mpeg v-awareness event
DESCRIPTION
These slides were presented during the 1st International workshop held in Korea, January 2011TRANSCRIPT
MPEG-V: a standard for multi-sensorial and immersive
experiences
Marius PREDA* Institut TELECOM / TELECOM SudParis
*and several tens of people that shared their images on Internet
From centuries, we are building two worlds
Physical Informa0onal stories
novels music
films
knowledge
Immersion, presence, stimuli, perception …
making abstraction of the Physical world (remove all possible connection to it) and have stimuli only from the Informational World
Immersion – a straightforward definition
In which world our users are?
The stimuli from the physical world are familiar or at very low intensities
We intentionally block our interfaces with the physical world
Improving immersion feeling
Strategies for blocking the interfaces with the Physical world
Improving immersion feeling
… but also Strategies for extending the space of the Informational world stimuli
Improving immersion feeling
How far are we advanced with this strategy?
Quite far …
Improving immersion feeling
Improving immersion feeling
How far are we advanced with this strategy?
Probably too far …
What is the secret of a good immersion in the Informational world?
Is the quality of the stimuli? Not only.
A guess: The “scenarisation” of the experience, or, in MPEG terms “authoring the content”
We should have methods and tools to express this new type of complex content
Multi-sensorial content A natural extension of the more traditional audio video content
This is not new, but it is now the right time to bring it in home environments, therefore interoperability is an issue
MPEG-V is the solution by offering a rich set of tools for representing multi-sensorial content
Covered mainly by Part 2, 3 & 5
Immersion by means of 360° view
Dimension discontinuity problem
2D 3D
Research by kzero.org
- New technologies for creating, representing and visualizing 3D content are now available
- Fast development of high performing 3D graphics cards
- Connecting real and virtual economy
- Increased users demands for rich communication channels
3D Virtual Worlds, a promising trend in the 3DGFX space
Towards 3D content
MPEG was already prepared to this take-off by defining means for GFX representation
Container for personal data, personality, skills, …
Virtual World assets Generic Virtual Objects Avatars
Communication support between users
Interaction support between the user and the virtual environment
MPEG-V
Sharing content between Virtual Worlds becomes possible with MPEG-V
Covered mainly by Part 4
Closed VW vs Open VW
A standardisation effort initiated in 2007 and driven by two complementary forces – multi-sensorial experience and virtual worlds – with the goal of offering a solid technical ground for immersive, multi-dimensional, multimedia applications and services
MPEG-V
Promoted as ISO/IEC 23005 in January 2011
Why the appropriate place for MPEG-V is in MPEG? Answer by Dr. Leonardo Chiariglione
How MPEG is dealing with the interoperability of immersive experience? Answer by Eng. Jean Gelissen (Part 1), Pr. Kyoungro Yoon (Part 2&5), Dr. Christian Timmerer (Part 3) and Dr. Jae Joon Han (Part 4)
How MPEG-V connects to MPEG-4 3D Graphics? Answer by Dr. Minsu Ahn (invited speaker)
What the future reserves us related to Virtual Worlds? Answer by Dr. Yesha Sivan (invited speaker)
Why, How and other more or less philosophical questions
Encouragement Message
Leonardo Chiariglione MPEG Convener
MPEG-V Architecture & Use Case
Jean H.A. Gelissen Philips Research
Eindhoven, The Netherlands
MPEG-V Architecture and Use Cases
MPEG-‐V defines an architecture that provides interoperability for informa<on exchange with virtual worlds. This allows for the simultaneous reac<ons in both worlds to changes in the environment and human behavior. Key words are efficient, effec<ve, intui<ve and entertaining interfaces between both worlds taking the economics, rules and regula<ons into account.
