70 research outputs found

    Situated Displays in Telecommunication

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    In face to face conversation, numerous cues of attention, eye contact, and gaze direction provide important channels of information. These channels create cues that include turn taking, establish a sense of engagement, and indicate the focus of conversation. However, some subtleties of gaze can be lost in common videoconferencing systems, because the single perspective view of the camera doesn't preserve the spatial characteristics of the face to face situation. In particular, in group conferencing, the `Mona Lisa effect' makes all observers feel that they are looked at when the remote participant looks at the camera. In this thesis, we present designs and evaluations of four novel situated teleconferencing systems, which aim to improve the teleconferencing experience. Firstly, we demonstrate the effectiveness of a spherical video telepresence system in that it allows a single observer at multiple viewpoints to accurately judge where the remote user is placing their gaze. Secondly, we demonstrate the gaze-preserving capability of a cylindrical video telepresence system, but for multiple observers at multiple viewpoints. Thirdly, we demonstrated the further improvement of a random hole autostereoscopic multiview telepresence system in conveying gaze by adding stereoscopic cues. Lastly, we investigate the influence of display type and viewing angle on how people place their trust during avatar-mediated interaction. The results show the spherical avatar telepresence system has the ability to be viewed qualitatively similarly from all angles and demonstrate how trust can be altered depending on how one views the avatar. Together these demonstrations motivate the further study of novel display configurations and suggest parameters for the design of future teleconferencing systems

    Telethrone : a situated display using retro-reflection basedmulti-view toward remote collaboration in small dynamic groups

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    This research identifies a gap in the tele-communication technology. Several novel technology demonstrators are tested experimentally throughout the research. The presented final system allows a remote participant in a conversation to unambiguously address individual members of a group of 5 people using non-verbal cues. The capability to link less formal groups through technology is the primary contribution. Technology-mediated communication is first reviewed, with attention to different supported styles of meetings. A gap is identified for small informal groups. Small dynamic groups which are convened on demand for the solution of specific problems may be called “ad-hoc”. In these meetings it is possible to ‘pull up a chair’. This is poorly supported by current tele-communication tools, that is, it is difficult for one or more members to join such a meeting from a remote location. It is also difficult for physically located parties to reorient themselves in the meeting as goals evolve. As the major contribution toward addressing this the ’Telethrone’ is introduced. Telethrone projects a remote user onto a chair, bringing them into your space. The chair seems to act as a situated display, which can support multi party head gaze, eye gaze, and body torque. Each observer knows where the projected user is looking. It is simpler to implement and cheaper than current comparable systems. The underpinning approach is technology and systems development, with regard to HCI and psychology throughout. Prototypes, refinements, and novel engineered systems are presented. Two experiments to test these systems are peer-reviewed, and further design & experimentation undertaken based on the positive results. The final paper is pending. An initial version of the new technology approach combined retro-reflective material with aligned pairs of cameras, and projectors, connected by IP video. A counterbalanced repeated measures experiment to analyse gaze interactions was undertaken. Results suggest that the remote user is not excluded from triadic poker game-play. Analysis of the multi-view aspect of the system was inconclusive as to whether it shows advantage over a set-up which does not support multi-view. User impressions from the questionnaires suggest that the current implementation still gives the impression of being a display despite its situated nature, although participants did feel the remote user was in the space with them. A refinement of the system using models generated by visual hull reconstruction can better connect eye gaze. An exploration is made of its ability to allow chairs to be moved around the meeting, and what this might enable for the participants of the meeting. The ability to move furniture was earlier identified as an aid to natural interaction, but may also affect highly correlated subgroups in an ad-hoc meeting. This is unsupported by current technologies. Repositioning of several onlooking chairs seems to support ’fault lines’. Performance constraints of the current system are explored. An experiment tests whether it is possible to judge remote participant eye gaze as the viewer changes location, attempting to address concerns raised by the first experiment in which the physical offsets of the IP cameras lenses from the projected eyes of the remote participants (in both directions), may have influenced perception of attention. A third experiment shows that five participants viewing a remote recording, presented through the Telethrone, can judge the attention of the remote participant accurately when the viewpoint is correctly rendered for their location in the room. This is compared to a control in which spatial discrimination is impossible. A figure for how many optically seperate retro-reflected segments is obtained through spatial anlysis and testing. It is possible to render the optical maximum of 5 independent viewpoints supporting an ’ideal’ meeting of 6 people. The tested system uses one computer at the meeting side of the exchange making it potentially deployable from a small flight case. The thesis presents and tests the utility of elements toward a system, and finds that remote users are in the conversation, spatially segmented with a view for each onlooker, that eye gaze can be reconnected through the system using 3D video, and that performance supports scalability up to the theoretical maximum for the material and an ideal meeting size

