphic change, low/
high visual density).
— Locomotion can be thought of as how a user navigates the virtual environment including non-user-
controlled vection (motion), controller, or physical human movement. Non-user-controlled vection
motion: user not in control of locomotion e.g. rollercoaster, flying or driving.
— Controller: Joystick with constant movement or teleportation.
[17,18]
— Physical human movement: user rotation, physical walking or jumping is considered in . Operation
times can vary considerably depending on the reason for use. It is recommended that users are informed
of the risks and are reminded to take regular breaks in order to minimize adverse effects, and also take
a break immediately if they feel any adverse symptoms.
HMDs with integrated speakers should inform users of acceptable decibel levels, similar to sound warnings
on phones and/or headphones.
5.3 Guidance on safe installation in the enterprise
5.3.1 General
There are some environmental requirements that are unique to the enterprise space and lead to the general
consideration of employee risk when engaged in HMD work related activities.
5.3.2 Guidance on safe installation/set up of AR in the enterprise
AR HMDs offer a different set of considerations for safe set-up and use than VR HMDs. This is due to the
nature of AR HMDs, which rely on overlaying, or augmenting, the user’s view of the real world. While the
user can still see their surroundings when using an AR HMD, there are some considerations that should

© ISO/IEC 2024 – All rights reserved
be specifically considered, notably in the enterprise space. These considerations include the following, in
addition to those listed in subclause 5.2:
— Any devices worn in an enterprise or industry setting should comply with, or enable the use of, all
respective safety regulations and devices (e.g. hard-hat standards, hearing protection, or eye protection).
— Environment lighting conditions should be assessed to ensure visibility of the AR HMD screen without
causing a risk to the user due to low light conditions.
— Use of the AR HMD should not obscure or obfuscate the safe use of any equipment or devices due to
screen opacity settings.
— An AR HMD should not be used in any environment where the application(s) running on the device may
lead to user distraction from potential real-world hazards.
5.4 Guidance on safe installation/set up of VR in enterprise
Setting up VR for enterprise use has some specific requirements, in addition to those listed in 5.1, because VR
HMD experiences typically totally obscure the real-world during use. Therefore, there should be a minimum
of a one metre clear boundary around each deployment or play space. This is to ensure the user does not
accidentally strike or impact an obstacle or other user while wearing a VR HMD.
6 Approach to risk management for usage in AR and VR environments
6.1 General
Risk management (see ISO 31000) should address the needs of the organization using an integrated,
structured, and comprehensive approach. Guiding principles allow an organization to identify priorities and
make decisions on how to manage the effects of uncertainty on its objectives. These principles should apply
to all organizational levels and objectives, whether strategic or operational.
Systems and processes usually deploy a combination of various technologies and functionalities in various
environments, for specific use cases. Risk management should consider the whole system, inclusive of
technologies, functionalities and the environment.
AR and VR technology systems can introduce new or emergent risks for an organization, with positive or
negative consequences on objectives, or changes in the likelihood of existing risks. They also can necessitate
specific consideration by the organization. A risk management framework can assist the organization to
integrate AR and/or VR risk management into its activities. An example framework relating to leadership
and commitment is available in ISO 31000:2018, Figure 3.
Organizations should implement a risk-based approach to identifying, assessing, and understanding
the AR and VR risks to which they are exposed, as illustrated in ISO 31000:2018, Figure 4, and take
appropriate treatment measures in accordance with the level of risk. The success of the overall AR and VR
risk management process of an organization relies on the identification, establishment and the successful
implementation of narrowly scoped risk management processes on strategic, operational, programme and
project levels.
6.2 Identification of risk sources
The organization should identify a list of risk sources related to the use of AR and VR technologies within
the defined scope.
Risk sources can be identified within, but not limited to, the following areas:
— personnel (physical, cognitive, vision system, etc.);
— physical environment (heat, chemicals, noise, physical hazards, etc.);
— data (eye tracking, gestures, etc.);

© ISO/IEC 2024 – All rights reserved
— hardware ergonomics;
— software design; and
— processes and procedures.
7 Safe usage
If the user experiences any of the following symptoms, the headset should be immediately removed:
— seizures;
— loss of awareness;
— eye strain;
— twitching;
— involuntary movements;
— altered, blurred; or double vision, or other visual abnormalities;
— dizziness;
— disorientation;
— impaired balance;
— impaired hand-eye coordination;
— excessive sweating;
— increased salivation;
— nausea;
— light-headedness;
— discomfort or pain in the head or eyes; and/or
— drowsiness, fatigue, or any motion sickness-like symptoms.
— skin irritation, typically due to material used in construction of the headset
Exposure symptoms may persist and/or worsen for hours after usage. Even without suffering from VIMS,
users may have their coordination and/or visual acuity impacted or suffer from mental and physical fatigue
after an AR/VR experience.
Standing VR experiences require a stable platform in order to prevent any possible disconnect between the
virtual experience and the real world, for example using VR on a vessel may result in the vessel pitching
due to ocean swell in a manner that is not replicated, aligned or coordinated with the virtual experience
resulting in a risk of falling, and an increased risk of VIMS.
It is acceptable to have moving or mobile platforms if the movement in the real-world is synced to the same
movement in the virtual experience, for example a vehicle simulator that moves in coordination with the
virtual experience.
Seated VR experiences may be considered in situations where there is a risk that the experience area, for
example the deck of a vessel, has a chance of non-synced movement. However, the risk of VIMS is likely to be
increased and, in some cases, may still contain a fall risk. Due caution and consideration should be applied
for these particular instances based on a rigorous risk assessment.
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