• Use cases have been crucial in the development of MPEG-V: – For the requirements gathering, – During design, development / implementation, – Basis for validation (supported by reference software and conformance)
• Representation of Sensory Effects (RoSE) • Full motion control and navigation of avatar/object with multi-input sources • Virtual Travel • Serious gaming for Ambient Assisted Living • Virtual Traces of Real Places • Avatar Appearance • Social presence • Group Decision-making in the context of Spatial Planning • Consumer Collaboration in Product Design Processes along the Supply Chain • Virtual Objects • Internet Haptic Service - YouTube, Online Chatting • Next Generation Classroom – Sensation Book • Immersive Broadcasting – Home Shopping, Fishing Channels • Entertainment – Game (Second Life, Star Craft), Movie Theater • Virtual Simulation for Training – Military Task, Medical training • Motion Effects
Use Case driven Architecture
Architecture (after many iterations)
Architecture instantiation 1 M
appi
ng fo
r Exc
hang
es w
ithin
the
Rea
l Wor
lds
Use Case Example
Single Renderer
A/V
RoSE-‐enabled Mul<media Consump<on for Advanced User Experience RoS
E (R
epre
sent
atio
n of
Sen
sory
Effe
cts)
Architecture instantiation 2 M
appi
ng fo
r (bi
dire
ctio
nal)
exch
ange
of
info
rmat
ion
betw
een
real
wor
ld a
nd v
irtua
l wor
ld
Use Cases example Fu
ll m
otio
n co
ntro
l and
nav
igat
ion
of
avat
ar/o
bjec
t with
mul
ti-in
put s
ourc
es
Use Cases example
Architecture instantiation 3 M
appi
ng fo
r (bi
dire
ctio
nal)
exch
ange
of
info
rmat
ion
betw
een
virt
ual w
orld
s
Use Cases example
Architecture instantiation 4 M
appi
ng fo
r the
con
trol
of a
vata
rs a
nd o
ther
vi
rtua
l obj
ects
by
real
wor
ld s
igna
ls
Use Cases example
Next Generation Classroom – Sensation Book
Using a haptic wristband for Internet browsing
Architecture instantiation 5 M
appi
ng fo
r the
Con
trol
of o
bjec
ts b
y si
gnal
s fr
om th
e vi
rtua
l wor
ld
Use Cases example
Various motion chairs and their characteristics
• Examples of new categories of sensors: – Bio sensors – Gas and Dust sensors – Gaze Tracking sensors – Attributed Coordinate sensors – Multi Pointing sensors – Wind sensors – Navigation sensors
• Examples of new Use Cases: – Mental Health & Food Intake for Lifestyle Management – Cardiovascular Rehabilitation for Health Management – Glucose level / Diabetes management for Health Management – Multipoint interaction devices – Unmanned Aerial Vehicle Scenario – Virtual tour guides – Serious gaming & training (for Ambient Assisted Living) – Motion tracking – Facial Animation
Next Steps (Amendment 1)
Thank you for your attention …
Capturing and controlling the real world with MPEG-V
Kyoungro Yoon ([email protected]) School of Computer Science and
Engineering Konkuk University
Contents
• MPEG-V Architecture • Scope of Part 2 and Part 5 • Example Scenarios • Part 2 Control Information • Part 5 Data Formats for Interaction Devices • Conclusion & Discussions
Digital Content Provider (Virtual World, (serious) game, simulator, DVD, …)
Virtual World N
Real World Dev1
Real World Device N
S Sensor Actuator
MPEG-V Architecture
Real World Dev2
Real World Dev3
S A
Enriched content
User In
tera
ction
Adaptation VV
Adaptation VV
Adaptation VR
Adaptation RV/VR
Adaptation RV
A
Adaptation VR Adaptation RV
Areas A & B are targets of MPEG-V
standardization
Virtual World Data Representation V Adaptation VR/RV
Device Commands
Standardization Area B: Sensory Information
(Part 3, 4, …)
Virt
ual W
orld
Dat
a R
epre
sent
