411 research outputs found
Multi-party holomeetings: toward a new era of low-cost volumetric holographic meetings in virtual reality
© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Fueled by advances in multi-party communications, increasingly mature immersive technologies being adopted, and the COVID-19 pandemic, a new wave of social virtual reality (VR) platforms have emerged to support socialization, interaction, and collaboration among multiple remote users who are integrated into shared virtual environments. Social VR aims to increase levels of (co-)presence and interaction quality by overcoming the limitations of 2D windowed representations in traditional multi-party video conferencing tools, although most existing solutions rely on 3D avatars to represent users. This article presents a social VR platform that supports real-time volumetric holographic representations of users that are based on point clouds captured by off-the-shelf RGB-D sensors, and it analyzes the platform’s potential for conducting interactive holomeetings (i.e., holoconferencing scenarios). This work evaluates such a platform’s performance and readiness for conducting meetings with up to four users, and it provides insights into aspects of the user experience when using single-camera and low-cost capture systems in scenarios with both frontal and side viewpoints. Overall, the obtained results confirm the platform’s maturity and the potential of holographic communications for conducting interactive multi-party meetings, even when using low-cost systems and single-camera capture systems in scenarios where users are sitting or have a limited translational movement along the X, Y, and Z axes within the 3D virtual environment (commonly known as 3 Degrees of Freedom plus, 3DoF+).The authors would like to thank the members of the EU H2020 VR-Together consortium for their valuable contributions, especially Marc Martos and
Mohamad Hjeij for their support in developing and evaluating tasks. This work has been partially funded by: the EU’s Horizon 2020 program, under
agreement nº 762111 (VR-Together project); by ACCIÓ (Generalitat de Catalunya), under agreement COMRDI18-1-0008 (ViVIM project); and by Cisco
Research and the Silicon Valley Community Foundation, under the grant Extended Reality Multipoint Control Unit (ID: 1779376). The work by Mario
Montagud has been additionally funded by Spain’s Agencia Estatal de Investigación under grant RYC2020-030679-I (AEI / 10.13039/501100011033) and
by Fondo Social Europeo. The work of David Rincón was supported by Spain’s Agencia Estatal de Investigación within the Ministerio de Ciencia e
Innovación under Project PID2019-108713RB-C51 MCIN/AEI/10.13039/501100011033.Peer ReviewedPostprint (published version
Metaverse: A Vision, Architectural Elements, and Future Directions for Scalable and Realtime Virtual Worlds
With the emergence of Cloud computing, Internet of Things-enabled
Human-Computer Interfaces, Generative Artificial Intelligence, and
high-accurate Machine and Deep-learning recognition and predictive models,
along with the Post Covid-19 proliferation of social networking, and remote
communications, the Metaverse gained a lot of popularity. Metaverse has the
prospective to extend the physical world using virtual and augmented reality so
the users can interact seamlessly with the real and virtual worlds using
avatars and holograms. It has the potential to impact people in the way they
interact on social media, collaborate in their work, perform marketing and
business, teach, learn, and even access personalized healthcare. Several works
in the literature examine Metaverse in terms of hardware wearable devices, and
virtual reality gaming applications. However, the requirements of realizing the
Metaverse in realtime and at a large-scale need yet to be examined for the
technology to be usable. To address this limitation, this paper presents the
temporal evolution of Metaverse definitions and captures its evolving
requirements. Consequently, we provide insights into Metaverse requirements. In
addition to enabling technologies, we lay out architectural elements for
scalable, reliable, and efficient Metaverse systems, and a classification of
existing Metaverse applications along with proposing required future research
directions
DIVE on the internet
This dissertation reports research and development of a platform for Collaborative Virtual Environments (CVEs). It has particularly focused on two major challenges: supporting the rapid development of scalable applications and easing their deployment on the Internet. This work employs a research method based on prototyping and refinement and promotes the use of this method for application development. A number of the solutions herein are in line with other CVE systems. One of the strengths of this work consists in a global approach to the issues raised by CVEs and the recognition that such complex problems are best tackled using a multi-disciplinary approach that understands both user and system requirements.
CVE application deployment is aided by an overlay network that is able to complement any IP multicast infrastructure in place. Apart from complementing a weakly deployed worldwide multicast, this infrastructure provides for a certain degree of introspection, remote controlling and visualisation. As such, it forms an important aid in assessing the scalability of running applications. This scalability is further facilitated by specialised object distribution algorithms and an open framework for the implementation of novel partitioning techniques.
