168 research outputs found

    The compression issues of panoramic video

    Get PDF
    The paper proposes efficient data compression techniques for panoramic video. Panoramic videos have been used as a means for representing dynamic scenes or paths along a static environment. They allow the user to change viewpoints interactively at a point in time or space. High-resolution panoramic videos, while desirable, consume a significant amount of storage and bandwidth for transmission, and make real-time decoding very computationally intensive. A high performance MPEG-like compression algorithm, which takes into account the random access requirements and the redundancies of the panoramic video, is presented. The transmission aspects of panoramic video over cable network, LAN and Internet are also briefly discussed.published_or_final_versio

    On the data compression and transmission aspects of panoramic video

    Get PDF
    This paper proposes efficient data compression and transmission techniques for panoramic video. Panoramic videos have been used as a means for representing dynamic scenes or paths along a static environment. They allow the user to change viewpoints interactively at a point in time or space. High-resolution panoramic videos, while desirable, consume a significant amount of storage and bandwidth for transmission, and make real-time decoding very compute-intensive. A high performance MPEG-like compression algorithm, which takes into account the random access requirements and the redundancies of the panoramic video, is presented. The transmission aspects of panoramic video over cable network, LAN and Internet are also briefly discussed.published_or_final_versio

    Data compression and transmission aspects of panoramic videos

    Get PDF
    Panoramic videos are effective means for representing static or dynamic scenes along predefined paths. They allow users to change their viewpoints interactively at points in time or space defined by the paths. High-resolution panoramic videos, while desirable, consume a significant amount of storage and bandwidth for transmission. They also make real-time decoding computationally very intensive. This paper proposes efficient data compression and transmission techniques for panoramic videos. A high-performance MPEG-2-like compression algorithm, which takes into account the random access requirements and the redundancies of panoramic videos, is proposed. The transmission aspects of panoramic videos over cable networks, local area networks (LANs), and the Internet are also discussed. In particular, an efficient advanced delivery sharing scheme (ADSS) for reducing repeated transmission and retrieval of frequently requested video segments is introduced. This protocol was verified by constructing an experimental VOD system consisting of a video server and eight Pentium 4 computers. Using the synthetic panoramic video Village at a rate of 197 kb/s and 7 f/s, nearly two-thirds of the memory access and transmission bandwidth of the video server were saved under normal network traffic.published_or_final_versio

    The Impact of Three Interfaces for 360-Degree Video on Spatial Cognition

    Get PDF
    In this paper, we describe an experiment designed to evaluate the effectiveness of three interfaces for surveillance or remote control using live 360-degree video feeds from a person or vehicle in the field. Video feeds are simulated using a game engine. While locating targets within a 3D terrain using a 2D 360-degree interface, participants indicated perceived egocentric directions to targets and later placed targets on an overhead view of the terrain. Interfaces were compared based on target finding and map placement performance. Results suggest 1) nonseamless interfaces with visual boundaries facilitate spatial understanding, 2) correct perception of self-to-object relationships is not correlated with understanding object-toobject relationships within the environment, and 3) increased video game experience corresponds with better spatial understanding of an environment observed in 360- degrees. This work can assist researchers of panoramic video systems in evaluating the optimal interface for observation and teleoperation of remote systems

    Spatial displays for visual awareness of remote locations

    Get PDF
    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2009.Cataloged from PDF version of thesis.Includes bibliographical references (p. [113]-116).uCom enables remote users to be visually aware of each other using "spatial displays" - live views of a remote space assembled according to an estimate of the remote space's layout. The main elements of the system design are a 3D representation of each space and a multi-display physical setup. The 3D image-based representation of a space is composed of an aggregate of live video feeds acquired from multiple viewpoints and rendered in a graphical visualization resembling a 3D collage. Its navigation controls allow users to transition among the remote views, while maintaining a sense of how the images relate in 3D space. Additionally, the system uses a configurable set of displays to portray always-on visual connections with a remote site integrated into the local physical environment. The evaluation investigates to what extent the system improves users' understanding of the layout of a remote space.by Ana Luisa de Araujo Santos.S.M

