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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
Immersion, presence, stimuli,
perception …
   From centuries, we are building two worlds

                                                       films	
  
                                      stories	
  
          Physical	
                        Informa0onal	
  
                                         novels	
                 knowledge	
  
                                                      music	
  


   Immersion – a straightforward definition

making abstraction of the Physical world (remove all possible
  connection to it) and have stimuli only from the Informational World
In which world our users are?




The stimuli from the physical
  world are familiar or at very
  low intensities
Improving immersion feeling




                     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
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
Towards 3D content
3D 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	
  kzero.org	
  



MPEG was already prepared to this take-off by defining means for GFX representation
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
Closed VW vs Open VW


                      MPEG-V




Sharing content between Virtual Worlds becomes
possible with MPEG-V
                     Covered mainly by Part 4
MPEG-V


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


Promoted as ISO/IEC 23005 in January 2011
Why, How and other more or less
philosophical 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)
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 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
Architecture (after many iterations)
Mapping for Exchanges within the Real Worlds
                                               Architecture instantiation 1
Use Case Example
 RoSE (Representation of Sensory Effects)




                                                           A/V   	
  

                                                                                                             	
  
                                                                                                    Single	
        Renderer   	
  




                                            RoSE-­‐enabled	
  Mul<media	
  Consump<on	
  for	
  Advanced	
  User	
  Experience	
  
Mapping for (bidirectional) exchange of
information between real world and virtual world
                                                   Architecture instantiation 2
Full motion control and navigation of
avatar/object with multi-input sources
                                         Use Cases example
Use Cases example
Mapping for (bidirectional) exchange of
information between virtual worlds
                                          Architecture instantiation 3
Use Cases example
Mapping for the control of avatars and other
virtual objects by real world signals
                                               Architecture instantiation 4
Use Cases example




     Using a haptic wristband for Internet browsing




     Next Generation Classroom – Sensation Book
Mapping for the Control of objects by signals
from the virtual world
                                                Architecture instantiation 5
Use Cases example




       Various motion chairs and their characteristics
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
Thank you for your attention …
Capturing and controlling
     the real world
     with MPEG-V
Kyoungro Yoon (yoonk@konkuk.ac.kr)
  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
MPEG-V Architecture
                                           Enriched content


                          Digital Content




                                                                            Adaptation VV
                                                         Adaptation VV
                                                                                                 
                          Provider 
                          (Virtual World,
                                                                                                 
                          (serious) game,
                                                       Virtual World N
Virtual World Data
Representation 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
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
Two Parts to capture and control
the real world
 •  ISO/IEC 23005 Part 5 Data Formats for Interaction
    Devices
     –  Data formats for industry-ready interaction devices:
        sensors and actuators
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
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
            "   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
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	
  Games
Courtesy	
  of	
  Samsung
Part 5: Data Formats for Interaction
Devices
 •  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
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
 Device Command Vocabulary

     Light                Sprayer
     Flash                ColorCorrection
     Heating              Tactile
     Cooling              Kinesthetic
     Wind                 RigidBodyMotion
     Vibration
     Scent
     Fog
Part 5: Data Formats for Interaction
Devices
  Sensed Information Vocabulary

                                      AccelerationSensor
     LightSensor
                                      OrientationSensor
     AmbientNoiseSensor
                                      AngularVelocitySensor
     TemperatureSensor
                                      AngularAccelerationSensor
     HumiditySensor
                                      ForceSensor
     LenghtSensor
                                      TorqueSensor
     AtmosphericPressureSensor
                                      PressureSensor
     PositionSensor
                                      MotionSensor
     VelocitySensor
                                      IntelligentCamera
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

                                     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
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
 Device Capability Description Vocabulary

     LightCapability           SprayerCapability
     FlashCapability           ColorCorrectionCapability
     HeatingCapability         TactileCapability
     CoolingCapability         KinestheticCapability
     WindCapability            RigidBodyMotionCapability
     VibrationCapability       MoveTowardCapability
     ScentCapability           InclineCapability
     FogCapability
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
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
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:christian.timmerer@itec.uni-klu.ac.at




    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.	
  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://www.chiariglione.org/mpeg/working_documents.htm#MPEG-­‐V	
                  Reference	
  Sodware	
  
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
 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
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://www.slideshare.net/touradj_ebrahimi/qoe	
  
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
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.	
  	