CVE application development is eased by a scripting language, which enables rapid development and favours experimentation. This scripting language interfaces many aspects of the system and enables the prototyping of distribution-related components as well as user interfaces. It is the key construct of a distributed environment to which components, written in different languages, connect and onto which they operate in a network abstracted manner. The solutions proposed are exemplified and strengthened by three collaborative applications. The Dive room system is a virtual environment modelled after the room metaphor and supporting asynchronous and synchronous cooperative work. WebPath is a companion application to a Web browser that seeks to make the current history of page visits more visible and usable. Finally, the London travel demonstrator supports travellers by providing an environment where they can explore the city, utilise group collaboration facilities, rehearse particular journeys and access tourist information data
Representing place and situation in an online social environment
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2000.Includes bibliographical references (leaves 61-66).This thesis presents work focused on the creation of a sociable space for communication online. Sociable communication requires the ability to converse with others using simple and meaningful mechanisms, supporting flexibility and expressiveness. Equally important is the ability for people to read the space they inhabit and make sense of it in socially significant ways, such as people watching to observe others' interests and interaction styles. A third key to sociable communication is emphasis on identity and embodiment, giving participants a strong sense of themselves and others through their online representations. These issues are approached through research in areas ranging from sociology to urban architecture, directed at finding bases for the design of capabilities that are useful and engaging in the context of computer support for distributed multiparty communication. The result of this research is Talking in Circles, a graphical audio conferencing environment that employs abstract graphics for representation and provides lightweight access to multiple expressive modes. This thesis discusses foundations for work towards sociable communication online as well as the design and implementation processes involved in the creation of the Talking in Circles system. User experiences with the system, lessons learned and directions for further research into sociable communication are then detailed.by Roy Alexis Rodenstein Kartofel.S.M
A telepresence environment for concurrent life-cycle design and construction
Construction projects normally involve transient 'virtual organisations', where a multidisciplinary
project team works together on the design and construction of a facility. Many of
these participants often work independently while taking decisions that inevitably affect
others. The research described in the thesis involved examining the adoption of concurrent
engineering (CE) principles by the construction industry as a way to reduce the problems
posed by the fragmentation of the industry, and to enhance its competitiveness. An important
aspect of concurrent engineering in construction is the need for effective communication of
design information between all members of the project team and across all stages of the
constructed facility's life-cycle. The thesis describes the development of a communications
infrastructure for Concurrent Life-Cycle Design and Construction. [Continues.
The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions
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
Playing at Work : Organizational Play as a Facilitator of Creativity
This thesis investigates how play may benefit creativity in organizational contexts. Play and playfulness have previously been linked to creativity in children and adults, but empirical organizational research is scarce. A widely accepted definition of creativity is that it involves the production of something that is both novel and appropriate. Play is defined as a behavioral approach that is characterized by play being: voluntary, fun, frivolous, imaginative, and in some way bound by structure or rules. An important distinguishing feature of play is that it is frivolous, which means that play is done just for fun and no other results or outcomes are expected. The first study was an exploration of how play is used by organizational consultants to promote creativity, how play was thought to enhance creativity, as well as how play is encouraged in organizational contexts. The results suggested that play promotes organizational creativity via the mediating factors openness, intrinsic motivation, and the collaborative relationships needed to co-create and innovate. The investigation also identified a number of encouragers and discouragers of organizational play. Playful contextual cues and explicit permission to play are examples of encouragers, while imposed play activities and a stressful work environment are examples of discouragers. The second study explored the effect of playful cues introduced during a scheduled workplace meeting versus a control condition receiving a conventional refreshments. The findings suggested that playful cues are a promising means by which to enhance the creative climate and playfulness in workplace meetings. The findings furthermore indicated that introducing play-cues does not risk meeting productivity. The third study investigated the impact of an intervention of playful improvisational theater on organizational creativity. Organizational teams participated in a play intervention that consisted of three workshops of playful improvisational theater. Compared with the control condition receiving no intervention, the intervention group reported an increase of workplace playfulness and scored higher on post-test measures of individual and group creativity. The combined results of these three studies support previously proposed creativity enhancing effects of organizational play. The implications for organizations wishing to enhance creativity and innovation are that fostering a climate of playfulness may be a means of stimulating organizational creativity
THEORETICAL MODEL OF MEDIATED SHARED SPACE FOR SUPPORTING INFORMAL INTERACTION AT A DISTANCE
Ph.DDOCTOR OF PHILOSOPH
Shaping the metaverse into reality: multidisciplinary perspectives on opportunities, challenges, and future research
The term metaverse is described as the next iteration of the Internet. Metaverse is a virtual platform that uses extended reality technologies, i.e., augmented reality, virtual reality, mixed reality, 3D graphics, and other emerging technologies to allow real-time interactions and experiences in ways that are not possible in the physical world. Companies have begun to notice the impact of the metaverse and how it may help maximize profits. The purpose of this paper is to offer perspectives on several important areas, i.e., marketing, tourism, manufacturing, operations management, education, the retailing industry, banking services, healthcare, and human resource management that are likely to be impacted by the adoption and use of a metaverse. Each includes an overview, opportunities, challenges, and a potential research agenda
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