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Mpeg v-awareness event


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These slides were presented during the 1st International workshop held in Korea, January 2011

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Mpeg v-awareness event

  1. 1. 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
  2. 2. Immersion, presence, stimuli,perception … From centuries, we are building two worlds films   stories   Physical   Informa0onal   novels   knowledge   music   Immersion – a straightforward definitionmaking abstraction of the Physical world (remove all possible connection to it) and have stimuli only from the Informational World
  3. 3. In which world our users are?The stimuli from the physical world are familiar or at very low intensities
  4. 4. Improving immersion feeling We intentionally block our interfaces with the physical world
  5. 5. Improving immersion feeling Strategies for blocking the interfaces with the Physical world
  6. 6. Improving immersion feeling… but also Strategies forextending the space of theInformational world stimuli
  7. 7. Improving immersion feelingHow far are we advancedwith this strategy? Quite far …
  8. 8. Improving immersion feelingHow far are we advancedwith this strategy? Probably too far …
  9. 9. What is the secret of a goodimmersion 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
  10. 10. 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
  11. 11. Immersion by means of 360° view Dimension discontinuity problem 2D 3D
  12. 12. Towards 3D content3D Virtual Worlds, a promising trend in the 3DGFX space- 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 Research  by  MPEG was already prepared to this take-off by defining means for GFX representation
  13. 13. Virtual World assets Generic Virtual Objects Avatars Container for personal data, personality, skills, … Communication support between users Interaction support between the user and the virtual environment
  14. 14. Closed VW vs Open VW MPEG-VSharing content between Virtual Worlds becomespossible with MPEG-V Covered mainly by Part 4
  15. 15. MPEG-VA standardisation effort initiated in 2007 and driven bytwo complementary forces – multi-sensorial experienceand virtual worlds – with the goal of offering a solidtechnical ground for immersive, multi-dimensional,multimedia applications and servicesPromoted as ISO/IEC 23005 in January 2011
  16. 16. Why, How and other more or lessphilosophical questions 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)
  17. 17. Encouragement Message Leonardo Chiariglione MPEG Convener
  18. 18. MPEG-V Architecture & Use Case Jean H.A. Gelissen Philips Research Eindhoven, The Netherlands
  19. 19. MPEG-V Architecture and UseCases 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.  
  20. 20. Use Case driven Architecture •  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
  21. 21. Architecture (after many iterations)
  22. 22. Mapping for Exchanges within the Real Worlds Architecture instantiation 1
  23. 23. Use Case Example RoSE (Representation of Sensory Effects) A/V     Single   Renderer   RoSE-­‐enabled  Mul<media  Consump<on  for  Advanced  User  Experience  
  24. 24. Mapping for (bidirectional) exchange ofinformation between real world and virtual world Architecture instantiation 2
  25. 25. Full motion control and navigation ofavatar/object with multi-input sources Use Cases example
  26. 26. Use Cases example
  27. 27. Mapping for (bidirectional) exchange ofinformation between virtual worlds Architecture instantiation 3
  28. 28. Use Cases example
  29. 29. Mapping for the control of avatars and othervirtual objects by real world signals Architecture instantiation 4
  30. 30. Use Cases example Using a haptic wristband for Internet browsing Next Generation Classroom – Sensation Book
  31. 31. Mapping for the Control of objects by signalsfrom the virtual world Architecture instantiation 5
  32. 32. Use Cases example Various motion chairs and their characteristics
  33. 33. Next Steps (Amendment 1) •  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
  34. 34. Thank you for your attention …
  35. 35. Capturing and controlling the real world with MPEG-VKyoungro Yoon ( School of Computer Science and Engineering Konkuk University
  36. 36. 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
  37. 37. MPEG-V Architecture Enriched content Digital Content Adaptation VV Adaptation VV Provider (Virtual World, (serious) game, Virtual World NVirtual World DataRepresentation R simulator, DVD, …) User Interaction Adaptation RV/VR Virtual World Data Representation V Adaptation VR/RV Standardization Area B: Sensory Information Adaptation RV Adaptation VR Adaptation RV Adaptation VR (Part 3, 4, …) Real World Data Representation Standardization Area A: S S A A Control Information Sensor Actuator Device Commands (Part 2 & 5) Real World Real Real Real Areas A & B are Device N World World World targets of MPEG-V Dev1 Dev2 Dev3 standardization
  38. 38. Two Parts to capture and controlthe 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
  39. 39. Two Parts to capture and controlthe real world •  ISO/IEC 23005 Part 5 Data Formats for Interaction Devices –  Data formats for industry-ready interaction devices: sensors and actuators
  40. 40. Scope Scope of Part 5 Virtual Worlds1 Virtual Worlds2 User’s Sensory Sensed Preference (Part 2) Information / Sensory Device Commands Sensed Sensory Device Adaptation RV / VR Information / Capability (Part 2) (non-normative) Sensory Device Commands Sensed Information / Sensor Device Sensory Device Capability (Part 2) Commands Sensor / Actuator
  41. 41. 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
  42. 42. 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.