atio
n R
R
eal W
orld
Dat
a R
epre
sent
atio
n Standardization Area A: Control Information
(Part 2 & 5)
Two Parts to capture and control the real world
• ISO/IEC 23005 Part 2 Control Information – The capability descriptions of actuators (sensory
devices) and sensors in the real world – The user’s sensory preference information (USEP),
which characterizes devices and users, so that appropriate information to control individual devices (actuators and sensors) for individual users can be generated
• ISO/IEC 23005 Part 5 Data Formats for Interaction Devices – Data formats for industry-ready interaction devices:
sensors and actuators
Two Parts to capture and control the real world
Sensor / Actuator
Sensed Information /
Sensory Device Commands
Scope of Part 5
User’s Sensory Preference (Part 2)
Sensory Device Capability (Part 2)
Sensor Device Capability (Part 2)
Virtual Worlds1
Adaptation RV / VR (non-normative)
Sensed Information /
Sensory Device Commands
Sensed Information /
Sensory Device Commands
Virtual Worlds2
Scope
Intention
• Part 5 alone can provide functionality of capturing and controlling the real-world. – Device Commands: Intensity provided in percentage with
respect to the maximum intensity that the specific device can generate
– Sensed Information: Sensed value provided in specific unit of the each individual sensor
• Part 2 helps to adapt the control to each individual user’s case. – Device capability description with min/max intensity – Sensor capability description with min/max value and
accuracy, etc. – User’s Preferences on Sensory Effects
Example Scenarios
• RoSE – Sensory Effect Metadata, Sensory Device Capabilities, Sensory
Device Commands, and User Sensory Preferences are within the scope of standardization and, thus shall be normatively specified. On the other side, the RoSE Engine as well as Provider entities and Consumer Devices are informative and are left open for industry competition.
Virtual Flight
Des0na0on Posi0on RigidBodyMo0on
Mo0onSensor GlobalPosi0onSensor Al0tude Sensor
Bringing sensibility in a virtual world
Sensing in Real World Reflec<ng Environmental context to Virtual World
-‐ Sensed Informa<on (TimeStamp, id, sensorIdRef, linkedlist, groupID, ac0vate, priority) -‐ Sensor Capability (Accuracy, unit, maxValue, minValue, offset, numOfLevels, sensi0vity, SNR)
-‐ Measure Temperature, Humidity, Light, Atmospheric pressure, and etc., in the real world.
" Environment Sensors -‐ The real-‐0me environmental data of the real world is applied to reflect on the virtual environment. -‐ Light, ambient noise, temperature, humidity, distance, atmospheric pressure, force, torque, pressure sensors.
-‐ Adapt the 0me series sensor data seman0cally to the virtual world based on the sensor capabili0es and adapta0on preferences.
-‐ Brightness changes
-‐ Turn on the light -‐ Change day (night) to night (day)
Courtesy of Samsung
Do what I do
Virtual Naviga0on Virtual Sports
Virtual Games Virtual Concert
" Mo<on Sensor
-‐ detects/tracks Real 0me 3D mo0on informa0on of a control device
-‐ Posi0on, Velocity, Accelera0on, Orienta0on, Angular velocity, Angular accelera0on sensors " Can be applicable to mo<on sensor based games.
Courtesy of Samsung
Part 5: Data Formats for Interaction Devices
• Provide simple interface to the physical world (real world)
Adaptation RV/VR Engine
(non-normative)
Sensory Information
(Part 3)
Sensory Device Capability
Sensor Capability User’s Sensory Preference
Device Commands
Sensed Information
Within Scope of Part 5 Virtual World Object Char.
