Abstract:
TeleKinect is an advanced platform that
facilitates collaborative interactions in a virtual space, enabling seamless
long-distance collaborations. By utilizing real-time video transport
capabilities, TeleKinect empowers users to merge foreground elements from
remote locations into a unified virtual environment. In this position article, we
present two innovative applications that leverage the TeleKinect framework to
foster shared experiences over long distances. WaaZam focuses on enhancing
social engagement through creative play, while InReach explores the
manipulation of virtual objects and 3D data in a shared digital workspace.
Introduction:
In an era of globalization, individuals,
teams, and families often find themselves geographically scattered. Remote
collaborations have become an integral part of everyday life, necessitating the
development of more effective systems to bridge the distance. While technology
has made significant advancements, challenges such as disconnected physical and
virtual spaces, limited gesture-based communication tools, and restricted manipulation
of shared content still persist. It is crucial to distinguish between two types
of remote experiences.
The first type involves crucial
decision-making meetings, where the emphasis is on creating a sense of being in
the same physical space, facilitating face-to-face interactions and
interpersonal connections. This requires realistic representations of remote
individuals in terms of size and gaze direction, as well as extending the
remote physical space into the local environment. The second type encompasses
creative sessions focused on collaborative creation and modification of digital
content. Here, the focus is on the data itself and the shared space.
WAAZAM: Empowering Creative Collaboration
As our social circles expand across vast
distances, the demand for synchronous creative interactions becomes more
prominent. Unfortunately, existing communication platforms do not adequately
support co-creative activities over long distances. Particularly in the realms
of theatre and dance, where participants must directly coordinate with one
another, the potential of creative telepresence systems remains largely
unexplored. WaaZam is an innovative telepresence platform that prioritizes
creative collaboration within a composited video environment. By incorporating
depth analysis, object tracking, and gestural interaction, WaaZam offers users
greater creative control during live sessions.
Throughout the years, artists and technologists have developed various strategies to foster engagement with interactive content. Remarkable examples include early artificial reality experiments by Myron Krueger and transformative mirrors by David Rokeby. In the research domain, composited video environments such as Reflexion by Agamanolis, PhotoMirror by Markopoulos, and the HyperMirror project have successfully merged distant spaces on a single screen. Building upon this foundation, our application focuses on identifying the tools and scenarios that best facilitate social engagement through creative play, especially between parents and children. Additionally, it enables collaborative customization of the environment, fostering a sense of togetherness.
INREACH: Bridging the Interpersonal Space
and Shared Workspace
We aim to seamlessly integrate the
interpersonal space and shared workspace into a unified, cohesive experience.
InReach (Figure 3) presents collaborators with a shared virtual space where
their live 3D recreated meshes are displayed side by side on a large screen,
creating the illusion of an augmented mirror (Figure 4). This mirror allows
users to observe themselves and their collaborators within the models and
information they are collectively working on, breaking down the virtual
barriers that separate collaborators in face-to-face settings. Collaborators
can effortlessly point to data or 3D models, interact with digital objects
using their bare hands, and manipulate them through translation, scaling, and
rotation. We distinguish between one-handed and bimanual actions, showcasing
these interactions in contrast to the traditional view offered by remote
conferencing.
Figure 3:
Figure 4:
InReach proves particularly valuable in situations where users rely on bodily gestures to indicate and manipulate data while simultaneously visualizing their own presence in relation to that data. Relevant prior work in this field includes ClearBoard, a system that facilitates collaborative drawing on a shared virtual surface by two remote users. The concept of "the office of the future" envisions collaborative manipulation of virtual 3D objects from physical office desks, extending the real office through projected images of a remote office and virtual objects. MirageTable simulates the scenario of two collaborators working together at a table, enabling the creation of virtual replicas of real objects. Digital representations of each user's hands can then interact with these virtual objects within a physical simulation. ARCADE enables remote video-based presentations, allowing the placement and direct manipulation of virtual 3D objects by the remote collaborator.
Discussion and Future Work:
The initial feedback from users of both
applications has been promising, motivating us to enhance our hardware
precision, improve and evaluate gestural capabilities, simulate more realistic
physics interactions, and explore our system in diverse contexts. In future
work, WaaZam will present case studies that delve into specific user experiences,
elucidating the challenges associated with creative coordination over long
distances. Our researchers are actively studying ways to support and encourage
storytelling, pretend-play, and improvisation among parents and children in
divorced families and families with a traveling parent.
Furthermore, we are conducting a
comprehensive user study to assess the effectiveness of customization features
and explore the potential of these environments to foster social engagement
through creative play and shared activities. As for InReach, our long-term goal
is to investigate the integration of our system in industries that heavily rely
on 3D models in their design processes, such as architecture, interior design,
landscape design, as well as fields where collaboration revolves around bodily
activities like theatre and dance. Additionally, we aim to leverage the shared
virtual space to facilitate joint presentations involving two or more remote
collaborators.
Hashtag/Keyword/Labels:
TeleKinect, collaborative interaction, remote
collaboration, virtual space, shared experiences, WaaZam, InReach
References/Resources:
1. Benko, H., Jota, R., and Wilson, A. MirageTable: freehand interaction on a projected augmented reality tabletop. CHI 2012.
2. Cullinan, C. and Agamanolis, S. Reflexion:
a responsive virtual mirror. UIST 2002.
3. Krueger, Myron: Artificial Reality,
Addison-Westly, 1991.
4. Hiroshi Ishii, Minoru Kobayashi, and
Kazuho Arita. 1994. Iterative design of seamless collaboration media. Commun.
ACM 37.
For more such Seminar articles click index
– Computer Science Seminar Articles list-2023.
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…till
next post, bye-bye and take care.
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