Increasing immersiveness into a 3D virtual world - motion tracking and natural navigation in vAcademia

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Conference presentation: Mikhail Fominykh, Ekaterina Prasolova-Førland, Mikhail Morozov, Andrey Smorkalov, and Judith Molka-Danielsen: "Increasing Immersiveness into a 3D Virtual World: Motion-Tracking and Natural Navigation in vAcademia," in the International Conference on Applied Computing, Computer Science, and Computer Engineering (ICACC 2013), Saipan, USA, December 28–29, 2013, Elsevier.

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Increasing immersiveness into a 3D virtual world - motion tracking and natural navigation in vAcademia

  1. 1. Increasing Immersiveness into a 3D Virtual World Motion-Tracking and Natural Navigation in vAcademia Mikhail Fominykh and Ekaterina Prasolova-Førland Norwegian University of Science and Technology, Norway Mikhail Morozov and Andrey Smorkalov Volga State University of Technology, Russia Judith Molka-Danielsen Molde University College, Norway International Conference on Applied Computing, Computer Science, and Computer Engineering (ICACC 2013) December 28–29, 2013 | Saipan, USA 1 VSUT
  2. 2. Motivation: 3D Virtual Worlds Strong affordances Serious challenges Learning in 3D Virtual worlds still has experimental nature 3D Virtual worlds require significant improvement to make them more convenient for educators and achieve better results Exploring new ways of using 3D virtual worlds for learning 2 VSUT
  3. 3. Goal: Increasing Immersiveness Motion-tracking device controlled by Educational 3D Virtual World accessed through Head-mounted device 3 IPT or CAVE VSUT
  4. 4. Goal: Increasing Immersiveness Microsoft Kinect controlled by vAcademia accessed through Oculus Rift 4 ReaCTor CAVE VSUT
  5. 5. Technology: vAcademia Sophisticated learning tools + 3D virtual recording 5 VSUT
  6. 6. Technology: Motion-Tracking with Kinect Low cost motion sensing 6 VSUT
  7. 7. Technology: Cave Automatic Virtual Environments Unconstrained moving + good field view 7 VSUT
  8. 8. Technology: Head-Mounted Display Oculus Rift Low cost + good field view + fast tracking 8 VSUT
  9. 9. Prototypes o Virtualizing Real-life Lectures with vAcademia and Kinect o Teaching Threshold Concepts with vAcademia and CAVE o Training and Role playing with vAcademia and Oculus Rift 9 VSUT
  10. 10. vAcademia and Kinect prototype: Motivation o o o 10 ‘Traditional’ video recording of lectures and web conferences change the context of learning and do not provide immersion as in 3D virtual worlds ‘2D’ screen-capture recordings do not provide a possibility for collaborative work or a method for further developing the content Combining 3D recording in vAcademia with Kinect for advanced, immersive capturing of lectures VSUT
  11. 11. vAcademia and Kinect prototype: Goal o A low-cost technological setup for translating reallife presentations and lectures into a 3D virtual world – – 11 Streaming real-life lectures into 3D virtual world Automatically creating immersive 3D recordings VSUT
  12. 12. vAcademia and Kinect prototype: Implementation o 12 Achievements and Challenges – – – – Matching avatar, screen and pointer in real and virtual worlds Recognizing natural and filtering unnatural gestures Low accuracy, no turns, small area, overlaying objects Too many restriction on the lecturer’s movements VSUT
  13. 13. Prototypes o Virtualizing Real-life Lectures with vAcademia and Kinect o Teaching Threshold Concepts with vAcademia and CAVE o Training and Role playing with vAcademia and Oculus Rift 13 VSUT
  14. 14. vAcademia and CAVE prototype: Motivation o o o o In immersive VR, participants tend to react as if the scene they are seeing is real (e.g., by moving away from a threat) Threshold Concepts* - exploring new ways of learning that stimulate and enhance the potential of human creativity Implementation of learning scenarios Integration of the capability of “VR-replay” feature that is newly designed in this project to be functional between CAVE and vAcademia *Meyer, J. H. F. and Land, R. (2006). Threshold concepts and troublesome knowledge: issues of liminality. 14 VSUT
  15. 15. vAcademia and CAVE prototype: Goal o o o 15 Replaying one’s life-size avatar representation and seeing one’s previous actions Using the 3D recording feature of vAcademia in the CAVE for (1) revealing patterns of becoming aware of one's own reflective learning patterns and (2) deciding to use them consciously The ultimate objective is promoting students to overcome thresholds and enable them to identify what creativity in learning means in relation to their individual experiences in transformative processes VSUT
  16. 16. vAcademia and CAVE prototype: Implementation (in progress) 16 VSUT
  17. 17. Prototypes o Virtualizing Real-life Lectures with vAcademia and Kinect o Teaching Threshold Concepts with vAcademia and CAVE o Training and Role playing with vAcademia and Oculus Rift 17 VSUT
  18. 18. vAcademia and Oculus Rift prototype: Motivation and Goals o o Applying for the Threshold Concept scenarios Extending the immersive experience with affordability and mobility of the Head-mounted devices o Multiple locations (without being restricted by a single CAVE facility we have access to) Multiple participants of collaborative scenarios (avoiding the rigid single-user CAVE setup) o 18 VSUT
  19. 19. vAcademia and Oculus Rift prototype: Implementation start 19 VSUT
  20. 20. Thank you! Mikhail Fominykh mikhail.fominykh@ntnu.no Mikhail Morozov morozovMN@volgatech.net Ekaterina Prasolova-Førland ekaterip@ntnu.no Andrey Smorkalov smorkalovAY@volgatech.net Judith Molka-Danielsen Judith.Molka-Danielsen@himolde.no Acknowledgments Multimedia Systems Laboratory Volga State University of Technology http://mmlab.ru/ Virtual Environments & Computer Graphics Group University College London http://vecg.cs.ucl.ac.uk/ vAcademia Virtual Spaces LLC http://vacademia.com/ 20 VSUT

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