(Part 4)
Part 5: Data Formats for Interaction Devices
• Interaction Information Description Language (IIDL) • Device Command Vocabulary • Sensed Information Vocabulary
Part 5: Data Formats for Interaction Devices
Light Flash Heating Cooling Wind Vibration Scent Fog
Sprayer ColorCorrection Tactile Kinesthetic RigidBodyMotion
Device Command Vocabulary
Part 5: Data Formats for Interaction Devices
LightSensor AmbientNoiseSensor TemperatureSensor HumiditySensor LenghtSensor AtmosphericPressureSensor PositionSensor VelocitySensor
AccelerationSensor OrientationSensor AngularVelocitySensor AngularAccelerationSensor ForceSensor TorqueSensor PressureSensor MotionSensor IntelligentCamera
Sensed Information Vocabulary
Part 5: Data Formats for Interaction Devices
• Interaction Information Description Language (IIDL) • Three Root Elements – InteractionInfo – DeviceCommand – SensedInfo
Part 5: Data Formats for Interaction Devices
• Interaction Information Description Language (IIDL) – Provides base types for data formats for interaction
devices • DeviceCommandBaseType • SensedInfoBaseType
Part 5: Data Formats for Interaction Devices
• Interaction Information Description Language (IIDL)
Part 2: Control Information • Provide Capability and Preference Descriptions for
Fine-Tuned Control of Devices
Adaptation RV/VR Engine
(non-normative)
Sensory Information
(Part 3)
Sensory Device Capability
Sensor Capability User’s Sensory Preference
Device Commands
Sensed Information
Within Scope of Part 2 Virtual World Object Char.
(Part 4)
Part 2: Control Information
• Control Information Description Language (CIDL) • Device Capability Description Vocabulary (DCDV) • Sensor Capability Description Vocabulary (SCDV) • User’s Sensory Effect Preference Vocabulary (SEPV)
Part 2: Control Information
LightCapability FlashCapability HeatingCapability CoolingCapability WindCapability VibrationCapability ScentCapability FogCapability
SprayerCapability ColorCorrectionCapability TactileCapability KinestheticCapability RigidBodyMotionCapability MoveTowardCapability InclineCapability
Device Capability Description Vocabulary
Part 2: Control Information
LightSensorCapability AmbientNoiseSensorCapability TemperatureSensorCapability HumiditySensorCapability LenghtSensorCapability PositionSensorCapability VelocitySensorCapability AccelerationSensorCapability
OrientationSensorCapability AngularVelocitySensorCapability AngularAccelerationSensorCapability ForceSensorCapability TorqueSensorCapability PressureSensorCapability MotionSensorCapability IntelligentCameraCapability AtmosphericPressureSensorCapability
Sensor Capability Description Vocabulary
Part 2: Control Information
LightPref FlashPref HeatingPref CoolingPref WindPref VibrationPref ScentPref FogPref SprayingPref ColorCorrectionPref
TactilePref KinestheticPref RigidBodyMotionPref MoveTowardPref InclinePref WavePref CollidePref TurnPref ShakePref SpinPref
User’s Sensory Effect Preference Vocabulary (SEPV)
Part 2: Control Information
Control Information Description Language (CIDL) Provides basic structure of tools defined in part 2
Part 2: Control Information
Control Information Description Language (CIDL) Also provides base types for each type of description
Sensory Device Capability Base Type
Part 2: Control Information
Control Information Description Language (CIDL) Also provides base types for
each type of description Sensor Capability Base
Type
Part 2: Control Information
Control Information Description Language (CIDL) Also provides base types for each type of description
User Sensory Preference Base Type
Conclusion and Discussions
• Capturing and Controlling Real-World can be supported by MPEG-V Part 5
• For the fine-tuned control/capture of real-world, MPEG-V Part 2 can help.
• For the personalized effects, MPEG-V Part 2 is required.
• Questions?
• Thank You.
Immersive Future Media Technologies Sensory Experience
Christian Timmerer
Klagenfurt University (UNI-KLU) Faculty of Technical Sciences (TEWI) Department of Information Technology (ITEC) Multimedia Communication (MMC)
http://research.timmerer.com http://blog.timmerer.com mailto:[email protected]
Acknowledgments. This work was supported in part by the European Commission in the context of the NoE INTERMEDIA (NoE 038419), the P2P-‐Next project (FP7-‐ICT-‐216217), and the ALICANTE project (FP7-‐ICT-‐248652).
