118 research outputs found

    GPS-MIV: The General Purpose System for Multi-display Interactive Visualization

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    The new age of information has created opportunities for inventions like the internet. These inventions allow us access to tremendous quantities of data. But, with the increase in information there is need to make sense of such vast quantities of information by manipulating that information to reveal hidden patterns to aid in making sense of it. Data visualization systems provide the tools to reveal patterns and filter information, aiding the processes of insight and decision making. The purpose of this thesis is to develop and test a data visualization system, The General Purpose System for Multi-display Interactive Visualization (GPS-MIV). GPS-MIV is a software system allowing the user to visualize data graphically and interact with it. At the core of the system is a graphics system that displays different computer generated scenes from multiple perspectives and with multiple views. Additionally, GSP-MIV provides interaction for the user to explore the scene

    Towards Intelligent Telerobotics: Visualization and Control of Remote Robot

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    Human-machine cooperative or co-robotics has been recognized as the next generation of robotics. In contrast to current systems that use limited-reasoning strategies or address problems in narrow contexts, new co-robot systems will be characterized by their flexibility, resourcefulness, varied modeling or reasoning approaches, and use of real-world data in real time, demonstrating a level of intelligence and adaptability seen in humans and animals. The research I focused is in the two sub-field of co-robotics: teleoperation and telepresence. We firstly explore the ways of teleoperation using mixed reality techniques. I proposed a new type of display: hybrid-reality display (HRD) system, which utilizes commodity projection device to project captured video frame onto 3D replica of the actual target surface. It provides a direct alignment between the frame of reference for the human subject and that of the displayed image. The advantage of this approach lies in the fact that no wearing device needed for the users, providing minimal intrusiveness and accommodating users eyes during focusing. The field-of-view is also significantly increased. From a user-centered design standpoint, the HRD is motivated by teleoperation accidents, incidents, and user research in military reconnaissance etc. Teleoperation in these environments is compromised by the Keyhole Effect, which results from the limited field of view of reference. The technique contribution of the proposed HRD system is the multi-system calibration which mainly involves motion sensor, projector, cameras and robotic arm. Due to the purpose of the system, the accuracy of calibration should also be restricted within millimeter level. The followed up research of HRD is focused on high accuracy 3D reconstruction of the replica via commodity devices for better alignment of video frame. Conventional 3D scanner lacks either depth resolution or be very expensive. We proposed a structured light scanning based 3D sensing system with accuracy within 1 millimeter while robust to global illumination and surface reflection. Extensive user study prove the performance of our proposed algorithm. In order to compensate the unsynchronization between the local station and remote station due to latency introduced during data sensing and communication, 1-step-ahead predictive control algorithm is presented. The latency between human control and robot movement can be formulated as a linear equation group with a smooth coefficient ranging from 0 to 1. This predictive control algorithm can be further formulated by optimizing a cost function. We then explore the aspect of telepresence. Many hardware designs have been developed to allow a camera to be placed optically directly behind the screen. The purpose of such setups is to enable two-way video teleconferencing that maintains eye-contact. However, the image from the see-through camera usually exhibits a number of imaging artifacts such as low signal to noise ratio, incorrect color balance, and lost of details. Thus we develop a novel image enhancement framework that utilizes an auxiliary color+depth camera that is mounted on the side of the screen. By fusing the information from both cameras, we are able to significantly improve the quality of the see-through image. Experimental results have demonstrated that our fusion method compares favorably against traditional image enhancement/warping methods that uses only a single image

    Perception-driven approaches to real-time remote immersive visualization

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    In remote immersive visualization systems, real-time 3D perception through RGB-D cameras, combined with modern Virtual Reality (VR) interfaces, enhances the user’s sense of presence in a remote scene through 3D reconstruction rendered in a remote immersive visualization system. Particularly, in situations when there is a need to visualize, explore and perform tasks in inaccessible environments, too hazardous or distant. However, a remote visualization system requires the entire pipeline from 3D data acquisition to VR rendering satisfies the speed, throughput, and high visual realism. Mainly when using point-cloud, there is a fundamental quality difference between the acquired data of the physical world and the displayed data because of network latency and throughput limitations that negatively impact the sense of presence and provoke cybersickness. This thesis presents state-of-the-art research to address these problems by taking the human visual system as inspiration, from sensor data acquisition to VR rendering. The human visual system does not have a uniform vision across the field of view; It has the sharpest visual acuity at the center of the field of view. The acuity falls off towards the periphery. The peripheral vision provides lower resolution to guide the eye movements so that the central vision visits all the interesting crucial parts. As a first contribution, the thesis developed remote visualization strategies that utilize the acuity fall-off to facilitate the processing, transmission, buffering, and rendering in VR of 3D reconstructed scenes while simultaneously reducing throughput requirements and latency. As a second contribution, the thesis looked into attentional mechanisms to select and draw user engagement to specific information from the dynamic spatio-temporal environment. It proposed a strategy to analyze the remote scene concerning the 3D structure of the scene, its layout, and the spatial, functional, and semantic relationships between objects in the scene. The strategy primarily focuses on analyzing the scene with models the human visual perception uses. It sets a more significant proportion of computational resources on objects of interest and creates a more realistic visualization. As a supplementary contribution, A new volumetric point-cloud density-based Peak Signal-to-Noise Ratio (PSNR) metric is proposed to evaluate the introduced techniques. An in-depth evaluation of the presented systems, comparative examination of the proposed point cloud metric, user studies, and experiments demonstrated that the methods introduced in this thesis are visually superior while significantly reducing latency and throughput