  43. 43. Virtual Flight Des0na0on  Posi0on   RigidBodyMo0on   Mo0onSensor   GlobalPosi0onSensor   Al0tude  Sensor  
  44. 44. Bringing sensibility in a virtual world "   Environment  Sensors    -­‐  The  real-­‐0me  environmental  data  of  the  real  world  is  applied  to  reflect  on  the  virtual  enviro nment.    -­‐  Light,  ambient  noise,  temperature,  humidity,  distance,  atmospheric  pressure,  force,  torque,   pressure  sensors.   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) -­‐  Brightness  changes -­‐  Turn  on  the  light   -­‐  Change  day  (night)  to  night  (day) -­‐  Adapt  the  0me  series  sensor  data   seman0cally  to  the  virtual  world  based  on  the   -­‐  Measure  Temperature,  Humidity,  Light,   sensor  capabili0es  and  adapta0on   Atmospheric  pressure,  and  etc.,  in  the  real   preferences.   world.  Courtesy  of  Samsung
  45. 45. Do what I do "   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.   Virtual  Naviga0on Virtual  Sports Virtual  Concert Virtual  GamesCourtesy  of  Samsung
  46. 46. Part 5: Data Formats for InteractionDevices •  Provide simple interface to the physical world (real world) Sensory Virtual World Within Scope of Part 5   Information Object Char. (Part 3) (Part 4) Sensory Adaptation RV/VR Device Commands Device Capability Engine (non-normative) User’s Sensory Sensed Sensor Capability Preference Information
  47. 47. Part 5: Data Formats for InteractionDevices •  Interaction Information Description Language (IIDL) •  Device Command Vocabulary •  Sensed Information Vocabulary
  48. 48. Part 5: Data Formats for InteractionDevices Device Command Vocabulary   Light   Sprayer   Flash   ColorCorrection   Heating   Tactile   Cooling   Kinesthetic   Wind   RigidBodyMotion   Vibration   Scent   Fog
  49. 49. Part 5: Data Formats for InteractionDevices Sensed Information Vocabulary   AccelerationSensor   LightSensor   OrientationSensor   AmbientNoiseSensor   AngularVelocitySensor   TemperatureSensor   AngularAccelerationSensor   HumiditySensor   ForceSensor   LenghtSensor   TorqueSensor   AtmosphericPressureSensor   PressureSensor   PositionSensor   MotionSensor   VelocitySensor   IntelligentCamera
  50. 50. Part 5: Data Formats for InteractionDevices •  Interaction Information Description Language (IIDL) •  Three Root Elements –  InteractionInfo –  DeviceCommand –  SensedInfo
  51. 51. Part 5: Data Formats for InteractionDevices •  Interaction Information Description Language (IIDL) –  Provides base types for data formats for interaction devices •  DeviceCommandBaseType •  SensedInfoBaseType
  52. 52. Part 5: Data Formats for InteractionDevices •  Interaction Information Description Language (IIDL)
  53. 53. Part 2: Control Information •  Provide Capability and Preference Descriptions for Fine-Tuned Control of Devices Sensory Virtual World Within Scope of Part 2   Information Object Char. (Part 3) (Part 4) Sensory Adaptation RV/VR Device Commands Device Capability Engine (non-normative) User’s Sensory Sensed Sensor Capability Preference Information
  54. 54. 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)
  55. 55. Part 2: Control Information Device Capability Description Vocabulary   LightCapability   SprayerCapability   FlashCapability   ColorCorrectionCapability   HeatingCapability   TactileCapability   CoolingCapability   KinestheticCapability   WindCapability   RigidBodyMotionCapability   VibrationCapability   MoveTowardCapability   ScentCapability   InclineCapability   FogCapability
