Multimodality in VR: a Survey
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Designing transparent display experience through the use of kinetic interaction A Master’s Thesis by Interaction Design Master’s Programme Rafael Rybczyński School of Arts and Communication (K3) Malmö University, Sweden August 2017 MSwedenugust 2017 Designing transparent display experience through the use of kinetic interaction Interaction Design Master’s Programme School of Arts and Communication (K3) Malmö University, Sweden August 2017 Author: Rafael Rybczyński Supervisor: Susan Kozel Examiner: Clint Heyer Thesis Project I 15 credits 2017 Acknowledgements Over the lengths of this thesis project I have received support and encouragement from a many people. First of all, I would like to thank my supervisor Susan Kozel for advising me to trust my own instinct. Moreover I would like humbly to thank all the participants without whom this project would not have been possible. Also humbly I thank Alvar, Sanna, and Susanne for shelter and feedback. For proofreading my thanks goes to Jan Felix Rybczyński and Sanna Minkkinen. Finally, my deepest gratitude is reserved to my father Dr. med. Jerzy Antoni Rybczyński. Rest in peace. I would have wished for you reading this paper. Author’s notes Often during the process of doing this study I was asked why transparent displays. What’s the point? Probably I would say this goes way back to my childhood when enjoying my father reading novel stories to us as good night stories. A good example of great stories was Scheerbart’s utopian architectural vision The Gray Cloth who told about the great Swiss architect who traveled by an airship. Wherever he went, he designed buildings made from brightly colored glass, including the roof. -
Automated Staging for Virtual Cinematography Amaury Louarn, Marc Christie, Fabrice Lamarche
Automated Staging for Virtual Cinematography Amaury Louarn, Marc Christie, Fabrice Lamarche To cite this version: Amaury Louarn, Marc Christie, Fabrice Lamarche. Automated Staging for Virtual Cinematography. MIG 2018 - 11th annual conference on Motion, Interaction and Games, Nov 2018, Limassol, Cyprus. pp.1-10, 10.1145/3274247.3274500. hal-01883808 HAL Id: hal-01883808 https://hal.inria.fr/hal-01883808 Submitted on 28 Sep 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Automated Staging for Virtual Cinematography Amaury Louarn Marc Christie Fabrice Lamarche IRISA / INRIA IRISA / INRIA IRISA / INRIA Rennes, France Rennes, France Rennes, France [email protected] [email protected] [email protected] Scene 1: Camera 1, CU on George front screencenter and Marty 3/4 backright screenleft. George and Marty are in chair and near bar. (a) Scene specification (b) Automated placement of camera and characters (c) Resulting shot enforcing the scene specification Figure 1: Automated staging for a simple scene, from a high-level language specification (a) to the resulting shot (c). Our system places both actors and camera in the scene. Three constraints are displayed in (b): Close-up on George (green), George seen from the front (blue), and George screencenter, Marty screenleft (red). -
Multimodal Interfaces Sharon Oviatt Center for Human-Computer
Chapter to appear in Handbook of Human-Computer Interaction, (ed. by J. Jacko & A. Sears), Lawrence Erlbaum: New Jersey, 2002. Multimodal Interfaces Sharon Oviatt Center for Human-Computer Communication, Computer Science Dept. Oregon Graduate Institute of Science & Technology Beaverton, Oregon, USA 1. What are multimodal systems, and why are we building them? Multimodal systems process two or more combined user input modes— such as speech, pen, touch, manual gestures, gaze, and head and body movements— in a coordinated manner with multimedia system output. This class of systems represents a new direction for computing, and a paradigm shift away from conventional WIMP interfaces. Since the appearance of Bolt’s (1980) “Put That There” demonstration system, which processed speech in parallel with touch-pad pointing, a variety of new multimodal systems has emerged. This new class of interfaces aims to recognize naturally occurring forms of human language and behavior, which incorporate at least one recognition-based technology (e.g., speech, pen, vision). The development of novel multimodal systems has been enabled by the myriad input and output technologies currently becoming available, including new devices and improvements in recognition-based technologies. This chapter will review the main types of multimodal interfaces, their advantages and cognitive science underpinnings, primary features and architectural characteristics, and general research in the field of multimodal interaction and interface design. The growing interest in multimodal interface design is inspired largely by the goal of supporting more transparent, flexible, efficient, and powerfully expressive means of human-computer interaction. Multimodal interfaces are expected to be easier to learn and use, and are preferred by users for many applications. -
Casual Immersive Viewing with Smartphones
