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Standards for xR (Virtual, Augmented and Mixed Reality)

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NATO Modelling and Simulation Group

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Augmented Reality, Gaming Technology, Interoperability, LVC, Mixed Reality, Virtual Reality


The topic of Augmented Reality, Virtual Reality and Mixed Reality, captured under the term ‘xR’ in this document, was raised during the MSG-137 14th Workshop on Commercial Technologies and Games for Use in NATO and Nations (1 Oct 2015, Vicenza Italy). The discussion following the presentations on state-of-art technology concluded that the ongoing efforts regarding xR interoperability standards should be investigated to provide NATO and nations with recommendations on the way ahead. An assessment of proposed xR interoperability standards would be of value to assist in short term recommendations for procurement (e.g. by including a standard in the AMSP-01 M&S Standards Profile) as well as direct future research activities of the NMSG. The recommendation from the workshop was submitted to NMSG MS3 and resulted in this proposal for an exploratory team to investigate xR interoperability standards.


The key objectives and expected achievements are: - Identify the ongoing standardization efforts regarding xR. Assess e.g. technical merits, openness, and application areas. - Involve all relevant stakeholders from the user community, industry and R&D. Assess where xR standards may be of most value and what requirements should be met. Derive requirements for different application domains. - Determine and recommend which xR standards should be further developed. - Collaborate closely with all stakeholders towards proposals for actual/further development of the standards. Engage with a standardization organization such as SISO.


- xR interoperability technology, interfaces, and information exchange interoperability o Technical building blocks o Data Exchange Models o Engineering process - Requirements on xR standards for different application domains o Training o Situational Awareness and Decision Support o Engineering and Maintenance - Evaluate existing and proposed (industry) initiatives e.g. o IEEE, through their VRAR working Group and Project 2048.1 through 2048.12, focusing on principles of xR usages. o Consumer Technology Association (CTA) AR/VR Working Group developing AR/VR standards o Khronos Group, through their OpenXR Architecture. o WebVR, an industry group working to produce VR and AR-compatible web browsers o Video Electronics Standards Association (VESA) Special Interest Group (SIG) to address standardization for AR and VR. o OGC, ARML 2.0 o ISO/IEC, through Web3D’s Mixed and Augmented Reality Working Group, looking at extending X3D to support AR and MR. o Virtual Reality Industry Forum provide the industry with guidelines on the best practices for adopting the standards coming from the Standards Defining Organizations

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