264 research outputs found

    Source coding for transmission of reconstructed dynamic geometry: a rate-distortion-complexity analysis of different approaches

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    Live 3D reconstruction of a human as a 3D mesh with commodity electronics is becoming a reality. Immersive applications (i.e. cloud gaming, tele-presence) benefit from effective transmission of such content over a bandwidth limited link. In this paper we outline different approaches for compressing live reconstructed mesh geometry based on distributing mesh reconstruction functions between sender and receiver. We evaluate rate-performance-complexity of different configurations. First, we investigate 3D mesh compression methods (i.e. dynamic/static) from MPEG-4. Second, we evaluate the option of using octree based point cloud compression and receiver side surface reconstruction

    Network streaming and compression for mixed reality tele-immersion

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    Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor

    Compression of dynamic polygonal meshes with constant and variable connectivity

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    This work was supported by the projects 20-02154S and 17-07690S of the Czech Science Foundation and SGS-2019-016 of the Czech Ministry of Education.Polygonal mesh sequences with variable connectivity are incredibly versatile dynamic surface representations as they allow a surface to change topology or details to suddenly appear or disappear. This, however, comes at the cost of large storage size. Current compression methods inefficiently exploit the temporal coherence of general data because the correspondences between two subsequent frames might not be bijective. We study the current state of the art including the special class of mesh sequences for which connectivity is static. We also focus on the state of the art of a related field of dynamic point cloud sequences. Further, we point out parts of the compression pipeline with the possibility of improvement. We present the progress we have already made in designing a temporal model capturing the temporal coherence of the sequence, and point out to directions for a future research

    A low-cost, flexible and portable volumetric capturing system

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    Multi-view capture systems are complex systems to engineer. They require technical knowledge to install and intricate processes to setup related mainly to the sensors’ spatial alignment (i.e. external calibration). However, with the ongoing developments in new production methods, we are now at a position where the production of high quality realistic 3D assets is possible even with commodity sensors. Nonetheless, the capturing systems developed with these methods are heavily intertwined with the methods themselves, relying on custom solutions and seldom - if not at all - publicly available. In light of this, we design, develop and publicly offer a multi-view capture system based on the latest RGB-D sensor technology. For our system, we develop a portable and easy-to-use external calibration method that greatly reduces the effort and knowledge required, as well as simplify the overall process

    Interfaces for human-centered production and use of computer graphics assets

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    L'abstract è presente nell'allegato / the abstract is in the attachmen

    The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions

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    The Metaverse offers a second world beyond reality, where boundaries are non-existent, and possibilities are endless through engagement and immersive experiences using the virtual reality (VR) technology. Many disciplines can benefit from the advancement of the Metaverse when accurately developed, including the fields of technology, gaming, education, art, and culture. Nevertheless, developing the Metaverse environment to its full potential is an ambiguous task that needs proper guidance and directions. Existing surveys on the Metaverse focus only on a specific aspect and discipline of the Metaverse and lack a holistic view of the entire process. To this end, a more holistic, multi-disciplinary, in-depth, and academic and industry-oriented review is required to provide a thorough study of the Metaverse development pipeline. To address these issues, we present in this survey a novel multi-layered pipeline ecosystem composed of (1) the Metaverse computing, networking, communications and hardware infrastructure, (2) environment digitization, and (3) user interactions. For every layer, we discuss the components that detail the steps of its development. Also, for each of these components, we examine the impact of a set of enabling technologies and empowering domains (e.g., Artificial Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on its advancement. In addition, we explain the importance of these technologies to support decentralization, interoperability, user experiences, interactions, and monetization. Our presented study highlights the existing challenges for each component, followed by research directions and potential solutions. To the best of our knowledge, this survey is the most comprehensive and allows users, scholars, and entrepreneurs to get an in-depth understanding of the Metaverse ecosystem to find their opportunities and potentials for contribution

    Videos in Context for Telecommunication and Spatial Browsing

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    The research presented in this thesis explores the use of videos embedded in panoramic imagery to transmit spatial and temporal information describing remote environments and their dynamics. Virtual environments (VEs) through which users can explore remote locations are rapidly emerging as a popular medium of presence and remote collaboration. However, capturing visual representation of locations to be used in VEs is usually a tedious process that requires either manual modelling of environments or the employment of specific hardware. Capturing environment dynamics is not straightforward either, and it is usually performed through specific tracking hardware. Similarly, browsing large unstructured video-collections with available tools is difficult, as the abundance of spatial and temporal information makes them hard to comprehend. At the same time, on a spectrum between 3D VEs and 2D images, panoramas lie in between, as they offer the same 2D images accessibility while preserving 3D virtual environments surrounding representation. For this reason, panoramas are an attractive basis for videoconferencing and browsing tools as they can relate several videos temporally and spatially. This research explores methods to acquire, fuse, render and stream data coming from heterogeneous cameras, with the help of panoramic imagery. Three distinct but interrelated questions are addressed. First, the thesis considers how spatially localised video can be used to increase the spatial information transmitted during video mediated communication, and if this improves quality of communication. Second, the research asks whether videos in panoramic context can be used to convey spatial and temporal information of a remote place and the dynamics within, and if this improves users' performance in tasks that require spatio-temporal thinking. Finally, the thesis considers whether there is an impact of display type on reasoning about events within videos in panoramic context. These research questions were investigated over three experiments, covering scenarios common to computer-supported cooperative work and video browsing. To support the investigation, two distinct video+context systems were developed. The first telecommunication experiment compared our videos in context interface with fully-panoramic video and conventional webcam video conferencing in an object placement scenario. The second experiment investigated the impact of videos in panoramic context on quality of spatio-temporal thinking during localization tasks. To support the experiment, a novel interface to video-collection in panoramic context was developed and compared with common video-browsing tools. The final experimental study investigated the impact of display type on reasoning about events. The study explored three adaptations of our video-collection interface to three display types. The overall conclusion is that videos in panoramic context offer a valid solution to spatio-temporal exploration of remote locations. Our approach presents a richer visual representation in terms of space and time than standard tools, showing that providing panoramic contexts to video collections makes spatio-temporal tasks easier. To this end, videos in context are suitable alternative to more difficult, and often expensive solutions. These findings are beneficial to many applications, including teleconferencing, virtual tourism and remote assistance