Casual Immersive Viewing with Smartphones Ismo Rakkolainen, Roope Raisamo Matthew Turk, Tobias Höllerer Karri Palovuori TAUCHI Research Center Computer Science Department Department of Electronics University of Tampere University of California Tampere Univ. of Tech. 33014 Tampere, Finland Santa Barbara, CA 93106, USA 33720 Tampere, Finland [email protected] mturk, [email protected] [email protected] 1 ABSTRACT ter stereoscope , yet suitable for a much wider range of media. In this paper, we explore how to better integrate virtual reality Such an embedded VR viewer would always be available to the viewing to a smartphone. We present novel designs for casual user. Along with various sensors it would also bring spatial 3D (short-term) immersive viewing of spatial and 3D content, such as and immersive user interfaces (UI) closer to mainstream usage. augmented and virtual reality, with smartphones. Our goal is to Lightweight and high-resolution virtual views can be created with create a simple and low-cost casual-viewing design which could various kinds of hand-held micro-displays or head-mounted dis- be retrofitted and eventually be embedded into smartphones, in- plays (HMD), or projected to the environment with pico projec- stead of using larger spatial viewing accessories. We explore dif- tors. Current HMDs are not pocket-sized or suitable for casual ferent designs and implemented several prototypes. One prototype use. Even lightweight HMDs are too big to be carried everywhere uses thin and light near-to-eye optics with a smartphone display, and may not always be available. They are very immersive and thus providing the user with the functionality of a large, high- suitable for use at homes and offices for many purposes, but they resolution virtual display. -
Architectural Model for an Augmented Reality Based Mobile Learning Application Oluwaranti, A
Journal of Multidisciplinary Engineering Science and Technology (JMEST) ISSN: 3159-0040 Vol. 2 Issue 7, July - 2015 Architectural Model For An Augmented Reality Based Mobile Learning Application Oluwaranti, A. I., Obasa A. A., Olaoye A. O. and Ayeni S. Department of Computer Science and Engineering Obafemi Awolowo University Ile-Ife, Nigeria [email protected] Abstract— The work developed an augmented students. It presents a model to utilize an Android reality (AR) based mobile learning application for based smart phone camera to scan 2D templates and students. It implemented, tested and evaluated the overlay the information in real time. The model was developed AR based mobile learning application. implemented and its performance evaluated with This is with the view to providing an improved and respect to its ease of use, learnability and enhanced learning experience for students. effectiveness. The augmented reality system uses the marker- II. LITERATURE REVIEW based technique for the registration of virtual Augmented reality, commonly referred to as AR contents. The image tracking is based on has garnered significant attention in recent years. This scanning by the inbuilt camera of the mobile terminology has been used to describe the technology device; while the corresponding virtual behind the expansion or intensification of the real augmented information is displayed on its screen. world. To “augment reality” is to “intensify” or “expand” The recognition of scanned images was based on reality itself [4]. Specifically, AR is the ability to the Vuforia Cloud Target Recognition System superimpose digital media on the real world through (VCTRS). The developed mobile application was the screen of a device such as a personal computer or modeled using the Object Oriented modeling a smart phone, to create and show users a world full of techniques. -
Virtual Cinematography Using Optimization and Temporal Smoothing
Virtual Cinematography Using Optimization and Temporal Smoothing Alan Litteneker Demetri Terzopoulos University of California, Los Angeles University of California, Los Angeles [email protected] [email protected] ABSTRACT disagree both on how well a frame matches a particular aesthetic, We propose an automatic virtual cinematography method that takes and on the relative importance of aesthetic properties in a frame. a continuous optimization approach. A suitable camera pose or path As such, virtual cinematography for scenes that are planned is determined automatically by computing the minima of an ob- before delivery to the viewer, such as with 3D animated films made jective function to obtain some desired parameters, such as those popular by companies such as Pixar, is generally solved manu- common in live action photography or cinematography. Multiple ally by a human artist. However, when a scene is even partially objective functions can be combined into a single optimizable func- unknown, such as when playing a video game or viewing a pro- tion, which can be extended to model the smoothness of the optimal cedurally generated real-time animation, some sort of automatic camera path using an active contour model. Our virtual cinematog- virtual cinematography system must be used. raphy technique can be used to find camera paths in either scripted The type of system with which the present work is concerned or unscripted scenes, both with and without smoothing, at a rela- uses continuous objective functions and numerical optimization tively low computational cost. solvers. As an optimization problem, virtual cinematography has some difficult properties: it is generally nonlinear, non-convex, CCS CONCEPTS and cannot be efficiently expressed in closed form. -
Arxiv:1409.1484V3 [Cs.CV] 3 Apr 2015 Literature with Respect to Naming This Video Perspective