    Roadmap on 3D integral imaging: Sensing, processing, and display

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    This Roadmap article on three-dimensional integral imaging provides an overview of some of the research activities in the field of integral imaging. The article discusses various aspects of the field including sensing of 3D scenes, processing of captured information, and 3D display and visualization of information. The paper consists of a series of 15 sections from the experts presenting various aspects of the field on sensing, processing, displays, augmented reality, microscopy, object recognition, and other applications. Each section represents the vision of its author to describe the progress, potential, vision, and challenging issues in this field

    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

    Remote Visual Observation of Real Places Through Virtual Reality Headsets

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    Virtual Reality has always represented a fascinating yet powerful opportunity that has attracted studies and technology developments, especially since the latest release on the market of powerful high-resolution and wide field-of-view VR headsets. While the great potential of such VR systems is common and accepted knowledge, issues remain related to how to design systems and setups capable of fully exploiting the latest hardware advances. The aim of the proposed research is to study and understand how to increase the perceived level of realism and sense of presence when remotely observing real places through VR headset displays. Hence, to produce a set of guidelines that give directions to system designers about how to optimize the display-camera setup to enhance performance, focusing on remote visual observation of real places. The outcome of this investigation represents unique knowledge that is believed to be very beneficial for better VR headset designs towards improved remote observation systems. To achieve the proposed goal, this thesis presents a thorough investigation of existing literature and previous researches, which is carried out systematically to identify the most important factors ruling realism, depth perception, comfort, and sense of presence in VR headset observation. Once identified, these factors are further discussed and assessed through a series of experiments and usability studies, based on a predefined set of research questions. More specifically, the role of familiarity with the observed place, the role of the environment characteristics shown to the viewer, and the role of the display used for the remote observation of the virtual environment are further investigated. To gain more insights, two usability studies are proposed with the aim of defining guidelines and best practices. The main outcomes from the two studies demonstrate that test users can experience an enhanced realistic observation when natural features, higher resolution displays, natural illumination, and high image contrast are used in Mobile VR. In terms of comfort, simple scene layouts and relaxing environments are considered ideal to reduce visual fatigue and eye strain. Furthermore, sense of presence increases when observed environments induce strong emotions, and depth perception improves in VR when several monocular cues such as lights and shadows are combined with binocular depth cues. Based on these results, this investigation then presents a focused evaluation on the outcomes and introduces an innovative eye-adapted High Dynamic Range (HDR) approach, which the author believes to be of great improvement in the context of remote observation when combined with eye-tracked VR headsets. Within this purpose, a third user study is proposed to compare static HDR and eye-adapted HDR observation in VR, to assess that the latter can improve realism, depth perception, sense of presence, and in certain cases even comfort. Results from this last study confirmed the author expectations, proving that eye-adapted HDR and eye tracking should be used to achieve best visual performances for remote observation in modern VR systems

    Fusion of computed point clouds and integral-imaging concepts for full-parallax 3D display

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    During the last century, various technologies of 3D image capturing and visualization have spotlighted, due to both their pioneering nature and the aspiration to extend the applications of conventional 2D imaging technology to 3D scenes. Besides, thanks to advances in opto-electronic imaging technologies, the possibilities of capturing and transmitting 2D images in real-time have progressed significantly, and boosted the growth of 3D image capturing, processing, transmission and as well as display techniques. Among the latter, integral-imaging technology has been considered as one of the promising ones to restore real 3D scenes through the use of a multi-view visualization system that provides to observers with a sense of immersive depth. Many research groups and companies have researched this novel technique with different approaches, and occasions for various complements. In this work, we followed this trend, but processed through our novel strategies and algorithms. Thus, we may say that our approach is innovative, when compared to conventional proposals. The main objective of our research is to develop techniques that allow recording and simulating the natural scene in 3D by using several cameras which have different types and characteristics. Then, we compose a dense 3D scene from the computed 3D data by using various methods and techniques. Finally, we provide a volumetric scene which is restored with great similarity to the original shape, through a comprehensive 3D monitor and/or display system. Our Proposed integral-imaging monitor shows an immersive experience to multiple observers. In this thesis we address the challenges of integral image production techniques based on the computerized 3D information, and we focus in particular on the implementation of full-parallax 3D display system. We have also made progress in overcoming the limitations of the conventional integral-imaging technique. In addition, we have developed different refinement methodologies and restoration strategies for the composed depth information. Finally, we have applied an adequate solution that reduces the computation times significantly, associated with the repetitive calculation phase in the generation of an integral image. All these results are presented by the corresponding images and proposed display experiments

    With you – an experimental end-to-end telepresence system using video-based reconstruction

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    We introduce withyou, our telepresence research platform. A systematic explanation of the theory brings together the linked nature of non-verbal communication and how it is influenced by technology. This leads to functional requirements for telepresence, in terms of the balance of visual, spatial and temporal qualities. The first end-to-end description of withyou describes all major processes and the display and capture environment. This includes two approaches to reconstructing the human form in 3D, from live video. An unprecedented characterization of our approach is given in terms of the above qualities, and influences of approach. This leads to non-functional requirements in terms of number and place of cameras and the avoidance of a resultant bottlekneck. Proposals are given for improved distribution of processes across networks, computers, and multi-core CPU and GPU. Simple conservative estimation shows that both approaches should meet our requirements. One is implemented and shown to meet minimum and come close to desirable requirements
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