The Consumer Technology Association Announces First AR/VR Standard

The emerging technology is to be included within the free standards library.

The Consumer Technology Association (CTA) has announced that it is now addressing augmented reality (AR) and virtual reality (VR) within its free standards library. This inclusion has been due to the increasing popularity among gamers and a competitive market for AR/VR accessories, leading to market growth.

Consumer Technology Association

The free standards library – which is available online for free – provides transparency and insight on standards used throughout the industry, including closed captioning; sending uncompressed digital television signals over high-speed interfaces; and standard that improve the accuracy and reliability of health and fitness technology. With AR/VR being addressed in the free standards library, it is able to provide support for an even wider audience than ever before.

CTA-2069, Definitions and Characteristics of Augmented and Virtual Reality Technologies brings a number of terms to the library for the emerging technology including AR, mixed reality (MR), outside-in-tracking, VR video and VR images, room-scale VR, and X reality (XR).

“Our first AR/VR standard represents an important step in addressing key emerging technology areas,” said Brian Markwalter, senior vice president of research and standards, CTA. “The industry created this standard to build upon definitions created by CTA’s AR/VR Working Group that provide consumers insight on the broad range of technologies and experiences available. With this standard, the industry has created a blueprint to more effectively support AR/VR technologies and bring them to a broader market.”

Oculus Rift

The immersive technology industry continues to grow at a rapid pace with this year’s CTA Sales and Forecasts report stating VR has become a $1 billion (USD) sector within the U.S alone. The same report projects a total of 4.9 million units sold in 2018  – up 25 percent from 2017 – generating $1.2 billion in revenues. CTA notes that much of the growth within the sector is due to the increasing popularity of immersive videogaming and the AR/VR accessories market.

“Standardized, market-centric definitions are an important first step for the industry,” said David McIntyre, senior vice president, strategy and standards, Xperi Corporation, and chair of the CTA AR/VR standards group. “I look forward to increased industry involvement as CTA works on other areas of XR standardization in service of the industry and consumers.”

For more stories like this in the future, and to stay up to date on all the latest from CTA, keep reading VRFocus.

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