1 The Evolution of First Person Vision Methods: A Survey A. Betancourt1,2, P. Morerio1, C.S. Regazzoni1, and M. Rauterberg2 1Department of Naval, Electric, Electronic and Telecommunications Engineering DITEN - University of Genova, Italy 2Designed Intelligence Group, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, Netherlands F Abstract—The emergence of new wearable technologies such as ac- tion cameras and smart-glasses has increased the interest of computer vision scientists in the First Person perspective. Nowadays, this field is attracting attention and investments of companies aiming to develop 25 30 commercial devices with First Person Vision recording capabilities. Due to this interest, an increasing demand of methods to process these videos, possibly in real-time, is expected. Current approaches present a particular combinations of different image features and quantitative methods to accomplish specific objectives like object detection, activity recognition, user machine interaction and so on. This paper summarizes Number of Articles the evolution of the state of the art in First Person Vision video analysis between 1997 and 2014, highlighting, among others, most commonly used features, methods, challenges and opportunities within the field. 0 5 10 15 20 1997 1999 2001 2003 2005 2007 2009 2011 2013 Year Index Terms—First Person Vision, Egocentric Vision, Wearable De- vices, Smart-Glasses, Computer Vision, Video Analytics, Human- Fig. 1. Number of articles per year directly related to FPV video machine Interaction. analysis. This plot contains the articles published until 2014, to the best of our knowledge 1 INTRODUCTION Mann who, back in 1997 [12], described the field with these Portable head-mounted cameras, able to record dynamic high words : quality first-person videos, have become a common item “Let’s imagine a new approach to computing in which among sportsmen over the last five years. -
Teaching Visual Storytelling for Virtual Production Pipelines Incorporating Motion Capture and Visual Effects
Teaching Visual Storytelling for virtual production pipelines incorporating Motion Capture and Visual Effects Gregory Bennett∗ Jan Krusey Auckland University of Technology Auckland University of Technology Figure 1: Performance Capture for Visual Storytelling at AUT. Abstract solid theoretical foundation, and could traditionally only be ex- plored through theory and examples in a lecture/lab style context. Film, television and media production are subject to consistent Particularly programs that aim to deliver content in a studio-based change due to ever-evolving technological and economic environ- environment suffer from the complexity and cost-time-constraints ments. Accordingly, tertiary teaching of subject areas such as cin- inherently part of practical inquiry into storytelling through short ema, animation and visual effects require frequent adjustments re- film production or visual effects animation. Further, due to the garding curriculum structure and pedagogy. This paper discusses a structure and length of Film, Visual Effects and Digital Design de- multifaceted, cross-disciplinary approach to teaching Visual Narra- grees, there is normally only time for a single facet of visual nar- tives as part of a Digital Design program. Specifically, pedagogical rative to be addressed, for example a practical camera shoot, or challenges in teaching Visual Storytelling through Motion Capture alternatively a visual effects or animation project. This means that and Visual Effects are addressed, and a new pedagogical frame- comparative exploratory learning is usually out of the question, and work using three different modes of moving image storytelling is students might only take a singular view on technical and creative applied and cited as case studies. Further, ongoing changes in film story development throughout their undergraduate years. -
Fusing Multimedia Data Into Dynamic Virtual Environments
ABSTRACT Title of dissertation: FUSING MULTIMEDIA DATA INTO DYNAMIC VIRTUAL ENVIRONMENTS Ruofei Du Doctor of Philosophy, 2018 Dissertation directed by: Professor Amitabh Varshney Department of Computer Science In spite of the dramatic growth of virtual and augmented reality (VR and AR) technology, content creation for immersive and dynamic virtual environments remains a signifcant challenge. In this dissertation, we present our research in fusing multimedia data, including text, photos, panoramas, and multi-view videos, to create rich and compelling virtual environments. First, we present Social Street View, which renders geo-tagged social media in its natural geo-spatial context provided by 360° panoramas. Our system takes into account visual saliency and uses maximal Poisson-disc placement with spatiotem- poral flters to render social multimedia in an immersive setting. We also present a novel GPU-driven pipeline for saliency computation in 360° panoramas using spher- ical harmonics (SH). Our spherical residual model can be applied to virtual cine- matography in 360° videos. We further present Geollery, a mixed-reality platform to render an interactive mirrored world in real time with three-dimensional (3D) buildings, user-generated content, and geo-tagged social media. Our user study has identifed several use cases for these systems, including immersive social storytelling, experiencing the culture, and crowd-sourced tourism. We next present Video Fields, a web-based interactive system to create, cal- ibrate, and render dynamic videos overlaid on 3D scenes. Our system renders dynamic entities from multiple videos, using early and deferred texture sampling. Video Fields can be used for immersive surveillance in virtual environments. Fur- thermore, we present VRSurus and ARCrypt projects to explore the applications of gestures recognition, haptic feedback, and visual cryptography for virtual and augmented reality. -