  56. 56. Part 2: Control Information Sensor Capability Description Vocabulary   OrientationSensorCapability  LightSensorCapability   AngularVelocitySensorCapability  AmbientNoiseSensorCapability   AngularAccelerationSensorCapability  TemperatureSensorCapability   ForceSensorCapability  HumiditySensorCapability   TorqueSensorCapability  LenghtSensorCapability   PressureSensorCapability  PositionSensorCapability   MotionSensorCapability  VelocitySensorCapability   IntelligentCameraCapability  AccelerationSensorCapability   AtmosphericPressureSensorCapability
  57. 57. Part 2: Control Information User’s Sensory Effect Preference Vocabulary (SEPV)   LightPref   TactilePref   FlashPref   KinestheticPref   HeatingPref   RigidBodyMotionPref   CoolingPref   MoveTowardPref   WindPref   InclinePref   VibrationPref   WavePref   ScentPref   CollidePref   FogPref   TurnPref   SprayingPref   ShakePref   ColorCorrectionPref   SpinPref
  58. 58. Part 2: Control Information   Control Information Description Language (CIDL)   Provides basic structure of tools defined in part 2
  59. 59. Part 2: Control Information   Control Information Description Language (CIDL)   Also provides base types for each type of description   Sensory Device Capability Base Type
  60. 60. Part 2: Control Information  Control Information Description Language (CIDL)   Also provides base types for each type of description   Sensor Capability Base Type
  61. 61. Part 2: Control Information  Control Information Description Language (CIDL)   Also provides base types for each type of description   User Sensory Preference Base Type
  62. 62. 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.
  63. 63. 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)   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).    
  64. 64. 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    
  65. 65. 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
  66. 66. MPEG-V: Media Context and Control System  Architecture   Pt.  1:  Architecture   Pt.  2:  Control  Informa0on   Pt.  3:  Sensory  Informa0on   Pt.  4:  Virtual  World  Object   Characteris0cs   Pt.  5:  Data  Formats  for   Interac0on  Devices   Pt.  6:  Common  Types  and   Tools   Pt.  7:  Conformance  and  hep://­‐V   Reference  Sodware  
  67. 67. 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
  68. 68. 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]
  69. 69. 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
  70. 70. 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>  
  71. 71. SEVino, SESim, SEMP, and amBX Annota0on  Tool:  SEVino   Player:  SEMP   Simulator:  SESim   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
  72. 72. Quality of Experience Factors impacting Quality of Experience Network   Content   Device   Format  Technical  Factors   Task   Quality  of   Applica<on   Experience   Context   (QoE)   User   Social  and   Psychological   Factors   User   Environment   Expecta<on   Content   T.  Ebrahimi,  “Quality  of  Mul0media  Experience:  Past,  Present  and  Future”,  Keynote  at  ACM   Mul0media  2009,  Beijing,  China,  Oct  22,  2009.  hep://  
  73. 73. 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 experienceB.  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.    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.    
  74. 74. 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
  75. 75. Experiment: Results
  76. 76. 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)
  77. 77. Acknowledgments •  EC projects for funding this activity –  NoE INTERMEDIA (NoE 038419) • –  P2P-Next project (FP7-ICT-216217) • –  ALICANTE project (FP7-ICT-248652) • –  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
  78. 78. 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.
