David Nguyen Professor John Canny MultiView A Spatially Faithful Video-Conferencing System.

Slides:



Advertisements
Similar presentations
Eye Contact as a Determinant of Social Presence in Video Communication Yevgenia Bondareva Lydia Meesters Don Bouwhuis.
Advertisements

Qualities of a good facilitator
TNO Human Factors Virtue: Overview of human factors experiments; concertation meeting September 2002 Michael Holewijn (the Netherlands)
Cristina Bicchieri University of Pennsylvania (work done in collaboration with Azi Lev-On and Alex Chavez)
Seeing 3D from 2D Images. How to make a 2D image appear as 3D! ► Output and input is typically 2D Images ► Yet we want to show a 3D world! ► How can we.
Chapter 10: Perceiving Depth and Size
Design Realization lecture 27 John Canny 12/2/03.
Using media to present ideas . . .
Composition Elements Com Tech 1 WJ. Veldhoen. Visual Composition Visual composition delivers interesting messages with text and artwork…
CS 376b Introduction to Computer Vision 04 / 21 / 2008 Instructor: Michael Eckmann.
PSYC 1000 Lecture 21. Selective Attention: Stroop.
Perception How we organize and interpret sensory information.
1 Social Dynamics Can Be Distorted in Video-Mediated Communication Wei Huang, Judy Olson, Gary Olson Collaboratory for Research on Electronic Work (CREW)
Angles & Motion Tips for shooting video projects..
Audiovisual Emotional Speech of Game Playing Children: Effects of Age and Culture By Shahid, Krahmer, & Swerts Presented by Alex Park
Advanced Computer Vision Introduction Goal and objectives To introduce the fundamental problems of computer vision. To introduce the main concepts and.
Videoconferencing and Presentation Support for Synchronous Distance Learning Richard Anderson 1,Jay Beavers 2, Tammy VanDeGrift 1, and Fred Videon 1 University.
Computer Supported Coooperative Work (CSCW) CS260 – Human Computer Interactions September 17, 2006.
MUltimo3-D: a Testbed for Multimodel 3-D PC Presenter: Yi Shi & Saul Rodriguez March 14, 2008.
Listening skills GXEX1406 Thinking and Communication Skills.
Gaze Awareness for Videoconferencing: A Software Approach Nicolas Werro.
Theoretical Foundations of Multimedia Chapter 3 Virtual Reality Devices Non interactive Slow image update rate Simple image Nonengaging content and presentation.
1 Lecture 11 Scene Modeling. 2 Multiple Orthographic Views The easiest way is to project the scene with parallel orthographic projections. Fast rendering.
CS 450: Computer Graphics 2D TRANSFORMATIONS
Projected Images And Projection Systems LL.
Module 4: Building Community Leadership Capacity Leadership and Effective Communication Unit II: Effective Communication.
PRINCIPLES OF DESIGN PHOTOGRAPHY. BALANCE Visual center is above geometric center. Visual weight is determined by many variables Size Darkness – A strong.
3D/Multview Video. Outline Introduction 3D Perception and HVS 3D Displays 3D Video Representation Compression.
CAP4730: Computational Structures in Computer Graphics 3D Concepts.
Benjamin Goliwas’ Photo Analysis. Depth of Field Depth of Field: The breadth of sharpness in an image.  The greater the aperture (small Fstop) the smaller.
Eyes Alive Sooha Park - Lee Jeremy B. Badler - Norman I. Badler University of Pennsylvania - The Smith-Kettlewell Eye Research Institute Presentation Prepared.
Chapter7 Symbolic Communication and Language. Chapter Outline  Language and Verbal Communication  Nonverbal Communication  Social Structure and Communications.
Active Vision Key points: Acting to obtain information Eye movements Depth from motion parallax Extracting motion information from a spatio-temporal pattern.
Composition: The Graphics Unit of Study. What is a camera angle? This is the angle from which the camera photographs a subject or scene. There are a great.
 Definition  Telepresence vs Video Conference  Advantages of Telepresence  Technologies  Applications  Conclusion.
The Perception of Walking Speed in a Virtual Environment By T. Banton, J. Stefanucci, F. Durgin, A. Fass, and D. Proffitt Presentation by Ben Cummings.
Seeing a Three-Dimensional World
The effects of relevance of on-screen information on gaze behaviour and communication in 3-party groups Emma L Clayes University of Glasgow Supervisor:
SPACE: ELEMENT OF DESIGN Space is: Defined by shapes and forms.
User Issues in 3D TV & Cinema Martin S. Banks Vision Science Program UC Berkeley.
Perception Chapter 5.
Composition: The Graphics Unit of Study. What is a camera angle? This is the angle from which the camera photographs a subject or scene. There are a great.
Perception The process of organizing and interpreting information, enabling us to recognize meaningful objects and events.
Information: Perception and Representation Lecture #7 Part A.
©2007 by the McGraw-Hill Companies, Inc. All rights reserved. 2/e PPTPPT.
Stereo Viewing Mel Slater Virtual Environments
MEMB Multiview Projection Drawing. adzlyanuar © 2004 MEMB113 | Dept. of Mechanical Engineering | UNITEN | MULTIVIEW PROJECTION DRAWING Content.
Composition
16-1 Communication Chapter Learning Objectives 1. Explain why communication is essential for effective management 2. Describe the communication.
Immersive Rendering. General Idea ► Head pose determines eye position  Why not track the eyes? ► Eye position determines perspective point ► Eye properties.
12/24/2015 A.Aruna/Assistant professor/IT/SNSCE 1.
Colour and Texture. Extract 3-D information Using Vision Extract 3-D information for performing certain tasks such as manipulation, navigation, and recognition.
Sensation and Perception
1Ellen L. Walker 3D Vision Why? The world is 3D Not all useful information is readily available in 2D Why so hard? “Inverse problem”: one image = many.
Multi-view Projection Drawing
Information Visualization “Ant-vision is humanity’s usual fate; but seeing the whole is every thinking person’s aspiration” - David Gelernter “Visualization.
3DDI: 3D Direct Interaction John Canny Computer Science Division UC Berkeley.
AUDIO VIDEO SYSTEMS Prepared By :- KISHAN DOSHI ( ) PARAS BHRAMBHATT ( ) VAIBHAV SINGH THAKURALE ( )
18. Perception Unit 3 - Neurobiology and Communication
Viewing. Classical Viewing Viewing requires three basic elements - One or more objects - A viewer with a projection surface - Projectors that go from.
Orthographic Projection Review: -Projections -Orthographic projections Home work: -Glass Box Unfolded -Multiview Projection Simple (duplicate) - Lettering.
QofD 11/14 Name all 5 of your sensory receptors for each of the 5 senses.
COMPUTER GRAPHICS 1/36 Viewing 1 Viewing: Types of Projections Computer Graphics.
How we organize and interpret sensory information
WELCOME.
INTRODUCTION TO PSYCHOLOGY
Science Fair Graph.
CS260 Lecture 7 Professor John Canny 2/24/2019.
Spatial Coding of the Predicted Impact Location of a Looming Object
Spatial Coding of the Predicted Impact Location of a Looming Object
Presentation transcript:

