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Immersive Multimedia and
Virtual Crowds
Farzad Safaei
Farzad Safaei
Slide 2
Physical and Virtual
Mixed reality continuum
The boundary between physical and virtual is
being blurred
Augmented Reality Augmented Virtuality Real Virtual
Farzad Safaei
Slide 3
Augmented reality
Augmentation of physical with virtual
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Slide 4
Augmented virtuality
Augmentation of virtual with physical
Farzad Safaei
Slide 5
Augmented virtuality challenges
• Presentation of video and audio within a virtual
space
• New methods of rendering
• New modes of consumption
• Complexity of assessing quality
Farzad Safaei
Slide 6
Examples
• Scalable video collaboration
• Free viewpoint video
Scalable Video Collaboration
Farzad Safaei
Slide 8
iSee
• Combines virtual spaces with video conferencing
• Emulates a natural human gathering
• Can scale to very large meetings
Farzad Safaei
Slide 9
Why augmented virtuality?
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Slide 10
Technical scalability
The required capacity grows
as the square of number of
participants
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Slide 11
Current solution
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Slide 12
Current solution
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Slide 13
Cognitive scalability
Utility will diminish if there
are too many video and audio
streams
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Slide 14
iSee scalability
• By emulating a natural human gathering,
iSee has both technical and cognitive
scalability
• But also smaller meetings become more
usable
demo
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Slide 15
iSee scalability
• Uses much less bandwidth than conventional
tools – 70% - 90% less bandwidth
– The bandwidth saving will be more for larger meetings
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Slide 16
iSee scalability
• Allows easy interaction in large
gatherings
– Multiple simultaneous conversations
– Moving from one conversation to another
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Slide 17
Key methods for technical scalability
Visibility Culling
• Only receive those video streams that are
within the visual field of view of this user
• Distance
• View frustum
• Back face
• Occlusions
P. Pourashraf, F. Safaei, and D. R. Franklin, "Distributed Area of Interest Management for Large-
Scale Immersive Video Conferencing," in Multimedia and Expo Workshops (ICMEW), 2012 IEEE
International Conference on, 2012, pp. 139-144.
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Slide 18
Visibility Culling
• More than 70% reduction with 25 participants – The saving is more significant as the number of users increases
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Visibility Culling
• Dealing with movement
– Predicting future visibility based on motion vectors
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Key methods for technical scalability
Quality Culling
• Only receive the video quality that is needed based on the
perspective of the user
• Virtual distance
• Virtual orientation
• Our technique for this is called Perceptual Pruning
F. Safaei, P. Pourashraf, and D. Franklin, "Large-scale immersive video
conferencing by altering video quality and distribution based on the virtual context,"
Communications Magazine, IEEE, vol. 52, pp. 66-72, 2014.
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Quality Culling
• The required quality is dependent on orientation and
distance of the avatars
Farzad Safaei
Slide 22
Quality Culling
Texel to pixel mapping • Video is rendered as texture on the front surface of the avatar
• Will result in texture minification and magnification
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Quality Culling
Perceptual pruning
• DCT block down-sampling based on texture minification
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Quality Culling
• Significant bandwidth saving in addition to visibility culling
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Quality Culling
• 61% saving in worst-case scenario (lecture theatre)
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Key methods for technical scalability
Saliency ranking
• During congestion, reduce quality of less salient videos
• Saliency measured by a number of attributes
• Virtual distance
• Virtual orientation
• Voice activity
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Scalability tests
• Tests conducted during
2014
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Problems solved
• Scalability, and more …
• Easy for the students
– Natural interaction and socialisation
– Peer-based learning
• Easy for the instructors
– No need to adapt to a new mode of delivery
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Slide 29
Case studies
• DoE debating competition
• DoE Aurora College – https://drive.google.com/a/iseevc.com/file/d/0B9wPZZq-45gIM3FRclBsTWFEQkE/view?usp=sharing
• OTEN classes by invitation
• AIS art gallery – http://youtu.be/wfOfUWe58-4
• UOW Engineering Project Pitch – https://drive.google.com/file/d/0BzDp2xswG__IX0lKMTcySVctRTQ/view?usp=sharing
• UOW Alumni Fair
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OTEN Health Class
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UOW Engineering Pitch
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Some of the feedback … UOW pitch
• 90% of students and 100% of industry participants indicated they wanted
to participate in a similar activity again – 80% of industry participants said they would not have been able to participate in the event had it
been held on-camps
Lee, Mark, et al., “Engaging Industry in Student Projects Through a Video-Augmented 3D Virtual Trade Fair”,
Under review, IEEE Transactions on Education – contact me for a copy of current manuscript.
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Some of the feedback … UOW pitch
• Improvements in pitch presentation was significant
Lee, Mark, et al., “Engaging Industry in Student Projects Through a Video-Augmented 3D Virtual Trade Fair”,
Under review, IEEE Transactions on Education – contact me for a copy of current manuscript.
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Slide 34
Some of the feedback … UOW pitch
Nikolic S, et al., “2D versus 3D Collaborative Online Spaces for Student Team Meetings: Comparing a Web
Conferencing Environment and a Video-Augmented Virtual World”, To appear, Proceedings of Australasian
Association for Engineering Education Conference, AAEE2015.
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UOW Fair
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Some of the feedback … Alumni Fair
• Student responses:
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Slide 37
Some of the feedback … Alumni Fair
• Industry responses:
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Slide 38
Summary
• Intersection between virtual and physical will
be of significant social and commercial
importance
• Potential for new industries (and leaders) to
emerge
ICT Research Institute University of Wollongong