Motivation
• Consumption of multimedia content may stimulate also other senses – Vision or audition – Olfaction, mechanoreception, equilibrioception, thermoception, …
• Annotation with metadata providing so-called sensory effects that steer appropriate devices capable of rendering these effects
… giving her/him the sensa<on of being part of the par<cular media ➪ worthwhile, informa<ve user experience
Outline
• Background / Introduction – MPEG-V Media Context and Control – Sensory Effect Description Language (SEDL) and Sensory
Effect Vocabulary (SEV) – Software/Hardware components: SEVino, SESim, SEMP,
and amBX+SDK
• Improving the QoE through Sensory Effects ➪ Sensory Experience – A Brief Introduction to UME/QoE (UMA/QoS) – Results from Subjective Tests
• Conclusions and Future Work
MPEG-V: Media Context and Control
System Architecture
Pt. 1: Architecture
Pt. 3: Sensory Informa0on
Pt. 4: Virtual World Object Characteris0cs
Pt. 2: Control Informa0on
Pt. 6: Common Types and Tools
Pt. 7: Conformance and Reference Sodware
Pt. 5: Data Formats for Interac0on Devices
hep://www.chiariglione.org/mpeg/working_documents.htm#MPEG-‐V
Sensory Effect Description Language (SEDL)
• XML Schema-based language for describing sensory effects – Basic building blocks to describe, e.g., light, wind, fog, vibration, scent – MPEG-V Part 3, Sensory Information – Adopted MPEG-21 DIA tools for adding time information (synchronization)
• Actual effects are not part of SEDL but defined within the Sensory Effect Vocabulary (SEV) – Extensibility: additional effects can be added easily w/o affecting SEDL – Flexibility: each application domain may define its own sensory effects
• Description conforming to SEDL :== Sensory Effect Metadata (SEM) – May be associated to any kind of multimedia content (e.g., movies, music,
Web sites, games) – Steer sensory devices like fans, vibration chairs, lamps, etc. via an
appropriate mediation device
➪ Increase the experience of the user ➪ Worthwhile, informative user experience
Sensory Effect Description Language (cont’d)
SEM ::=[DescriptionMetadata](Declarations|GroupOfEffects| Effect|ReferenceEffect)+
Declarations ::= (GroupOfEffects|Effect|Parameter)+
GroupOfEffects ::= timestamp EffectDefinition EffectDefinition (EffectDefinition)*
Effect ::= timestamp EffectDefinition
EffectDefinition ::= [activate][duration][fade][alt] [priority][intensity][location] [adaptability]
Sensory Effect Vocabulary (SEV)
• Extensibility: additional effects can be added easily w/o affecting SEDL • Flexibility: each application domain may define its own sensory effects • Sensory Effects
– Light, colored light, flash light – Temperature – Wind – Vibration – Water sprayer – Scent – Fog – Color correction – Rigid body motion – Passive kinesthetic motion – Passive kinesthetic force – Active kinesthetic – Tactile
Example
<sedl:GroupOfEffects si:pts="3240000" duration="100" fade="15" position="urn:mpeg:mpeg-v:01-SI-PositionCS-NS:center:*:front">
<sedl:Effect xsi:type="sev:WindType" intensity="0.0769"/>
<sedl:Effect xsi:type="sev:VibrationType" intensity="0.56"/>
<sedl:Effect xsi:type="sev:LightType" intensity="0.0000077"/>
</sedl:GroupOfEffects>
SEVino, SESim, SEMP, and amBX
amBX (Ambient Experience) system + SDK • Two fan devices, a wrist rumbler, two sound
speakers, a subwoofer, two lights, and a wall washer
• Everything controlled by SEM descriptions except light effect
Annota0on Tool: SEVino Simulator: SESim Player: SEMP
Quality of Experience
Factors impacting Quality of Experience
T. Ebrahimi, “Quality of Mul0media Experience: Past, Present and Future”, Keynote at ACM Mul0media 2009, Beijing, China, Oct 22, 2009. hep://www.slideshare.net/touradj_ebrahimi/qoe
Quality of Experience
(QoE)
Device Network
Content Format
Environment Content
User Expecta<on
Task Applica<on
Technical Factors
Social and Psychological
Factors
User
Context
Quality of Experience
• Universal Multimedia Access (UMA) – Anywhere, anytime, any device + technically feasible – Main focus on devices and network connectivity issues ➪ QoS
• Universal Multimedia Experience (UME) – Take the user into account ➪ QoE
• Multimedia Adaptation and Quality Models/Metrics – Single modality (i.e., audio, image, or video only) or a simple combination of
two modalities (i.e., audio and video) • Triple user characterization model
– Sensorial, e.g., sharpness, brightness – Perceptual, e.g., what/where is the content – Emotional, e.g., feeling, sensation
• Ambient Intelligence – Add’l light effects are highly appreciated for both audio and visual content – Calls for a scientific framework to capture, measure, quantify, judge, and
explain the user experience
F. Pereira, “A triple user characteriza0on model for video adapta0on and quality of experience evalua0on,” Proc. of the 7th Workshop on Mul<media Signal Processing, Shanghai, China, October 2005, pp. 1–4.