    Content-prioritised video coding for British Sign Language communication.

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    Video communication of British Sign Language (BSL) is important for remote interpersonal communication and for the equal provision of services for deaf people. However, the use of video telephony and video conferencing applications for BSL communication is limited by inadequate video quality. BSL is a highly structured, linguistically complete, natural language system that expresses vocabulary and grammar visually and spatially using a complex combination of facial expressions (such as eyebrow movements, eye blinks and mouth/lip shapes), hand gestures, body movements and finger-spelling that change in space and time. Accurate natural BSL communication places specific demands on visual media applications which must compress video image data for efficient transmission. Current video compression schemes apply methods to reduce statistical redundancy and perceptual irrelevance in video image data based on a general model of Human Visual System (HVS) sensitivities. This thesis presents novel video image coding methods developed to achieve the conflicting requirements for high image quality and efficient coding. Novel methods of prioritising visually important video image content for optimised video coding are developed to exploit the HVS spatial and temporal response mechanisms of BSL users (determined by Eye Movement Tracking) and the characteristics of BSL video image content. The methods implement an accurate model of HVS foveation, applied in the spatial and temporal domains, at the pre-processing stage of a current standard-based system (H.264). Comparison of the performance of the developed and standard coding systems, using methods of video quality evaluation developed for this thesis, demonstrates improved perceived quality at low bit rates. BSL users, broadcasters and service providers benefit from the perception of high quality video over a range of available transmission bandwidths. The research community benefits from a new approach to video coding optimisation and better understanding of the communication needs of deaf people

    BlickpunktabhÀngige Computergraphik

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    Contemporary digital displays feature multi-million pixels at ever-increasing refresh rates. Reality, on the other hand, provides us with a view of the world that is continuous in space and time. The discrepancy between viewing the physical world and its sampled depiction on digital displays gives rise to perceptual quality degradations. By measuring or estimating where we look, gaze-contingent algorithms aim at exploiting the way we visually perceive to remedy visible artifacts. This dissertation presents a variety of novel gaze-contingent algorithms and respective perceptual studies. Chapter 4 and 5 present methods to boost perceived visual quality of conventional video footage when viewed on commodity monitors or projectors. In Chapter 6 a novel head-mounted display with real-time gaze tracking is described. The device enables a large variety of applications in the context of Virtual Reality and Augmented Reality. Using the gaze-tracking VR headset, a novel gaze-contingent render method is described in Chapter 7. The gaze-aware approach greatly reduces computational efforts for shading virtual worlds. The described methods and studies show that gaze-contingent algorithms are able to improve the quality of displayed images and videos or reduce the computational effort for image generation, while display quality perceived by the user does not change.Moderne digitale Bildschirme ermöglichen immer höhere Auflösungen bei ebenfalls steigenden Bildwiederholraten. Die RealitĂ€t hingegen ist in Raum und Zeit kontinuierlich. Diese Grundverschiedenheit fĂŒhrt beim Betrachter zu perzeptuellen Unterschieden. Die Verfolgung der Aug-Blickrichtung ermöglicht blickpunktabhĂ€ngige Darstellungsmethoden, die sichtbare Artefakte verhindern können. Diese Dissertation trĂ€gt zu vier Bereichen blickpunktabhĂ€ngiger und wahrnehmungstreuer Darstellungsmethoden bei. Die Verfahren in Kapitel 4 und 5 haben zum Ziel, die wahrgenommene visuelle QualitĂ€t von Videos fĂŒr den Betrachter zu erhöhen, wobei die Videos auf gewöhnlicher Ausgabehardware wie z.B. einem Fernseher oder Projektor dargestellt werden. Kapitel 6 beschreibt die Entwicklung eines neuartigen Head-mounted Displays mit UnterstĂŒtzung zur Erfassung der Blickrichtung in Echtzeit. Die Kombination der Funktionen ermöglicht eine Reihe interessanter Anwendungen in Bezug auf Virtuelle RealitĂ€t (VR) und Erweiterte RealitĂ€t (AR). Das vierte und abschließende Verfahren in Kapitel 7 dieser Dissertation beschreibt einen neuen Algorithmus, der das entwickelte Eye-Tracking Head-mounted Display zum blickpunktabhĂ€ngigen Rendern nutzt. Die QualitĂ€t des Shadings wird hierbei auf Basis eines Wahrnehmungsmodells fĂŒr jeden Bildpixel in Echtzeit analysiert und angepasst. Das Verfahren hat das Potenzial den Berechnungsaufwand fĂŒr das Shading einer virtuellen Szene auf ein Bruchteil zu reduzieren. Die in dieser Dissertation beschriebenen Verfahren und Untersuchungen zeigen, dass blickpunktabhĂ€ngige Algorithmen die DarstellungsqualitĂ€t von Bildern und Videos wirksam verbessern können, beziehungsweise sich bei gleichbleibender BildqualitĂ€t der Berechnungsaufwand des bildgebenden Verfahrens erheblich verringern lĂ€sst