    Human Machine Interfaces for Teleoperators and Virtual Environments

    Get PDF
    In Mar. 1990, a meeting organized around the general theme of teleoperation research into virtual environment display technology was conducted. This is a collection of conference-related fragments that will give a glimpse of the potential of the following fields and how they interplay: sensorimotor performance; human-machine interfaces; teleoperation; virtual environments; performance measurement and evaluation methods; and design principles and predictive models

    Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology

    Get PDF
    The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in Section “Illusions of Embodiment and Their Lasting Effect,” we go on to discuss recent evidence indicating that immersion in VR can have psychological effects that last after leaving the virtual environment. In the second part of the article, we turn to the risks and recommendations. We begin, in Section “The Research Ethics of VR,” with the research ethics of VR, covering six main topics: the limits of experimental environments, informed consent, clinical risks, dual-use, online research, and a general point about the limitations of a code of conduct for research. Then, in Section “Risks for Individuals and Society,” we turn to the risks of VR for the general public, covering four main topics: long-term immersion, neglect of the social and physical environment, risky content, and privacy. We offer concrete recommendations for each of these 10 topics, summarized in Table 1

    REAL-TIME CAPTURE AND RENDERING OF PHYSICAL SCENE WITH AN EFFICIENTLY CALIBRATED RGB-D CAMERA NETWORK

    Get PDF
    From object tracking to 3D reconstruction, RGB-Depth (RGB-D) camera networks play an increasingly important role in many vision and graphics applications. With the recent explosive growth of Augmented Reality (AR) and Virtual Reality (VR) platforms, utilizing camera RGB-D camera networks to capture and render dynamic physical space can enhance immersive experiences for users. To maximize coverage and minimize costs, practical applications often use a small number of RGB-D cameras and sparsely place them around the environment for data capturing. While sparse color camera networks have been studied for decades, the problems of extrinsic calibration of and rendering with sparse RGB-D camera networks are less well understood. Extrinsic calibration is difficult because of inappropriate RGB-D camera models and lack of shared scene features. Due to the significant camera noise and sparse coverage of the scene, the quality of rendering 3D point clouds is much lower compared with synthetic models. Adding virtual objects whose rendering depend on the physical environment such as those with reflective surfaces further complicate the rendering pipeline. In this dissertation, I propose novel solutions to tackle these challenges faced by RGB-D camera systems. First, I propose a novel extrinsic calibration algorithm that can accurately and rapidly calibrate the geometric relationships across an arbitrary number of RGB-D cameras on a network. Second, I propose a novel rendering pipeline that can capture and render, in real-time, dynamic scenes in the presence of arbitrary-shaped reflective virtual objects. Third, I have demonstrated a teleportation application that uses the proposed system to merge two geographically separated 3D captured scenes into the same reconstructed environment. To provide a fast and robust calibration for a sparse RGB-D camera network, first, the correspondences between different camera views are established by using a spherical calibration object. We show that this approach outperforms other techniques based on planar calibration objects. Second, instead of modeling camera extrinsic using rigid transformation that is optimal only for pinhole cameras, different view transformation functions including rigid transformation, polynomial transformation, and manifold regression are systematically tested to determine the most robust mapping that generalizes well to unseen data. Third, the celebrated bundle adjustment procedure is reformulated to minimize the global 3D projection error so as to fine-tune the initial estimates. To achieve a realistic mirror rendering, a robust eye detector is used to identify the viewer\u27s 3D location and render the reflective scene accordingly. The limited field of view obtained from a single camera is overcome by our calibrated RGB-D camera network system that is scalable to capture an arbitrarily large environment. The rendering is accomplished by raytracing light rays from the viewpoint to the scene reflected by the virtual curved surface. To the best of our knowledge, the proposed system is the first to render reflective dynamic scenes from real 3D data in large environments. Our scalable client-server architecture is computationally efficient - the calibration of a camera network system, including data capture, can be done in minutes using only commodity PCs
    corecore