B. de Ruyter, E. Aarts. “Ambient intelligence: visualizing the future”, Proceedings of the Working Conference on Advanced Visual Interfaces, New York, NY, USA, 2004, pp. 203–208. E. Aarts, B. de Ruyter, “New research perspec0ves on Ambient Intelligence”, Journal of Ambient Intelligence and Smart Environments, IOS Press, vol. 1, no. 1, 2009, pp. 5–14.
Experiment: Goal & Setup
• Aim: demonstrate that sensory effects is a vital tool for enhancing the user experience depending on the actual genre
• Tools – Sensory Effect Media Player (SEMP) – Test sequences annotated with sensory effects: action (Rambo 4,
Babylon A.D.), news (ZIB Flash), documentary (Earth), commercials (Wo ist Klaus), and sports (Formula 1)
– Double Stimulus Impairment Scale (DSIS) also known as Degradation Category Rating (DCR)
• Five-level impairment scale ➪ new five-level enhancement scale • Procedure
– First, show reference sequence w/o sensory effects – Second, the same sequence enriched with sensory effects with a two
second break in between – Finally, subjects to rate the overall opinion of the audio/video resource
and sensory effect quality
Experiment: Results
Conclusions
• Sensory effects is a vital tool for enhancing the user experience leading to a unique, worthwhile Sensory Experience – Action, sports, and documentary genres benefit more
from these additional effects – Rambo 4 and Babylon A.D. are from the same genre,
the results differ slightly – Commercial genre can also profit from the additional
effects but not at the same level as documentary – News genre will not profit from these effects
• Interoperability through MPEG-V (ISO/IEC 23005)
Acknowledgments
• EC projects for funding this activity – NoE INTERMEDIA (NoE 038419)
• http://intermedia.miralab.ch/ – P2P-Next project (FP7-ICT-216217)
• http://www.p2p-next.eu – ALICANTE project (FP7-ICT-248652)
• http://www.ict-alicante.eu – COST ICT Action IC1003
• QUALINET – European Network on Quality of Experience in Multimedia Systems and Services
• Markus Waltl for implementing, preparing, conducting, evaluating almost all the experiments
• Benjamin Rainer for implementing the Firefox plug-in + WWW tests • Hermann Hellwagner for his advice and feedback • ISO/IEC MPEG and its participating members for their constructive
feedback during the standardization process
References • Markus Waltl, Christian Timmerer, Hermann Hellwagner, “A Test-Bed for Quality of
Multimedia Experience Evaluation of Sensory Effects”, Proceedings of the First International Workshop on Quality of Multimedia Experience (QoMEX 2009), San Diego, USA, July 29-31, 2009.
• C. Timmerer, J. Gelissen, M. Waltl, and H. Hellwagner, “Interfacing with Virtual Worlds”, Proceedings of the NEM Summit 2009, Saint-Malo, France, September 28-30, 2009.
