562 research outputs found
Survey on some key technologies of virtual tourism system based on Web3D
Some key technologies on how to build large-scale virtual tourism systssems comprehensively on Web browsers and mobiles were analyzed and the current R&D status on Web3D virtual tourism was surveyed insightfully. Then, some methods were summarized, including 3D trees or plants modeling, 3D architectural modeling, 3D Virtual Human behavior modeling, virtual agents path planning, collision detection and progressive transmission strategy suitable for developing large scale Web3D tourism scenarios. Also, some bottleneck problems of Web3D virtual tourism system were investigated. At the same time, the lightweight 3D engine, the lightweight 3D modeling, the lightweight 3D streaming and P2P based progressive transmission of huge Web3D tourism contents would become much helpful to breakthrough those bottlenecks of Web3D tourism systems were pointed out. In addition, all kinds of Web3D engines in terms of lightweight, realism and efficiency that would be a good reference for developers to choose during various applications were compared comprehensively. Finally, the prospect of future investigation of Web3D tourism system is presented, which will be going on in terms of four characteristics lightweight, high-speed, realism, beauty.
Model Mediated Teleoperation with a Hand-Arm Exoskeleton in Long Time Delays Using Reinforcement Learning
Telerobotic systems must adapt to new environmental conditions and deal with
high uncertainty caused by long-time delays. As one of the best alternatives to
human-level intelligence, Reinforcement Learning (RL) may offer a solution to
cope with these issues. This paper proposes to integrate RL with the Model
Mediated Teleoperation (MMT) concept. The teleoperator interacts with a
simulated virtual environment, which provides instant feedback. Whereas
feedback from the real environment is delayed, feedback from the model is
instantaneous, leading to high transparency. The MMT is realized in combination
with an intelligent system with two layers. The first layer utilizes Dynamic
Movement Primitives (DMP) which accounts for certain changes in the avatar
environment. And, the second layer addresses the problems caused by uncertainty
in the model using RL methods. Augmented reality was also provided to fuse the
avatar device and virtual environment models for the teleoperator. Implemented
on DLR's Exodex Adam hand-arm haptic exoskeleton, the results show RL methods
are able to find different solutions when changes are applied to the object
position after the demonstration. The results also show DMPs to be effective at
adapting to new conditions where there is no uncertainty involved
Situated Displays in Telecommunication
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
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Real-time robotic tasks for cyber-physical avatars
Although modern robots can perform complex tasks using sophisticated algorithms that are specialized to a particular task and environment, creating robots capable of completing tasks in unstructured environments without human guidance (e.g., through teleoperation) remains a challenge. In this research, we present a framework to meet this challenge for a "cyberphysical avatar," which is defined to be a semi-autonomous robotic system that adjusts to an unstructured environment and performs physical tasks subject to critical timing constraints while under human supervision. This thesis first realizes a cyberphysical avatar that integrates three key technologies: (1) whole body-compliant control, (2) skill acquisition from machine learning (neuroevolution methods and deep learning), and (3) vision-based control through visual servoing. Body-compliant control is essential for operator safety because avatars perform cooperative tasks in close proximity to humans; machine learning enables "programming" avatars such that they can be used by non-experts for a large array of tasks, some unforeseen, in an unstructured environment; the visual servoing technique is indispensable for facilitating feedback control in human avatar interaction. This thesis proposes and demonstrates a systematically incremental approach to automating robotic tasks by decomposing a non-trivial task into stages, each of which may be automated by integrating the aforementioned techniques. We design and implement the controllers for two semi-autonomous robots that integrate three key techniques for grasping and pick-and-place tasks. While a general theory is beyond reach, we present a study on the tradeoffs between three design metrics for robotic task systems: (1) the amount of training effort for the robots to perform the task, (2) the time available to complete the task when the command is given, and (3) the quality of the result of the performed task. The tradeoff study in this design space uses the imprecise computation model as a framework to evaluate specific types of tasks: (1) grasping an unknown object and (2) placing the object in a target position. We demonstrate the generality of our integration methodology by applying it to two different robots, Dreamer and Hoppy. Our approach is evaluated by the performance of the robots in trading off between task completion time, training time and task completion success rate, in an environment similar to those in the recent Amazon Picking Challenge.Computer Science
RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars
Synthesizing high-fidelity head avatars is a central problem for computer
vision and graphics. While head avatar synthesis algorithms have advanced
rapidly, the best ones still face great obstacles in real-world scenarios. One
of the vital causes is inadequate datasets -- 1) current public datasets can
only support researchers to explore high-fidelity head avatars in one or two
task directions; 2) these datasets usually contain digital head assets with
limited data volume, and narrow distribution over different attributes. In this
paper, we present RenderMe-360, a comprehensive 4D human head dataset to drive
advance in head avatar research. It contains massive data assets, with 243+
million complete head frames, and over 800k video sequences from 500 different
identities captured by synchronized multi-view cameras at 30 FPS. It is a
large-scale digital library for head avatars with three key attributes: 1) High
Fidelity: all subjects are captured by 60 synchronized, high-resolution 2K
cameras in 360 degrees. 2) High Diversity: The collected subjects vary from
different ages, eras, ethnicities, and cultures, providing abundant materials
with distinctive styles in appearance and geometry. Moreover, each subject is
asked to perform various motions, such as expressions and head rotations, which
further extend the richness of assets. 3) Rich Annotations: we provide
annotations with different granularities: cameras' parameters, matting, scan,
2D/3D facial landmarks, FLAME fitting, and text description.
Based on the dataset, we build a comprehensive benchmark for head avatar
research, with 16 state-of-the-art methods performed on five main tasks: novel
view synthesis, novel expression synthesis, hair rendering, hair editing, and
talking head generation. Our experiments uncover the strengths and weaknesses
of current methods. RenderMe-360 opens the door for future exploration in head
avatars.Comment: Technical Report; Project Page: 36; Github Link:
https://github.com/RenderMe-360/RenderMe-36
Videos in Context for Telecommunication and Spatial Browsing
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
Online avatar based interactions
The gridWorld project attempts to utilize 3D to develop an online multi-user visual chat system. GridWorld address ideas of how conversations in a virtual environment can be facilitated and enhanced by an abstract visual interface design. The visual interface was developed from research and examination of existing ideas, methodologies and application for development of user-embodiment, chat/virtual space, and interface useability towards the visualization of communication
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