Immersive Environment

14,000,000 Leading Edge Experts on the ideXlab platform

Scan Science and Technology

Contact Leading Edge Experts & Companies

Scan Science and Technology

Contact Leading Edge Experts & Companies

The Experts below are selected from a list of 342 Experts worldwide ranked by ideXlab platform

Zhenyu Yang - One of the best experts on this subject based on the ideXlab platform.

  • Real-Time 3D Video Compression for Tele-Immersive Environments
    2018
    Co-Authors: Zhenyu Yang, Klara Nahrstedt, Yi Cui, Zahid Anwar, Robert Bocchino, Nadir Kiyanclar, Roy H. Campbell
    Abstract:

    Tele-Immersive systems can improve productivity and aid communication by allowing distributed parties to exchange information via a shared Immersive experience. The TEEVE research project at the University of Illinois at Urbana-Champaign and the University of California at Berkeley seeks to foster the development and use of tele-Immersive Environments by a holistic integration of existing components that capture, transmit, and render three-dimensional (3D) scenes in real time to convey a sense of Immersive space. However, the transmission of 3D video poses significant challenges. First, it is bandwidth-intensive, as it requires the transmission of multiple large-volume 3D video streams. Second, existing schemes for 2D color video compression such as MPEG, JPEG, and H.263 cannot be applied directly because the 3D video data contains depth as well as color information. Our goal is to explore from a different angle of the 3D compression space with factors including complexity, compression ratio, quality, and real-time performance. To investigate these trade-offs, we present and evaluate two simple 3D compression schemes. For the first scheme, we use color reduction to compress the color information, which we then compress along with the depth information using zlib. For the second scheme, we use motion JPEG to compress the color information and run-length encoding followed by Huffman coding to compress the depth information. We apply both schemes to 3D videos captured from a real tele-Immersive Environment. Our experimental results show that: (1) the compressed data preserves enough information to communicate the 3D images effectively (min. PSNR > 40) and (2) even without inter-frame motion estimation, very high compression ratios (avg. > 15) are achievable at speeds sufficient to allow real-time communication (avg. ≈ 13 ms per 3D video frame).

  • advancing interactive collaborative mediums through tele Immersive dance ted a symbiotic creativity and design Environment for art and computer science
    ACM Multimedia, 2008
    Co-Authors: Renata M Sheppard, Zhenyu Yang, Mahsa Kamali, Raoul Rivas, Morihiko Tamai, Wanmin Wu, Klara Nahrstedt
    Abstract:

    The Tele-Immersive Dance Environment (TED) is a geographically distributed, real-time 3-D virtual room where multiple participants interact independent of physical distance. TED, a highly interactive collaborative Environment, offers digital options with multiple viewpoints, enhancing the creative movement composition involved with dance choreography. A symbiotic relationship for creativity and design exists between dance artists and computer scientists as the tele-Immersive Environment is analyzed as a creativity and learning tool. We introduce the advancements of the interactive digital options, new interface developments, user study results, and the possibility of a computational model for human creativity through Laban Movement Analysis.

  • collaborative dancing in tele Immersive Environment
    ACM Multimedia, 2006
    Co-Authors: Zhenyu Yang, Ross Diankov, Ruzena Bajscy
    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 the collaborative dancing is supported with the current technical boundary. Our important findings indicate that 1) tele-Immersive Environments have strong potential impact on the concept of choreography and communication of live dance performance, 2) the presence of multi-view display, real body 3D rendering, audio channel, and less intrusiveness greatly enhances the Immersive and dancing experience, and 3) the level of synchronization achieved by the dancers is higher than that expected from the video rate.

Klara Nahrstedt - One of the best experts on this subject based on the ideXlab platform.

  • Real-Time 3D Video Compression for Tele-Immersive Environments
    2018
    Co-Authors: Zhenyu Yang, Klara Nahrstedt, Yi Cui, Zahid Anwar, Robert Bocchino, Nadir Kiyanclar, Roy H. Campbell
    Abstract:

    Tele-Immersive systems can improve productivity and aid communication by allowing distributed parties to exchange information via a shared Immersive experience. The TEEVE research project at the University of Illinois at Urbana-Champaign and the University of California at Berkeley seeks to foster the development and use of tele-Immersive Environments by a holistic integration of existing components that capture, transmit, and render three-dimensional (3D) scenes in real time to convey a sense of Immersive space. However, the transmission of 3D video poses significant challenges. First, it is bandwidth-intensive, as it requires the transmission of multiple large-volume 3D video streams. Second, existing schemes for 2D color video compression such as MPEG, JPEG, and H.263 cannot be applied directly because the 3D video data contains depth as well as color information. Our goal is to explore from a different angle of the 3D compression space with factors including complexity, compression ratio, quality, and real-time performance. To investigate these trade-offs, we present and evaluate two simple 3D compression schemes. For the first scheme, we use color reduction to compress the color information, which we then compress along with the depth information using zlib. For the second scheme, we use motion JPEG to compress the color information and run-length encoding followed by Huffman coding to compress the depth information. We apply both schemes to 3D videos captured from a real tele-Immersive Environment. Our experimental results show that: (1) the compressed data preserves enough information to communicate the 3D images effectively (min. PSNR > 40) and (2) even without inter-frame motion estimation, very high compression ratios (avg. > 15) are achievable at speeds sufficient to allow real-time communication (avg. ≈ 13 ms per 3D video frame).

