2 research outputs found

    Toward hyper-realistic and interactive social VR experiences in live TV scenarios

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    © 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.Social Virtual Reality (VR) allows multiple distributed users getting together in shared virtual environments to socially interact and/or collaborate. This article explores the applicability and potential of Social VR in the broadcast sector, focusing on a live TV show use case. For such a purpose, a novel and lightweight Social VR platform is introduced. The platform provides three key outstanding features compared to state-of-the-art solutions. First, it allows a real-time integration of remote users in shared virtual environments, using realistic volumetric representations and affordable capturing systems, thus not relying on the use of synthetic avatars. Second, it supports a seamless and rich integration of heterogeneous media formats, including 3D scenarios, dynamic volumetric representation of users and (live/stored) stereoscopic 2D and 180º/360º videos. Third, it enables low-latency interaction between the volumetric users and a video-based presenter (Chroma keying), and a dynamic control of the media playout to adapt to the session’s evolution. The production process of an immersive TV show to be able to evaluate the experience is also described. On the one hand, the results from objective tests show the satisfactory performance of the platform. On the other hand, the promising results from user tests support the potential impact of the presented platform, opening up new opportunities in the broadcast sector, among others.This work has been partially funded by the European Union’s Horizon 2020 program, under agreement nº 762111 (VRTogether project), and partially by ACCIÓ, under agreement COMRDI18-1-0008 (ViVIM project). Work by Mario Montagud has been additionally funded by the Spanish Ministry of Science, Innovation and Universities with a Juan de la Cierva – Incorporación grant (reference IJCI-2017-34611). The authors would also like to thank the EU H2020 VRTogether project consortium for their relevant and valuable contributions.Peer ReviewedPostprint (author's final draft

    Multi-party holomeetings: toward a new era of low-cost volumetric holographic meetings in virtual reality

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    © 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
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