Download presentation
Presentation is loading. Please wait.
1
RealityFlythrough: Harnessing Ubiquitous Video Neil J. McCurdy Department of Computer Science and Engineering University of California, San Diego
2
2 What is ubiquitous video? Cameras fading into the woodwork (evokes [Weiser]) Networked cameras in “the wild” Can these cameras support remote exploration? RealityFlythrough makes it possible Virtual mobility for disabled Any-angle stadium views Pre-drive driving directions Virtual shopping My-day diaries
3
3 The need for an abstraction To make remote exploration feel like local exploration, we need a camera at every position and orientation Move the Camera “Telepresence” does this by moving the camera Mimics walking through space –Think Mars Explorer Challenge: Mobility is limited by the physicality of the robot Camera Field of View
4
4 Telepresence solutions Hall, Trivedi (Mobile Interactive Enviroments) Paulos, Canny NASA JPL
5
5 To make remote exploration feel like local exploration, we need a camera at every position and orientation The need for an abstraction Interpolate (Tele-reality) If there are enough cameras, construct “novel views” Reconstructs scene geometry using vision techniques –Think “Matrix Revolutions” Challenge: Requires precise knowledge of camera locations and optics properties. It’s slow.
6
6 To make remote exploration feel like local exploration, we need a camera at every position and orientation The need for an abstraction Interpolate (Tele-reality) If there are enough cameras, construct “novel views” Reconstructs scene geometry using vision techniques –Think “Matrix Revolutions” Challenge: Requires precise knowledge of camera locations and optics properties. It’s slow. Novel Views
7
7 Tele-reality solutions Zitnick, Kang…, Szeliski (2004) Microsoft Research Kanade (1997)
8
8 To make remote exploration feel like local exploration, we need a camera at every position and orientation The need for an abstraction Use panoramic cameras 360° view from static location Virtual pan/tilt/zoom Challenge: How do you stitch together multiple panoramas?
9
9 Panoramic camera solutions Chen (1995) Quicktime VR Hall, Trivedi (2002)
10
10 To make remote exploration feel like local exploration, we need a camera at every position and orientation The need for an abstraction Combine VR and Reality Pre-acquire a model Project live video onto the model Challenge: What happens when the model is no longer accurate? What can realistically be modeled? ? User’s view
11
11 Augmented virtual reality solutions Neumann, et al. (2003) USC
12
12 The need for an abstraction Challenges of ubiquitous video Camera density is low Environment is dynamic –People and objects are moving –Sensors are moving Environment is uncalibrated –Geometry of the environment is not known –Sensors are inaccurate Need data live and in real-time we need a camera at every position and orientation San Diego MMST Drill, May 12, 2005
13
13 Roadmap The need for an abstraction Need a camera at every point in space Challenges of ubiquitous video Building the RealityFlythrough abstraction Motion as a substitute for ∞ cameras Choosing what (not) to show Handling dynamic environments Archiving live imagery Evaluating the abstraction Usability Robustness to change Scalability
14
14 Simplifying 3d space We know the location and orientation of each camera From a corresponding location in virtual space we project the camera’s image onto a virtual wall When the user’s virtual position is the same as the cameras, the entire screen is filled with the image Results in a 2d simplification of 3d space Motion as a substitute for ∞ cameras
15
15 The transition A transition between cameras is achieved by moving the user’s location from the point of view of the source camera to the point of view of the destination camera The virtual walls are shown in perspective Overlapping portions of images are alpha-blended Motion as a substitute for ∞ cameras
16
16 Why transitions are effective Humans commit closure [McCloud] –Visual cortex automatically makes sense of incomplete information –Eg. Blind spots Transitions reveal rather than conceal inaccuracies –Overlaps help us make sense of imagery –Orientation accuracy important Transitions provide the following cues –Motion, speed, filler images, grid-lines Key assumption: User is largely content to directly view a camera’s image, or is in transition to another camera Motion as a substitute for ∞ cameras
17
17 Non-intersecting camera views Pacing and gridlines help Intervening space can be filled with other camera views –Either other live cameras or archived imagery (discussion in a moment) Motion as a substitute for ∞ cameras
18
18 Choosing what (not) to show How do we decide which cameras to choose There are no obvious choices along the path What if we just show all of them? Choosing what (not) to show
19
19 We project where we will be in the future We choose the best camera at that location Fitness functions: Proximity, Screen fill Liveness, Recency The trick is to limit what is displayed Heuristics for choosing cameras Current image should stay in view for as long as possible Once the destination image is visible, choose it There should be a minimum duration for subtransitions Choosing what (not) to show
20