  
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.	
  	
  
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
                                             christian.timmerer@itec.uni-klu.ac.at
                                                     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
Agenda

 •  Introduction

 •  Requirements for standardization

 •  Specifications

 •  Conclusion
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
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
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
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
A base type of virtual world object
characteristics

  •  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.
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.
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.



   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)
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: 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.




Examples of
  Idle type



               Default idle   Body noise    Resting pose
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
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
       Virtual cooking class          animation
Covered and not yet covered


                         Covered                            Not covered yet
              •  Avatar characteristics
                                                     •  Communication protocols
              - size, clothing, accessories,
                                                     - Ensure security, trust, privacy
              •  Personal attributes
                                                     •  Virtual currency exchange
Interfaces b - Shape, animation, control
                                                     •  Visual context on location and ori
etween virt •  VO characteristics
ual 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
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 b
etween virt •  Control feature points for avatar   •  Easy to use privacy /openness c
ual worlds •  Input events                         ontrol,
and the phy
sical world •  Behavioral model                    •  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!!

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Mpeg v-awareness event

  • 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. Immersion, presence, stimuli, perception … From centuries, we are building two worlds films   stories   Physical   Informa0onal   novels   knowledge   music   Immersion – a straightforward definition making abstraction of the Physical world (remove all possible connection to it) and have stimuli only from the Informational World
  • 3. In which world our users are? The stimuli from the physical world are familiar or at very low intensities
  • 4. Improving immersion feeling We intentionally block our interfaces with the physical world
  • 5. Improving immersion feeling Strategies for blocking the interfaces with the Physical world
  • 6. Improving immersion feeling … but also Strategies for extending the space of the Informational world stimuli
  • 7. Improving immersion feeling How far are we advanced with this strategy? Quite far …
  • 8. Improving immersion feeling How far are we advanced with this strategy? Probably too far …
  • 9. 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
  • 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. Immersion by means of 360° view Dimension discontinuity problem 2D 3D
  • 12. Towards 3D content 3D 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  kzero.org   MPEG was already prepared to this take-off by defining means for GFX representation
  • 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. Closed VW vs Open VW MPEG-V Sharing content between Virtual Worlds becomes possible with MPEG-V Covered mainly by Part 4
  • 15. MPEG-V 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 Promoted as ISO/IEC 23005 in January 2011
  • 16. Why, How and other more or less philosophical 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. Encouragement Message Leonardo Chiariglione MPEG Convener
  • 18. MPEG-V Architecture & Use Case Jean H.A. Gelissen Philips Research Eindhoven, The Netherlands
  • 19. 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.  
  • 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
  • 22. Mapping for Exchanges within the Real Worlds Architecture instantiation 1
  • 23. Use Case Example RoSE (Representation of Sensory Effects) A/V     Single   Renderer   RoSE-­‐enabled  Mul<media  Consump<on  for  Advanced  User  Experience  
  • 24. Mapping for (bidirectional) exchange of information between real world and virtual world Architecture instantiation 2
  • 25. Full motion control and navigation of avatar/object with multi-input sources Use Cases example
  • 27. Mapping for (bidirectional) exchange of information between virtual worlds Architecture instantiation 3
  • 29. Mapping for the control of avatars and other virtual objects by real world signals Architecture instantiation 4
  • 30. Use Cases example Using a haptic wristband for Internet browsing Next Generation Classroom – Sensation Book
  • 31. Mapping for the Control of objects by signals from the virtual world Architecture instantiation 5
  • 32. Use Cases example Various motion chairs and their characteristics
  • 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. Thank you for your attention …
  • 35. Capturing and controlling the real world with MPEG-V Kyoungro Yoon (yoonk@konkuk.ac.kr) School of Computer Science and Engineering Konkuk University
  • 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. MPEG-V Architecture Enriched content Digital Content Adaptation VV Adaptation VV Provider (Virtual World, (serious) game, Virtual World N Virtual World Data Representation 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. 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
  • 39. Two Parts to capture and control the real world •  ISO/IEC 23005 Part 5 Data Formats for Interaction Devices –  Data formats for industry-ready interaction devices: sensors and actuators
