Proceedings of the 14th ACM International Conference on Multimedia 2006
DOI: 10.1145/1180639.1180793
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Collaborative dancing in tele-immersive environment

Abstract: We present a study of collaborative dancing between remote dancers in a tele-immersive environment which features 3D full and real body capturing, wide field of view, multi-display 3D rendering, and attachment free participant. We invite two professional dancers to perform collaborative dancing in the environment. The coordination requires one dancer to take the lead while the other follows by appropriate movement. Throughout the experiment, the dancers are dancing at various motion rates to evaluate how well … Show more

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Cited by 42 publications
(30 citation statements)
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“…The efficacy of training sports skills in virtual environments has been examined, but not conclusively, in domains as varied as snowboarding (Spelmezan, Jacobs, Hilgers, & Borchers, 2009), martial arts (Yang & Kim, 2002), golf (Honjo, Isaka, Mitsuda, & Kawamura, 2003), target-driven aiming tasks (Huegel, Celik, Israr, & O'Malley, 2010;, tai chi (Patel, Bailenson, Jung, Diankov, & Bajcsy, 2006), aerobic exercise training (Ruttkay & van Welbergen, 2008), and dance (Yang, Yu, Diankov, Wu, & Bajscy, 2006;Nakamura, Presence, Vol. 20, No.…”
Section: Introductionmentioning
confidence: 99%
“…The efficacy of training sports skills in virtual environments has been examined, but not conclusively, in domains as varied as snowboarding (Spelmezan, Jacobs, Hilgers, & Borchers, 2009), martial arts (Yang & Kim, 2002), golf (Honjo, Isaka, Mitsuda, & Kawamura, 2003), target-driven aiming tasks (Huegel, Celik, Israr, & O'Malley, 2010;, tai chi (Patel, Bailenson, Jung, Diankov, & Bajcsy, 2006), aerobic exercise training (Ruttkay & van Welbergen, 2008), and dance (Yang, Yu, Diankov, Wu, & Bajscy, 2006;Nakamura, Presence, Vol. 20, No.…”
Section: Introductionmentioning
confidence: 99%
“…Each 3D video stream can consume a large amount of bandwidth (e.g., 640 × 480 × 15f ps × 5B/pixel ≈ 180M bps), making even two sites of collaboration challenging enough. Moreover, the rendering time cost, which is about 10ms/stream by our measurement [28], grows linearly with the number of streams. The problem is exacerbated if multiple sites are connected together, with each site producing tens of such large streams, which can easily exceed the bandwidth and timing bounds 1 .…”
Section: Introductionmentioning
confidence: 90%
“…We configure the experiment parameters close to real-life settings. According to the measurement by our implemented 3DTI system [19,28], the available bandwidth of tele-immersive sites on Internet2 could vary between 40Mbps and 150Mbps, and a 3D video stream after using a series of reduction techniques (e.g., background subtraction [11], resolution reduction, real-time 3D compression [25,14]) is approximately 5-10Mbps. We evaluate two types of node capacity distribution: (1) uniform: a capacity of O i = I i = 20 ± where 1 ≤ i ≤ N and is uniformly distributed between 0 and 5.…”
Section: Simulation Setupmentioning
confidence: 99%
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