  79. 79. 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 Tel: +43/463/2700 3621 Fax: +43/463/2700 3699 © Copyright: Christian Timmerer
  80. 80. Overview of virtual world assets characteristics (MPEG-V part 4) Jae Joon Han Samsung Electronics. 2010.1.25
  81. 81. Agenda •  Introduction •  Requirements for standardization •  Specifications •  Conclusion
  82. 82. Introduction (1/2) Architecture and specifications of associated information representations of virtual worlds Enable the interoperability between virtual worlds (Adaptation VV) Provides controllability of virtual worlds with the real world devices
  83. 83. Introduction (2/2)"  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. Virtual Object Avatars
  84. 84. Why need the common specifications? •  Need to import characters from one virtual world to another virtual world. Import parameters of … the created avatar VW 1 VW 2 … VW N •  Provide common formats for interfacing between virtual world and the real world. Scaling & Rotation of an object
  85. 85. Virtual world object characteristics (VWOC) •  Characterize various kinds of objects within the VW. •  referencing the resources •  Provide an interaction with the VW. Interaction Resources Devices sound Interaction references as an event as a resource scen t animation
  86. 86. A base type of virtual world objectcharacteristics •  Common characteristics for both avatars and virtual objects •  Identification Characterizes virtual •  A list of sound resources world objects •  A list of scent resources •  A list of control parameters Provides Interaction •  A list of events with virtual world •  A list of behavioral models objects •  Inherit the base type to extend the specific aspects of each.
  87. 87. Identification •  Describes the ownership, credits, associated user ID. •  Supports digital rights according to ISO/IEC 21000-5:2004 (MPEG21) Name Cello family Musical Instr ument UserID JohnDoe Ownership V. School of Art Rights No duplicati on Virtual Credits Ms. Jane So und Instruments Added a cell shop o sound.
  88. 88. 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
  89. 89. Control type •  Contains the control parameters for position, orientation, and scale factor. Scaling an object Rotating an object
  90. 90. Event type and behavioral model •  Event type supports legacy input devices and user defined Input devices. Mouse Keyboard User defined input devices •  Behavioral model provides the mapping between the in/out event by IDs “Wo w~” Mouse left click walk animation wow sound (ID: EventID1) (ID: AniID4) (ID: SoID5)
  91. 91. Additional common types •  Haptic properties S0ffness … Damping Material properties Tactile properties Dynamic force effects •  Animation description type Animation Name: RunAndJump, Duration:10 seconds, Loop: 5 repetitions, URL: /jumping.ani
  92. 92. 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
  93. 93. 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.Examples of Idle type Default idle Body noise Resting pose
  94. 94. 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. Help No me As alwa ys Can you help me? Agreeableness = -0.9 Agreeableness = 0.9 Communication Reaction creation based on personality
  95. 95. 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
  96. 96. 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 Virtual cooking class animation
  97. 97. Covered and not yet covered Covered Not covered yet •  Avatar characteristics •  Communication protocols - size, clothing, accessories, - Ensure security, trust, privacy •  Personal attributes •  Virtual currency exchangeInterfaces b - Shape, animation, control •  Visual context on location and orietween virt •  VO characteristicsual worlds entation information from virtual w - cars, house, furniture, … orld •  User ID, user profile, ownership, •  Personal attributes rights and obligation of VO -Movement, behaviors •  Haptic properties
  98. 98. Covered and not yet covered Covered Not covered yet •  Many sensors •  Not all the sensors, •  Mental state •  User conditions (preference, atm - Emotional, physical condition osphere, context, and so on),Interfaces between virt •  Control feature points for avatar •  Easy to use privacy /openness cual worlds •  Input events ontrol,and the physical world •  Behavioral model •  Contextual information (visual im pression) from real world, •  Timing constraints for sensors an d actuators
  99. 99. 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.
  100. 100. Thank you verymuch!!