David Nguyen Professor John Canny MultiView A Spatially Faithful Video-Conferencing System

Talk Outline Motivation Prior Work Our Approach Experiment Discussion Conclusions

MultiView is the first practical video conferencing system that preserves many non-verbal cues in group-to-group meetings by improving spatial faithfulness

Spatial Faithfulness describes how attention cues (e.g., gaze and gesture) are preserved or distorted across a virtual space.

Motivation You’re Fired!

Spatial Distortions Collapsed Viewer Effect With only one camera, remote participants take on a shared and incorrect perspective warping nonverbal cues

Mona Lisa Effect

Spatial Faithfulness Different levels of Spatial Faithfulness –Mutual – Correctly perceive that attention is or is not being directed at you when it actually is or is not –Partial – Correctly perceive the general direction of attention when it is away from you –Full – Correctly perceive the specific object of attention Donald Dave increasing

Talk Outline Motivation Prior Work Our Approach Experiment Discussion Conclusions

HYDRA (Sellen et al., 1992) Group Sites Mutual Sp.Fa. Full Sp.Fa. Partial Sp.Fa.

GAZE-2 (Vertegaal et al., 2003) Group Sites Mutual Sp.Fa. Full Sp.Fa. Partial Sp.Fa.

MAJIC (Okada et al., 1994) Group Sites Mutual Sp.Fa. Full Sp.Fa. Partial Sp.Fa.

Talk Outline Motivation Prior Work Our Approach Experiment Discussion Conclusions

Unique and Correct Views Multiple Viewpoint Display “Virtually Here” Preserving a geometric relationships between virtual and actual positions provides full spatial faithfulness

Gaze Parallax

Camera Placement vs. Gaze Parallax Ideally, cameras should be placed at the position of the eyes –Occlusion (either the camera or the image) Cameras can be up to 5 o before gaze parallax is perceived (Chen, 2002) [5°-7°]

MultiView Directional Display Big, Bright, High Resolution Display Each view is provided by a projector The projected image is reflected directly back in the direction of the projector The image can be seen at varying heights only behind the projector

Construction Retroreflective Layer Reflects image back in direction of source Vertical Diffuser Diffuses image vertically to accommodate varying viewing heights Antireflective Sheet Reduces distracting glares due to glossy surface and front projection setup

Brightness vs. Viewing Angle 0O0O α -10 O

MultiView Cameras MultiView Screen Projectors

Cost Small fixed cost Variable costs increase linearly Alternatives increase quadratically Fixed Costs (MultiView Screen) ItemCost Retroreflective Sheet$50 Lenticular Lens$50 Anti-Glare Layer$600 Total Fixed Cost$700 Variable Costs ItemCost/Unit Camera$100 Projectors$1000

Easy to Join

Talk Outline Motivation Prior Work Our Approach Experiment Discussion Conclusions