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    State of the art of audio- and video based solutions for AAL

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    Working Group 3. Audio- and Video-based AAL ApplicationsIt is a matter of fact that Europe is facing more and more crucial challenges regarding health and social care due to the demographic change and the current economic context. The recent COVID-19 pandemic has stressed this situation even further, thus highlighting the need for taking action. Active and Assisted Living (AAL) technologies come as a viable approach to help facing these challenges, thanks to the high potential they have in enabling remote care and support. Broadly speaking, AAL can be referred to as the use of innovative and advanced Information and Communication Technologies to create supportive, inclusive and empowering applications and environments that enable older, impaired or frail people to live independently and stay active longer in society. AAL capitalizes on the growing pervasiveness and effectiveness of sensing and computing facilities to supply the persons in need with smart assistance, by responding to their necessities of autonomy, independence, comfort, security and safety. The application scenarios addressed by AAL are complex, due to the inherent heterogeneity of the end-user population, their living arrangements, and their physical conditions or impairment. Despite aiming at diverse goals, AAL systems should share some common characteristics. They are designed to provide support in daily life in an invisible, unobtrusive and user-friendly manner. Moreover, they are conceived to be intelligent, to be able to learn and adapt to the requirements and requests of the assisted people, and to synchronise with their specific needs. Nevertheless, to ensure the uptake of AAL in society, potential users must be willing to use AAL applications and to integrate them in their daily environments and lives. In this respect, video- and audio-based AAL applications have several advantages, in terms of unobtrusiveness and information richness. Indeed, cameras and microphones are far less obtrusive with respect to the hindrance other wearable sensors may cause to one’s activities. In addition, a single camera placed in a room can record most of the activities performed in the room, thus replacing many other non-visual sensors. Currently, video-based applications are effective in recognising and monitoring the activities, the movements, and the overall conditions of the assisted individuals as well as to assess their vital parameters (e.g., heart rate, respiratory rate). Similarly, audio sensors have the potential to become one of the most important modalities for interaction with AAL systems, as they can have a large range of sensing, do not require physical presence at a particular location and are physically intangible. Moreover, relevant information about individuals’ activities and health status can derive from processing audio signals (e.g., speech recordings). Nevertheless, as the other side of the coin, cameras and microphones are often perceived as the most intrusive technologies from the viewpoint of the privacy of the monitored individuals. This is due to the richness of the information these technologies convey and the intimate setting where they may be deployed. Solutions able to ensure privacy preservation by context and by design, as well as to ensure high legal and ethical standards are in high demand. After the review of the current state of play and the discussion in GoodBrother, we may claim that the first solutions in this direction are starting to appear in the literature. A multidisciplinary 4 debate among experts and stakeholders is paving the way towards AAL ensuring ergonomics, usability, acceptance and privacy preservation. The DIANA, PAAL, and VisuAAL projects are examples of this fresh approach. This report provides the reader with a review of the most recent advances in audio- and video-based monitoring technologies for AAL. It has been drafted as a collective effort of WG3 to supply an introduction to AAL, its evolution over time and its main functional and technological underpinnings. In this respect, the report contributes to the field with the outline of a new generation of ethical-aware AAL technologies and a proposal for a novel comprehensive taxonomy of AAL systems and applications. Moreover, the report allows non-technical readers to gather an overview of the main components of an AAL system and how these function and interact with the end-users. The report illustrates the state of the art of the most successful AAL applications and functions based on audio and video data, namely (i) lifelogging and self-monitoring, (ii) remote monitoring of vital signs, (iii) emotional state recognition, (iv) food intake monitoring, activity and behaviour recognition, (v) activity and personal assistance, (vi) gesture recognition, (vii) fall detection and prevention, (viii) mobility assessment and frailty recognition, and (ix) cognitive and motor rehabilitation. For these application scenarios, the report illustrates the state of play in terms of scientific advances, available products and research project. The open challenges are also highlighted. The report ends with an overview of the challenges, the hindrances and the opportunities posed by the uptake in real world settings of AAL technologies. In this respect, the report illustrates the current procedural and technological approaches to cope with acceptability, usability and trust in the AAL technology, by surveying strategies and approaches to co-design, to privacy preservation in video and audio data, to transparency and explainability in data processing, and to data transmission and communication. User acceptance and ethical considerations are also debated. Finally, the potentials coming from the silver economy are overviewed.publishedVersio
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