  • 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. 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. 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. Virtual Flight Des0na0on  Posi0on   RigidBodyMo0on   Mo0onSensor   GlobalPosi0onSensor   Al0tude  Sensor  
  • 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. 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  Games Courtesy  of  Samsung
  • 46. Part 5: Data Formats for Interaction Devices •  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. Part 5: Data Formats for Interaction Devices •  Interaction Information Description Language (IIDL) •  Device Command Vocabulary •  Sensed Information Vocabulary
  • 48. Part 5: Data Formats for Interaction Devices Device Command Vocabulary   Light   Sprayer   Flash   ColorCorrection   Heating   Tactile   Cooling   Kinesthetic   Wind   RigidBodyMotion   Vibration   Scent   Fog
  • 49. Part 5: Data Formats for Interaction Devices Sensed Information Vocabulary   AccelerationSensor   LightSensor   OrientationSensor   AmbientNoiseSensor   AngularVelocitySensor   TemperatureSensor   AngularAccelerationSensor   HumiditySensor   ForceSensor   LenghtSensor   TorqueSensor   AtmosphericPressureSensor   PressureSensor   PositionSensor   MotionSensor   VelocitySensor   IntelligentCamera
  • 50. Part 5: Data Formats for Interaction Devices •  Interaction Information Description Language (IIDL) •  Three Root Elements –  InteractionInfo –  DeviceCommand –  SensedInfo
  • 51. Part 5: Data Formats for Interaction Devices •  Interaction Information Description Language (IIDL) –  Provides base types for data formats for interaction devices •  DeviceCommandBaseType •  SensedInfoBaseType
  • 52. Part 5: Data Formats for Interaction Devices •  Interaction Information Description Language (IIDL)
  • 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. 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. Part 2: Control Information Device Capability Description Vocabulary   LightCapability   SprayerCapability   FlashCapability   ColorCorrectionCapability   HeatingCapability   TactileCapability   CoolingCapability   KinestheticCapability   WindCapability   RigidBodyMotionCapability   VibrationCapability   MoveTowardCapability   ScentCapability   InclineCapability   FogCapability
  • 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. 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. Part 2: Control Information   Control Information Description Language (CIDL)   Provides basic structure of tools defined in part 2
  • 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. Part 2: Control Information   Control Information Description Language (CIDL)   Also provides base types for each type of description   Sensor Capability Base Type
  • 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. 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. 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:christian.timmerer@itec.uni-klu.ac.at 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. 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. 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. 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://www.chiariglione.org/mpeg/working_documents.htm#MPEG-­‐V   Reference  Sodware  
  • 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. 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. 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. 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. 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. 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://www.slideshare.net/touradj_ebrahimi/qoe  
  • 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 experience 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.     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. 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
  • 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. 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
  • 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. 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 christian.timmerer@itec.uni-klu.ac.at http://research.timmerer.com/ Tel: +43/463/2700 3621 Fax: +43/463/2700 3699 © Copyright: Christian Timmerer
  • 80. Overview of virtual world assets characteristics (MPEG-V part 4) Jae Joon Han Samsung Electronics. 2010.1.25
  • 81. Agenda •  Introduction •  Requirements for standardization •  Specifications •  Conclusion
  • 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. 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. 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. 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. A base type of virtual world object characteristics •  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. 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. 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. Control type •  Contains the control parameters for position, orientation, and scale factor. Scaling an object Rotating an object
  • 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. 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: http://www.animation.com /jumping.ani
  • 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. 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. 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. 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. 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. Covered and not yet covered Covered Not covered yet •  Avatar characteristics •  Communication protocols - size, clothing, accessories, - Ensure security, trust, privacy •  Personal attributes •  Virtual currency exchange Interfaces b - Shape, animation, control •  Visual context on location and ori etween virt •  VO characteristics ual 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. 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 b etween virt •  Control feature points for avatar •  Easy to use privacy /openness c ual worlds •  Input events ontrol, and the phy sical world •  Behavioral model •  Contextual information (visual im pression) from real world, •  Timing constraints for sensors an d actuators
  • 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.