Experimental Setup 3O3O

23 participants: UC Berkeley graduate and undergraduate students Each Paid $10 Experiments –Exp 1: 10 Trials (230 Total) –Exp 2: 10 Trials (230 Total) –Exp 3: 30 Trials (690 Total)

Experiment 1 & 2: Mona Lisa Effect Each researcher was asked to look or point at one of the five targets Each participant was asked to circle which target each researcher appeared to be looking/pointing at Repeated for 10 trials

Experiment 1: Accuracy of Gaze Perception Confusion Matrix –Each column represents actual target stimulus –Each Row represents perceived target –Ideally, this would be a diagonal matrix. Participants were accurate in determining target of gaze –90% were at most one target off

Experiment 2: Accuracy of Gesture Perception Confusion Matrix –Each column represents actual target stimulus –Each Row represents perceived target –Ideally, this would be a diagonal matrix. Participants were accurate in determining target of gaze –94% were at most one target off

Experiment 3: Eye Contact Researchers and Participants were paired off. Researchers were asked to look at the eyes, at the cameras, below the eyes, to the left of the eyes or to the right of the eyes. Each participant was asked if they felt like the partner was looking at them in the eyes.

Mutual Gaze No significant difference in positive responses between different gaze positions “At Cam” yielded <100% positive response Participants noted a strong sense of eye contact in the context of conversation Yes/No “Are they looking at me?”

Virtual Viewing Distance Viewers sat 12’ from screen –projector throw distance Image needed to be scaled down to 66% –Scene:Screen size Resulting in a virtual viewing distance of 18’

Future Work New MultiView design iteration –8’ Screen –Short throw projectors for closer virtual distance (from 18’ to 8’) –True Life Size Images

Future Work: Shared Workspace Object Virtual Object Projector Glass Table

Future Work Using a new digital pipeline, we can control for aspects such as video quality and latency for low level experiments New series of higher level experiments using new screen design –Trust formation –Turn Taking –Speech Patterns

Conclusion Our perceptual experiments show that attention target cues can be accurately determined using our system ? Standard video conference systems have spatial distortions which can adversely effect communication Our solution, MultiView, is the first practical video conferencing system to support spatially faithful group-to-group meetings

Additional Slides

David Nguyen Professor John Canny MultiView A Spatially Faithful Video-Conferencing System

Position Dependant Views Participants are facing the right camera View From Left View From Center View From Right

Current Technologies

Functions of Gaze (Kendon, 1967) Monitoring –“Is my partner listening to me?” –“Does my partner want to take over?” –Planning, Current Control, Checking Regulating –Floor Control (Turn Taking) –Forestall/Demand a Response Expressing – feelings or attitudes –Power, interest, point-granting, attention, agreement

First Impressions: Rule (Mehrabian, 1971) In forming first impressions… –7% is based on what you actually say –38% is based on the way you say it –55% is based on your appearance Suggests that a lot is at risk in forming first impressions if visual nonverbal cues are not appropriately preserved

Pop Quiz: First Impressions Rule (Mehrabian, 1971) In forming first impressions… – is based on content – is based on voice – is based on appearance Fill in the blank with [7%, 38%, or 55%] 7% 38% 55%

The Video Tunnel Variants Include… Gaze-2 (Vertegaal et al., 1999, 2003) GA Display (Monk and Gale, 2002) The Teleprompter (Kahn, 1994) Clearboard (Ishii and Kobayashi, 1992) Reciprocal Video Tunnel (Buxton and Moran, 1990)

Computer Vision/Graphics Approach (Gemmel et al., 2000)

Human Accuity (Chen, 2002)

Next Design Iteration 8ft screen for life size images Short throw projector for closer viewing distances 9’6”) essentially halving virtual distance Ghosting –Multiple elements and uncontrollable diffusion causes ghosting effects

Error by Viewing Position GAZE Positionμσ All GESTURE PositionΜσ All In standard video conferencing systems, Mona Lisa Effect would cause greater error as viewing position deviates from “virtual camera position” Finding: Viewing position had no significant effect on error MultiView does not exhibit the Mona Lisa Effect

3 Site Setup

Vision: More Motion Freedom Three evolving technologies –Synthesize viewpoints from multiple cameras –Shrinking Projector Size and Power Consumption –Position Tracking Virtual Camera

Prior Work Hydra (Sellen et al., 1992) MAJIC (Okada et al., 1994) GAZE-2 (Vertigaal et al., 2003)

Feature Comparison

MultiView (Nguyen and Canny, 2005) A Spatially Faithful Video Conferencing System

Trust Formation (Bos et al., 2002) Trust development was delayed in audio/video Defections were more likely with video/audio than FTF communication. Little difference between video and audio

Errors By Stimulus Direction Edge Effects Extension of Chen’s Snap To Contact Theory –Includes other sources attention (not just gaze) –Includes third party viewers viewing two others in discussion Mean Error By Gesture Direction Direction Mean Error By Gaze Direction Direction

Acknowledgments