  • advancing interactive collaborative mediums through tele Immersive dance ted a symbiotic creativity and design Environment for art and computer science
    ACM Multimedia, 2008
    Co-Authors: Renata M Sheppard, Zhenyu Yang, Mahsa Kamali, Raoul Rivas, Morihiko Tamai, Wanmin Wu, Klara Nahrstedt
    Abstract:

    The Tele-Immersive Dance Environment (TED) is a geographically distributed, real-time 3-D virtual room where multiple participants interact independent of physical distance. TED, a highly interactive collaborative Environment, offers digital options with multiple viewpoints, enhancing the creative movement composition involved with dance choreography. A symbiotic relationship for creativity and design exists between dance artists and computer scientists as the tele-Immersive Environment is analyzed as a creativity and learning tool. We introduce the advancements of the interactive digital options, new interface developments, user study results, and the possibility of a computational model for human creativity through Laban Movement Analysis.

Ruzena Bajscy - One of the best experts on this subject based on the ideXlab platform.

  • collaborative dancing in tele Immersive Environment
    ACM Multimedia, 2006
    Co-Authors: Zhenyu Yang, Ross Diankov, Ruzena Bajscy
    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 the collaborative dancing is supported with the current technical boundary. Our important findings indicate that 1) tele-Immersive Environments have strong potential impact on the concept of choreography and communication of live dance performance, 2) the presence of multi-view display, real body 3D rendering, audio channel, and less intrusiveness greatly enhances the Immersive and dancing experience, and 3) the level of synchronization achieved by the dancers is higher than that expected from the video rate.

Christopher T Simons - One of the best experts on this subject based on the ideXlab platform.

  • the impact of multiple immersion levels on data quality and panelist engagement for the evaluation of cookies under a preparation based scenario
    Food Quality and Preference, 2017
    Co-Authors: Drew Hathaway, Christopher T Simons
    Abstract:

    Abstract Prior research indicates using Immersive technologies to restore relevant contextual cues during product acceptance testing leads to more discriminating and reliable data likely due to improved ecological validity and heightened panelist engagement. However, as the use of Immersive technologies in food and consumer product testing is emerging, the opportunities and limitations associated with such paradigms remain largely unexplored. To gain further insight, panelists assessed cookie liking in a traditional testing Environment devoid of contextual information and two Immersive Environments in which audiovisual and olfactory cues depicting the baking of cookies in a home kitchen were presented. In the mixed immersion condition contextual information was presented to panelists via computer screen, head phones and localized aroma dispersion while evaluating cookies in a sensory booth. In the full immersion condition, the same information was presented via video wall, surround sound ceiling speakers and hidden scent dispersal. Following a three-week hiatus, panelists re-assessed the same cookies in the same three conditions. Despite panelists indicating similar levels of engagement in the two Immersive conditions, hedonic data proved to be more discriminating and reliable in the fully Immersive Environment. These data indicate that scenarios depicting food preparation provide relevant contextual information that can influence product liking. Moreover, as the level of immersion becomes more complete, the discriminability and reliability of consumer acceptance data improves. Whether similar findings are observed with other product-scenario combinations remains to be explored.

  • the use of Immersive technologies to improve consumer testing the role of ecological validity context and engagement in evaluating coffee
    Food Quality and Preference, 2015
    Co-Authors: Ronald G Bangcuyo, Kacey J Smith, Jamie L Zumach, Alex M Pierce, Gretchen A Guttman, Christopher T Simons
    Abstract:

    Abstract Traditionally, sensory consumer testing is completed in isolated sensory booths where the influence of non-product (e.g., Environmental) attributes is controlled. However, these highly controlled Environments strip away meaningful contextual (visual, auditory and olfactory) information important in forming consumer perceptions, liking and behaviors. Moreover, boredom and lack of panelist engagement associated with typical testing paradigms can result in uninformative or misleading consumer data. We utilized an Immersive Environment depicting a virtual coffeehouse, replete with visual, auditory and olfactory cues found regularly in this setting, and compared liking scores for five coffees to those obtained from the same individuals in a traditional testing Environment in which contextual information was absent. We found significant differences in preference order and liking for coffees evaluated by the same people in the two settings and showed hedonic data collected in the virtual coffeehouse to be more discriminating and a more reliable predictor of future coffee liking unlike data collected in traditional sensory booths. Additionally, we found consumers to be more engaged in the testing when evaluating coffees in the virtual coffeehouse, an outcome that likely also contributed to improved data quality. These results suggest that during product evaluations, extrinsic contextual information is processed simultaneously with the intrinsic product attributes to influence hedonic assessments and shape reward outcomes. Further, these results suggest that methodological changes to current testing strategies have the potential to improve the reliability of consumer data providing food and consumer product companies significant savings on product development costs and failed launches.

Xiangyu Wang - One of the best experts on this subject based on the ideXlab platform.

  • a critical review of the use of virtual reality in construction engineering education and training
    International Journal of Environmental Research and Public Health, 2018
    Co-Authors: Peng Wang, Jun Wang, Hunglin Chi, Xiangyu Wang
    Abstract:

    Virtual Reality (VR) has been rapidly recognized and implemented in construction engineering education and training (CEET) in recent years due to its benefits of providing an engaging and Immersive Environment. The objective of this review is to critically collect and analyze the VR applications in CEET, aiming at all VR-related journal papers published from 1997 to 2017. The review follows a three-stage analysis on VR technologies, applications and future directions through a systematic analysis. It is found that the VR technologies adopted for CEET evolve over time, from desktop-based VR, Immersive VR, 3D game-based VR, to Building Information Modelling (BIM)-enabled VR. A sibling technology, Augmented Reality (AR), for CEET adoptions has also emerged in recent years. These technologies have been applied in architecture and design visualization, construction health and safety training, equipment and operational task training, as well as structural analysis. Future research directions, including the integration of VR with emerging education paradigms and visualization technologies, have also been provided. The findings are useful for both researchers and educators to usefully integrate VR in their education and training programs to improve the training performance.