“…The full body reconstruction frames per second performance at highest quality in these controlled tests are representative of the current maximum real-time performance for an interactive TI context. These compare with earlier 3D-LIVE user trials [Crowle et al 2014] where equivalent observations of receiving frame rate were slightly lower than this performance ceilingpossibly due to the additional overhead of other game processes (such as voice communication). We also note that our bandwidth sampling processes had a significant impact on streaming when executed concurrently, meaning that we had to sample this network characteristic in-between simulated game sessions.…”
Section: Discussionsupporting
confidence: 66%
“…Frame inter-arrival rate (λ1), representing the arrival of a 'raw' FBR frame (and therefore not compressed at this stage) is sensitive to the physical person or object that is being virtual reconstructed at run-time. In this case, we took a representative sample from a previously conducted 3D-LIVE experiments (see [Crowle et al 2014] for more information on 3D-LIVE trials) and used this as a standard: this value was benchmarked at an average rate of 155.3ms per frame (or about 6.4 frames/second).…”
“…Selecting the 3D-LIVE platform provided concrete architectural requirements against which to define an adaptive compression algorithm and system design as well as a known set of performance characteristics for full body reconstruction that we previously captured (in a non-adaptive system) in earlier experiments [Crowle et al 2014]. Based on this, the primary requirements that shaped the conceptualisation of the adaptive algorithm and system design were as follows:…”
Section: Phase 2: Adaptation Design and Implementationmentioning
is an open access repository that collects the work of Arts et Métiers ParisTech researchers and makes it freely available over the web where possible.
AbstractRecent advances in full body 3D reconstruction methods have lead to the realisation of high quality, real-time, photo realistic capture of users in a range of tele-immersion (TI) contexts including gaming and mixed reality environments. The full body reconstruction (FBR) process is computationally expensive requiring comparatively high CPU, GPU and network resources in order to maintain a shared, virtual reality in which high quality 3D reproductions of users can be rendered in real-time. A significant optimisation of the delivery of FBR content has been achieved through the realtime compression and de-compression of 3D geometry and textures. Here we present a new, adaptive compression methodology that allows a TI system called 3D-LIVE to modify the quality and speed of a FBR TI pipeline based on the data carrying capability of the network. Our rule-based adaptation strategy uses network performance sampling processes and a configurable rule engine to dynamically alter the compression of FBR reconstruction on-the-fly. We demonstrate the efficacy of the approach with an experimental evaluation of system and conclude with a discussion of future directions for adaptive FBR compression.
“…The full body reconstruction frames per second performance at highest quality in these controlled tests are representative of the current maximum real-time performance for an interactive TI context. These compare with earlier 3D-LIVE user trials [Crowle et al 2014] where equivalent observations of receiving frame rate were slightly lower than this performance ceilingpossibly due to the additional overhead of other game processes (such as voice communication). We also note that our bandwidth sampling processes had a significant impact on streaming when executed concurrently, meaning that we had to sample this network characteristic in-between simulated game sessions.…”
Section: Discussionsupporting
confidence: 66%
“…Frame inter-arrival rate (λ1), representing the arrival of a 'raw' FBR frame (and therefore not compressed at this stage) is sensitive to the physical person or object that is being virtual reconstructed at run-time. In this case, we took a representative sample from a previously conducted 3D-LIVE experiments (see [Crowle et al 2014] for more information on 3D-LIVE trials) and used this as a standard: this value was benchmarked at an average rate of 155.3ms per frame (or about 6.4 frames/second).…”
“…Selecting the 3D-LIVE platform provided concrete architectural requirements against which to define an adaptive compression algorithm and system design as well as a known set of performance characteristics for full body reconstruction that we previously captured (in a non-adaptive system) in earlier experiments [Crowle et al 2014]. Based on this, the primary requirements that shaped the conceptualisation of the adaptive algorithm and system design were as follows:…”
Section: Phase 2: Adaptation Design and Implementationmentioning
is an open access repository that collects the work of Arts et Métiers ParisTech researchers and makes it freely available over the web where possible.
AbstractRecent advances in full body 3D reconstruction methods have lead to the realisation of high quality, real-time, photo realistic capture of users in a range of tele-immersion (TI) contexts including gaming and mixed reality environments. The full body reconstruction (FBR) process is computationally expensive requiring comparatively high CPU, GPU and network resources in order to maintain a shared, virtual reality in which high quality 3D reproductions of users can be rendered in real-time. A significant optimisation of the delivery of FBR content has been achieved through the realtime compression and de-compression of 3D geometry and textures. Here we present a new, adaptive compression methodology that allows a TI system called 3D-LIVE to modify the quality and speed of a FBR TI pipeline based on the data carrying capability of the network. Our rule-based adaptation strategy uses network performance sampling processes and a configurable rule engine to dynamically alter the compression of FBR reconstruction on-the-fly. We demonstrate the efficacy of the approach with an experimental evaluation of system and conclude with a discussion of future directions for adaptive FBR compression.
“…Mixed Reality systems have found their applications in gaming (Crowle et al, 2014), patient rehabilitation (Vogiatzaki et al, 2013), visualization of data (Marks et al, 2014), collaborative coordination in time critical situations (Fischer et al, 2014) and in Education (Gardner and Elliott, 2014). Efforts to develop Mixed Reality systems for children are more prevalent in Education and to some extent in gaming, than in any other field.…”
Tangible physical systems are more intuitive than Intangible virtual Systems. Mixed reality systems are considered as an alternative to virtual systems, bringing advantages of tangible systems into an interaction. However, past research has mainly focussed on technical aspects of incorporating pervasive-ness and immersive-ness in the virtual systems. This paper reports on an empirical study of intuitive Interaction in a Mixed Reality game system for children and the design aspects that could facilitate intuitive Interaction in such systems. A related samples Friedman’s test showed that the Mixed Reality game system demonstrated more intuitive interactions than non‐intuitive Interactions. A linear regression analysis
further established that the variation in intuitive Interaction in the Mixed Reality system could be statistically significantly explained primarily by physical affordances offered by the Mixed Reality system and to a lesser extent by the perceived
affordances in the system. Design guidelines to develop intuitive Mixed Reality systems are discussed. These guidelines should allow designers to exploit the wonders of advances in technology and at the same time allow users to directly
interact with the physical real world. This will allow users to access maximal physical affordances, which are primary contributors to intuitive interaction in Tangible and Mixed Reality systems.
Keywords: Intuitive Interaction; Mixed Reality Systems; Tangibles; Child Computer Interaction
“…Mixed Reality systems have found their applications in gaming (Crowle, Boniface, Poussard, & Asteriadis, 2014), patient rehabilitation (Vogiatzaki, Gravezas, & Solutions, 2013), visualization of data (Marks, Estevez, & Connor, 2014), collaborative coordination in time critical situations (Fischer et al, 2014) and in Education (Gardner & Elliott, 2014). Efforts to develop Mixed Reality systems for children are more prevalent in Education and to some extent in gaming, than in any other field.…”
This paper introduces a framework for designers in which existing methodologies can be placed in order to better acknowledge how they work with data in different ways to support their practice. The paper starts by distinguishing three kinds of value associated with data: (i) raw measurements; (ii) commercial and social; and (iii) moral and ethical. We then note that changes in computing and communications technologies serve to de-emphasise computers as devices, and reemphasise the flow of data between people, machines, and things; thus, we share the view that human-data interaction is a key challenge for designers. In addressing the challenge, we introduce the framework for designers to distinguish design from, with, and by data. We note that informatics provides the theory for, and technologies of, information processing, while design provides the methods to adapt and create products and services. The paper uses case studies to illustrate our approach.
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