    Datura: distributing activity in peer to peer collaborative virtual environments

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    Collaborative Virtual Environments (CVEs) are an exciting advance in the field of Virtual Reality (VR) research. By joining VR systems---and users---at widely scattered geographic locations, VR changes from an isolated experience to one of communication, interaction, and collaboration. Much research effort is being placed into the development of tools and techniques to power these collaborative experiences.;This dissertation describes the Datura toolkit for CVE development and, more importantly, the new concepts and methods that make Datura unique. We focus on the idea of Location of Computation (LoC)---methods for determining where, among all the sites participating in a CVE, particular calculations or particular decisions should be made. Datura connects sites into a peer to peer network, allowing each one to participate fully in bringing the virtual world to life.;Datura works at the level of elements---individual components that imbue shared objects with data, behaviors, and capabilities. These elements are shared among all sites, and control over them can be granted or migrated individually. This dissertation discusses the mechanisms for transferring control and computation, and provides a system for deciding where control should reside for each element in a CVE. An extensive set of tests and evaluations are also described, verifying the capabilities of the Datura system and demonstrating the performance and error-handling gains that are made by this fine-grained control over the location of computation

    Enhancing our lives with immersive virtual reality

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    Virtual reality (VR) started about 50 years ago in a form we would recognize today [stereo head-mounted display (HMD), head tracking, computer graphics generated images] – although the hardware was completely different. In the 1980s and 1990s, VR emerged again based on a different generation of hardware (e.g., CRT displays rather than vector refresh, electromagnetic tracking instead of mechanical). This reached the attention of the public, and VR was hailed by many engineers, scientists, celebrities, and business people as the beginning of a new era, when VR would soon change the world for the better. Then, VR disappeared from public view and was rumored to be “dead.” In the intervening 25 years a huge amount of research has nevertheless been carried out across a vast range of applications – from medicine to business, from psychotherapy to industry, from sports to travel. Scientists, engineers, and people working in industry carried on with their research and applications using and exploring different forms of VR, not knowing that actually the topic had already passed away. The purpose of this article is to survey a range of VR applications where there is some evidence for, or at least debate about, its utility, mainly based on publications in peer-reviewed journals. Of course not every type of application has been covered, nor every scientific paper (about 186,000 papers in Google Scholar): in particular, in this review we have not covered applications in psychological or medical rehabilitation. The objective is that the reader becomes aware of what has been accomplished in VR, where the evidence is weaker or stronger, and what can be done. We start in Section 1 with an outline of what VR is and the major conceptual framework used to understand what happens when people experience it – the concept of “presence.” In Section 2, we review some areas where VR has been used in science – mostly psychology and neuroscience, the area of scientific visualization, and some remarks about its use in education and surgical training. In Section 3, we discuss how VR has been used in sports and exercise. In Section 4, we survey applications in social psychology and related areas – how VR has been used to throw light on some social phenomena, and how it can be used to tackle experimentally areas that cannot be studied experimentally in real life. We conclude with how it has been used in the preservation of and access to cultural heritage. In Section 5, we present the domain of moral behavior, including an example of how it might be used to train professionals such as medical doctors when confronting serious dilemmas with patients. In Section 6, we consider how VR has been and might be used in various aspects of travel, collaboration, and industry. In