Joint Vr Conference of Eurovr and Egve, 2011
VTT CREATES BUSINESS FROM TECHNOLOGY Technology and market foresight • Strategic research • Product and service development • IPR and licensing VTT SYMPOSIUM 269 • Assessments, testing, inspection, certification • Technology and innovation management • Technology partnership • • • VTT SYMPOSIUM 269 JOINT VR CONFERENCE OF EUROVR AND EGVE, 2011. CURRENT AND FUTURE PERSPECTIVE... • VTT SYMPOSIUM 269 JOINT VR CONFERENCE OF EUROVR AND EGVE, 2011. The Joint Virtual Reality Conference (JVRC2011) of euroVR and EGVE is an inter- national event which brings together people from industry and research including end-users, developers, suppliers and all those interested in virtual reality (VR), aug- mented reality (AR), mixed reality (MR) and 3D user interfaces (3DUI). This year it was held in the UK in Nottingham hosted by the Human Factors Research Group (HFRG) and the Mixed Reality Lab (MRL) at the University of Nottingham. This publication is a collection of the industrial papers and poster presentations at the conference. It provides an interesting perspective into current and future industrial applications of VR/AR/MR. The industrial Track is an opportunity for industry to tell the research and development communities what they use the tech- nologies for, what they really think, and their needs now and in the future. The Poster Track is an opportunity for the research community to describe current and completed work or unimplemented and/or unusual systems or applications. Here we have presentations from around the world. Joint VR Conference of -
Developing an Augmented Reality Multimodal Interface
"Move the Couch Where?" : Developing an Augmented Reality Multimodal Interface Sylvia Irawati a, c, Scott Green b, d , Mark Billinghurst b, Andreas Duenser b, Heedong Ko a a Imaging Media Research Center, Korea Institute of Science and Technology b Human Interface Technology Laboratory New Zealand, University of Canterbury c Department of Human Computer Interaction and Robotics, University of Science and Technology d Department of Mechanical Engineering, University of Canterbury studied extensively for desktop computing, and there are a number ABSTRACT of examples of gesture and speech interfaces for immersive virtual This paper describes an augmented reality (AR) multimodal environments. Our work differs from these because it involves interface that uses speech and paddle gestures for interaction. speech and gesture interaction with virtual objects in the real The application allows users to intuitively arrange virtual world. It is also different from the few previous multimodal AR furniture in a virtual room using a combination of speech and interfaces because it uses a combination of time-based and gestures from a real paddle. Unlike other multimodal AR domain semantics to disambiguate the users speech and gesture applications, the multimodal fusion is based on the combination input and respond to the command. of time-based and semantic techniques to disambiguate a users In this paper, we first review related work and then describe our speech and gesture input. We describe our AR multimodal multimodal architecture. We then discuss the implementation of interface architecture and discuss how the multimodal inputs are our multimodal system, with a main focus on the fusion strategies. semantically integrated into a single interpretation by considering Finally we conclude and provide possible directions for future the input time stamps, the object properties, and the user context. -
VR As a Content Creation Tool for Movie Previsualisation
Online Submission ID: 1676 VR as a Content Creation Tool for Movie Previsualisation Category: Application Figure 1: We propose a novel VR authoring tool dedicated to sketching movies in 3D before shooting them (a phase known as previsualisation). Our tool covers the main stages in film-preproduction: crafting storyboards (left), creating 3D animations (center images), and preparing technical aspects of the shooting (right). ABSTRACT previsualisation technologies as a way to reduce the costs by early anticipation of issues that may occur during the shooting. Creatives in animation and film productions have forever been ex- ploring the use of new means to prototype their visual sequences Previsualisations of movies or animated sequences are actually before realizing them, by relying on hand-drawn storyboards, phys- crafted by dedicated companies composed of 3D artists, using tra- ical mockups or more recently 3D modelling and animation tools. ditional modelling/animation tools such as Maya, 3DS or Motion However these 3D tools are designed in mind for dedicated ani- Builder. Creatives in film crews (editors, cameramen, directors of mators rather than creatives such as film directors or directors of photography) however do not master these tools and hence can only photography and remain complex to control and master. In this intervene by interacting with the 3D artists. While a few tools such paper we propose a VR authoring system which provides intuitive as FrameForge3D, MovieStorm or ShotPro [2, 4, 6] or research pro- ways of crafting visual sequences, both for expert animators and totypes have been proposed to ease the creative process [23, 27, 28], expert creatives in the animation and film industry.