• M. Waltl, Enriching Multimedia with Sensory Effects, VDM Verlag Dr. Müller, February, 2010.
• M. Waltl, C. Timmerer and H. Hellwagner, “Increasing the User Experience of Multimedia Presentations with Sensory Effects”, Proceedings of the 11th International Workshop on Image Analysis for Multimedia Interactive Services (WIAMIS’10), Desenzano del Garda, Italy, April 12-14, 2010.
• C. Timmerer, M. Waltl, and H. Hellwagner, “Are Sensory Effects Ready for the World Wide Web?”, Proceedings of the Workshop on Interoperable Social Multimedia Applications (WISMA 2010), Barcelona, Spain, May 19-20, 2010.
• M. Waltl, C. Timmerer, and H. Hellwagner, “Improving the Quality of Multimedia Experience through Sensory Effects”, Proceedings of the 2nd International Workshop on Quality of Multimedia Experience (QoMEX2010), Trondheim, Norway, June 21-23, 2010.
• M. Waltl, C. Raffelsberger, C. Timmerer, and H. Hellwagner, “Metadata-based Content Management and Sharing System for Improved User Experience”, Proc. of the 4th InterMedia Open Forum (IMOF 2010), Palma de Mallorca, Spain, September 1, 2010.
Thank you for your attention
... questions, comments, etc. are welcome …
Ass.-Prof. Dipl.-Ing. Dr. Christian Timmerer Klagenfurt University, Department of Information Technology (ITEC)
Universitätsstrasse 65-67, A-9020 Klagenfurt, AUSTRIA [email protected]
http://research.timmerer.com/ Tel: +43/463/2700 3621 Fax: +43/463/2700 3699
© Copyright: Christian Timmerer
Overview of virtual world assets characteristics
(MPEG-V part 4)
Jae Joon Han Samsung Electronics.
2010.1.25
• Introduction
• Requirements for standardization
• Specifications
• Conclusion
Agenda
Introduction (1/2)
Enable the interoperability between virtual worlds
(Adaptation VV) Provides controllability of virtual worlds with the real world devices
Architecture and specifications of associated information representations of virtual worlds
Introduction (2/2)
Avatars
Virtual Object
" Characterize virtual world objects by the two elements. Avatar: a representation of the user inside the virtual environments. Virtual object: any object except for avatars in the virtual environments.
• Need to import characters from one virtual world to another virtual world.
• Provide common formats for interfacing between virtual world and the real world.
Why need the common specifications?
VW 1 VW 2
Import parameters of the created avatar
VW N …
…
Scaling & Rotation of an object
• Characterize various kinds of objects within the VW. • referencing the resources
• Provide an interaction with the VW.
Virtual world object characteristics (VWOC)
sound scent
animation
Resources
references as a resource
Interaction as an event
Interaction Devices
• Common characteristics for both avatars and virtual objects • Identification • A list of sound resources • A list of scent resources • A list of control parameters • A list of events • A list of behavioral models
• Inherit the base type to extend the specific aspects of each.
A base type of virtual world object characteristics
Characterizes virtual world objects
Provides Interaction with virtual world objects
• Describes the ownership, credits, associated user ID.
• Supports digital rights according to ISO/IEC 21000-5:2004 (MPEG21)
Identification
Name Cello
family Musical Instrument
UserID JohnDoe
Ownership V. School of Art
Rights No duplication
Credits Ms. Jane Sound
Added a cello sound.
Virtual Instruments
shop
Sound and scent type
• Contains the URLs of the resources. • Contains the descriptions of the resources
– ID, intensity, duration, loop, and name.
V- concert Performance
Name CelloSound
Resource http://...
Intensity 50%
duration 2 seconds
loop unlimited
V-‐Cello
Control type
• Contains the control parameters for position, orientation, and scale factor.
Scaling an object Rotating an object
Event type and behavioral model
• Event type supports legacy input devices and user defined Input devices.