Section 7, we consider mainly the use of VR in news presentation and also discuss different types of VR. In the concluding Section 8, we briefly consider new ideas that have recently emerged – an impossible task since during the short time we have written this page even newer ideas have emerged! And, we conclude with some general considerations and speculations. Throughout and wherever possible we have stressed novel applications and approaches and how the real power of VR is not necessarily to produce a faithful reproduction of “reality” but rather that it offers the possibility to step outside of the normal bounds of reality and realize goals in a totally new and unexpected way. We hope that our article will provoke readers to think as paradigm changers, and advance VR to realize different worlds that might have a positive impact on the lives of millions of people worldwide, and maybe even help a little in saving the planet

    The Post-Screen Through Virtual Reality, Holograms and Light Projections

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    Screens are ubiquitous today. They display information; present image worlds; are portable; connect to mobile networks; mesmerize. However, contemporary screen media also seek to eliminate the presence of the screen and the visibilities of its boundaries. As what is image becomes increasingly indistinguishable against the viewer’s actual surroundings, this unsettling prompts re-examination about not only what is the screen, but also how the screen demarcates and what it stands for in relation to our understanding of our realities in, outside and against images. Through case studies drawn from three media technologies – Virtual Reality; holograms; and light projections – this book develops new theories of the surfaces on and spaces in which images are displayed today, interrogating critical lines between art and life; virtuality and actuality; truth and lies. What we have today is not just the contestation of the real against illusion or the unreal, but the disappearance itself of difference and a gluttony of the unreal which both connect up to current politics of distorted truth values and corrupted terms of information. The Post-Screen Through Virtual Reality, Holograms and Light Projections: Where Screen Boundaries Lie is thus about not only where the image’s borders and demarcations are established, but also the screen boundary as the instrumentation of today’s intense virtualizations that do not tell the truth. In all this, a new imagination for images emerges, with a new space for cultures of presence and absence, definitions of object and representation, and understandings of dis- and re-placement – the post-screen

    The Post-Screen Through Virtual Reality, Holograms and Light Projections

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    Screens are ubiquitous today. They display information; present image worlds; are portable; connect to mobile networks; mesmerize. However, contemporary screen media also seek to eliminate the presence of the screen and the visibilities of its boundaries. As what is image becomes increasingly indistinguishable against the viewer’s actual surroundings, this unsettling prompts re-examination about not only what is the screen, but also how the screen demarcates and what it stands for in relation to our understanding of our realities in, outside and against images. Through case studies drawn from three media technologies – Virtual Reality; holograms; and light projections – this book develops new theories of the surfaces on and spaces in which images are displayed today, interrogating critical lines between art and life; virtuality and actuality; truth and lies. What we have today is not just the contestation of the real against illusion or the unreal, but the disappearance itself of difference and a gluttony of the unreal which both connect up to current politics of distorted truth values and corrupted terms of information. The Post-Screen Through Virtual Reality, Holograms and Light Projections: Where Screen Boundaries Lie is thus about not only where the image’s borders and demarcations are established, but also the screen boundary as the instrumentation of today’s intense virtualizations that do not tell the truth. In all this, a new imagination for images emerges, with a new space for cultures of presence and absence, definitions of object and representation, and understandings of dis- and re-placement – the post-screen
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