1,225 research outputs found

    A mixed reality telepresence system for collaborative space operation

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    This paper presents a Mixed Reality system that results from the integration of a telepresence system and an application to improve collaborative space exploration. The system combines free viewpoint video with immersive projection technology to support non-verbal communication, including eye gaze, inter-personal distance and facial expression. Importantly, these can be interpreted together as people move around the simulation, maintaining natural social distance. The application is a simulation of Mars, within which the collaborators must come to agreement over, for example, where the Rover should land and go. The first contribution is the creation of a Mixed Reality system supporting contextualization of non-verbal communication. Tw technological contributions are prototyping a technique to subtract a person from a background that may contain physical objects and/or moving images, and a light weight texturing method for multi-view rendering which provides balance in terms of visual and temporal quality. A practical contribution is the demonstration of pragmatic approaches to sharing space between display systems of distinct levels of immersion. A research tool contribution is a system that allows comparison of conventional authored and video based reconstructed avatars, within an environment that encourages exploration and social interaction. Aspects of system quality, including the communication of facial expression and end-to-end latency are reported

    Proceedings of the 3rd IUI Workshop on Interacting with Smart Objects

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    These are the Proceedings of the 3rd IUI Workshop on Interacting with Smart Objects. Objects that we use in our everyday life are expanding their restricted interaction capabilities and provide functionalities that go far beyond their original functionality. They feature computing capabilities and are thus able to capture information, process and store it and interact with their environments, turning them into smart objects

    Enhanced Virtuality: Increasing the Usability and Productivity of Virtual Environments

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    Mit stetig steigender Bildschirmauflösung, genauerem Tracking und fallenden Preisen stehen Virtual Reality (VR) Systeme kurz davor sich erfolgreich am Markt zu etablieren. Verschiedene Werkzeuge helfen Entwicklern bei der Erstellung komplexer Interaktionen mit mehreren Benutzern innerhalb adaptiver virtueller Umgebungen. Allerdings entstehen mit der Verbreitung der VR-Systeme auch zusĂ€tzliche Herausforderungen: Diverse EingabegerĂ€te mit ungewohnten Formen und Tastenlayouts verhindern eine intuitive Interaktion. DarĂŒber hinaus zwingt der eingeschrĂ€nkte Funktionsumfang bestehender Software die Nutzer dazu, auf herkömmliche PC- oder Touch-basierte Systeme zurĂŒckzugreifen. Außerdem birgt die Zusammenarbeit mit anderen Anwendern am gleichen Standort Herausforderungen hinsichtlich der Kalibrierung unterschiedlicher Trackingsysteme und der Kollisionsvermeidung. Beim entfernten Zusammenarbeiten wird die Interaktion durch Latenzzeiten und Verbindungsverluste zusĂ€tzlich beeinflusst. Schließlich haben die Benutzer unterschiedliche Anforderungen an die Visualisierung von Inhalten, z.B. GrĂ¶ĂŸe, Ausrichtung, Farbe oder Kontrast, innerhalb der virtuellen Welten. Eine strikte Nachbildung von realen Umgebungen in VR verschenkt Potential und wird es nicht ermöglichen, die individuellen BedĂŒrfnisse der Benutzer zu berĂŒcksichtigen. Um diese Probleme anzugehen, werden in der vorliegenden Arbeit Lösungen in den Bereichen Eingabe, Zusammenarbeit und Erweiterung von virtuellen Welten und Benutzern vorgestellt, die darauf abzielen, die Benutzerfreundlichkeit und ProduktivitĂ€t von VR zu erhöhen. ZunĂ€chst werden PC-basierte Hardware und Software in die virtuelle Welt ĂŒbertragen, um die Vertrautheit und den Funktionsumfang bestehender Anwendungen in VR zu erhalten. Virtuelle Stellvertreter von physischen GerĂ€ten, z.B. Tastatur und Tablet, und ein VR-Modus fĂŒr Anwendungen ermöglichen es dem Benutzer reale FĂ€higkeiten in die virtuelle Welt zu ĂŒbertragen. Des Weiteren wird ein Algorithmus vorgestellt, der die Kalibrierung mehrerer ko-lokaler VR-GerĂ€te mit hoher Genauigkeit und geringen Hardwareanforderungen und geringem Aufwand ermöglicht. Da VR-Headsets die reale Umgebung der Benutzer ausblenden, wird die Relevanz einer Ganzkörper-Avatar-Visualisierung fĂŒr die Kollisionsvermeidung und das entfernte Zusammenarbeiten nachgewiesen. DarĂŒber hinaus werden personalisierte rĂ€umliche oder zeitliche Modifikationen vorgestellt, die es erlauben, die Benutzerfreundlichkeit, Arbeitsleistung und soziale PrĂ€senz von Benutzern zu erhöhen. Diskrepanzen zwischen den virtuellen Welten, die durch persönliche Anpassungen entstehen, werden durch Methoden der Avatar-Umlenkung (engl. redirection) kompensiert. Abschließend werden einige der Methoden und Erkenntnisse in eine beispielhafte Anwendung integriert, um deren praktische Anwendbarkeit zu verdeutlichen. Die vorliegende Arbeit zeigt, dass virtuelle Umgebungen auf realen FĂ€higkeiten und Erfahrungen aufbauen können, um eine vertraute und einfache Interaktion und Zusammenarbeit von Benutzern zu gewĂ€hrleisten. DarĂŒber hinaus ermöglichen individuelle Erweiterungen des virtuellen Inhalts und der Avatare EinschrĂ€nkungen der realen Welt zu ĂŒberwinden und das Erlebnis von VR-Umgebungen zu steigern

    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

    Using virtual reality and 3D industrial numerical models for immersive interactive checklists

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    At the different stages of the PLM, companies develop numerous checklist-based procedures involving prototype inspection and testing. Besides, techniques from CAD, 3D imaging, animation and virtual reality now form a mature set of tools for industrial applications. The work presented in this article develops a unique framework for immersive checklist-based project reviews that applies to all steps of the PLM. It combines immersive navigation in the checklist, virtual experiments when needed and multimedia update of the checklist. It provides a generic tool, independent of the considered checklist, relies on the integration of various VR tools and concepts, in a modular way, and uses an original gesture recognition. Feasibility experiments are presented, validating the benefits of the approach

    CGAMES'2009

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    Video based reconstruction system for mixed reality environments supporting contextualised non-verbal communication and its study

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    This Thesis presents a system to capture, reconstruct and render the three-dimensional form of people and objects of interest in such detail that the spatial and visual aspects of non-verbal behaviour can be communicated.The system supports live distribution and simultaneous rendering in multiple locations enabling the apparent teleportation of people and objects. Additionally, the system allows for the recording of live sessions and their playback in natural time with free-viewpoint.It utilises components of a video based reconstruction and a distributed video implementation to create an end-to-end system that can operate in real-time and on commodity hardware.The research addresses the specific challenges of spatial and colour calibration, segmentation and overall system architecture to overcome technical barriers, the requirement of domain specific knowledge to setup and generate avatars to a consistent high quality.Applications of the system include, but are not limited to, telepresence, where the computer generated avatars used in Immersive Collaborative Virtual Environments can be replaced with ones that are faithful of the people they represent and supporting researchers in their study of human communication such as gaze, inter-personal distance and facial expression.The system has been adopted in other research projects and is integrated with a mixed reality application where, during a live linkup, a three-dimensional avatar is streamed to multiple end-points across different countries
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