• Behavioral model provides the mapping between the in/out event by IDs
Mouse Keyboard User defined input devices
“Wow~”
walk animation (ID: AniID4)
wow sound (ID: SoID5)
Mouse left click (ID: EventID1)
Additional common types
• Haptic properties
• Animation description type
Tactile properties Dynamic force effects Material properties
S0ffness
Damping …
Animation Name: RunAndJump, Duration:10 seconds, Loop: 5 repetitions, URL: http://www.animation.com /jumping.ani
Avatar metadata
• Based on VWOBaseType (ID, Behavioral model, Control, Event, Resources (Sound and Scent))
• Other resources defined for Avatar – Appearance: body parts, accessories, and physical
conditions, links to the resources. • ex.) NoseType = {size, width, upper bridge, lower bridge,
tip angle, hapticIDRef and etc} – Animation – Communication skills
• Supports input/ouput channels. Each channel support verbal and non-verbal communication. (ex. text, voice, sign language, gesture and so on.)
– Personality – Control features – Haptic properties – Gender
Avatar metadata (animation) • Composed of various types of animation sequences
– Ex. idle, greeting, dancing, and fighting animation types
• Each type has its own animation set defined in its classification scheme.
Resting pose Body noise Default idle
Examples of Idle type
Avatar metadata (personality) • Based on the OCEAN model which is a set of personality
characteristics. – Openness, agreeableness, neuroticism, extraversion, and
conscientiousness (ranged between -1 and 1) • The characteristics can be used for
– Designing the characteristics of the avatar. – VW can interpret its inhabitant wishes. – Adapt the communication to the personality.
Agreeableness = -0.9 Agreeableness = 0.9
No As always
Help me
Can you help me?
Communication Reaction creation based on personality
Avatar metadata (Control feature)
Supports the feature points of the avatar to control both face and body. – Placeholder for sensor (sensed information) – Facial control features are defined by the outlines of each facial
part. – Body features are defined by the bones of the skeleton.
Head
Upper
Middle
Down
Virtual Object • Defines the representation of virtual objects inside the
environment – to characterize various kinds of objects. – to provide an interaction with the real world devices.
• Support the following types of data, in addition to the common characteristics. – Appearance, animation, haptic properties with the base type – Components: allows to build a virtual object with the combination
of virtual objects. Carrot
-sound : cutting sound, frying sound -smell : carrot juice, carrot soup etc -stiffness : 4th level -components: green part and main part -behavioral model: input: mouse left click output: cutting sound + slicing animation Virtual cooking class
Covered and not yet covered
Covered Not covered yet
Interfaces between virtual worlds
• Avatar characteristics
- size, clothing, accessories,
• Personal attributes
- Shape, animation, control
• VO characteristics
- cars, house, furniture, …
• User ID, user profile, ownership,
rights and obligation of VO
• Haptic properties
• Communication protocols
- Ensure security, trust, privacy
• Virtual currency exchange
• Visual context on location and ori
entation information from virtual w
orld
• Personal attributes
-Movement, behaviors
Covered and not yet covered
Covered Not covered yet
Interfaces between virtual worlds and the physical world
• Many sensors
• Mental state
- Emotional, physical condition
• Control feature points for avatar
• Input events
• Behavioral model
• Not all the sensors,
• User conditions (preference, atm
osphere, context, and so on),
• Easy to use privacy /openness c
ontrol,
• Contextual information (visual im
pression) from real world,
• Timing constraints for sensors an
d actuators
Conclusion • MPEG-V part 4: Virtual world object characteristics deals the
high level description of the two elements in the virtual world.
• The specification describes - identity, - resources description (sound, scent, haptics, animation, and appearance), - real-time direct control (scaling, position, rotation, body skeleton, facial feature points), - behavioral mapping for interaction (input devices and output events).
• The specification can support – Easy import of characters from a virtual world to another virtual
world. – Common formats for interfacing between virtual world and the
real world devices.
Thank you very much!!