20 Roadmap The need for an abstraction Need a camera at every point in space Challenges of ubiquitous video Building the RealityFlythrough abstraction Motion as a substitute for ∞ cameras Choosing what (not) to show Handling dynamic environments Archiving live imagery Evaluating the abstraction Usability Robustness to change Scalability
21
21 The destination camera moved! Computing the path and the cameras to display at the start of the transition does not work Problem 1: Destination may be a moving target Problem 2: Intervening cameras may not be optimal Handling Dynamic Environments
22
22 Handling dynamic environments Step 1: Paths need to be dynamic Step 2: Cameras need to be selected just-in-time Handling Dynamic Environments
23
23 There are still some problems Problem 1: Course correction is too disorienting Problem 2: Too many dimensions of movement –User’s movement (x,y,z) –Camera’s movement –Scene movement What we tried: Paths need to be dynamic Cameras need to be selected just-in-time Handling Dynamic Environments
24
24 Our current approach Problem 1: Course correction is too disorienting Problem 2: Too many dimensions of movement Solutions: First move to where the camera was. Then quickly capture the moving target Pause the live video whenever it’s visible and play at increased speed until we’re back to live action Handling Dynamic Environments
25
25 Roadmap The need for an abstraction Need a camera at every point in space Challenges of ubiquitous video Building the RealityFlythrough abstraction Motion as a substitute for ∞ cameras Choosing what (not) to show Handling dynamic environments Archiving live imagery Evaluating the abstraction Usability Robustness to change Scalability
26
26 Archiving live imagery Why do it? Still-images generated from live video feeds increase camera density Help us create the illusion of infinite camera coverage Competing desires Maximal camera density Quality images –Still-images act as the anchors in a sea of confusing movement Pink: Live cameras Gray: Still-images
27
27 Archiving live imagery How do we do it? Each frame from every camera is considered Sensor data (location, orientation) is validated for accuracy Images are assigned a quality based on possible blurriness (eg. high position delta) What is stored The most recent highest quality image, for a particular location (eg. 1 meter² with a 15 degree arc) The image is treated as if it was a non-moving camera
28
28 Roadmap The need for an abstraction Need a camera at every point in space Challenges of ubiquitous video Building the RealityFlythrough abstraction Motion as a substitute for ∞ cameras Choosing what (not) to show Handling dynamic environments Archiving live imagery Evaluating the abstraction Usability Robustness to change Scalability
29
29 Scalability 802.11 H323 Video Conferencin g Stream Bottleneck 1: 10 stream max (Fewer with higher FPS) Bottleneck 2: 112 stream max decode MCU (Multipoint Control Unit) RFT Engine Cameras ImageCaptureSensorCapture StreamCombine (352x288 video resolution) X Server
30
30 Scalability Bottleneck 2: 112 stream max decode MCU (Multipoint Control Unit) RFT Engine Bottleneck 3: 15 streams max (no image archive) MCU (Multipoint Control Unit) RFT Engine (w/ image archive) Conclusion: It is the number of live cameras, and not the total number of cameras that is the immediate bottleneck 550 archive “cameras”
31
31 Recap RealityFlythrough creates the illusion of infinite cameras Possible despite the challenges of ubiquitous video –Camera density is low –Environment is dynamic –Environment is uncalibrated –Need data live and in real-time We do this by –Using motion as a substitute for ∞ cameras –Choosing the best imagery to show –Selecting imagery and path just-in-time –Using archived live imagery to increase camera density
32
32 Research questions Can we harness ubiquitous video cameras live and in real- time? How well does the RealityFlythrough illusion work? Why does the illusion work? Can RealityFlythrough be a real solution for real problems? Can RealityFlythrough be a general solution?
33
33 How well does the RealityFlythrough illusion work? 1 st attempt (CHI 2005) Subjects were shown 10 short transitions and 10 image pairs w/o transitions and had to select a birdseye depiction that best represented their position in the space 86.67% of subjects had a greater or equal score on transition questions Success rate on answering transition questions increased as subjects saw more transitions –Subjects also increased answering speed –Comprehension for “expert users” was shown to approach 100% –In the location familiar to the subjects the second to last and last questions were answered correctly 93.33% and 100% of the time respectively –Demonstrates that transition comprehension is a learnable skill
34
34 How well does the RealityFlythrough illusion work? Take 2 We should be able to show close to 100% comprehension –Have subjects act out movement –Remove requirement of translation from 3d to 2d birdseye representation Once we can do this, we can answer other questions Can we generate an experience that is better than being there? –As in Jim Hollan and Scott Stornetta’s Beyond Being There –Does the increased speed of movement and lack of physical boundaries actually make understanding a large area easier? Faster? –If we overlay simple meta-data does this affect the way people understand a space (compass directions, degree separations, etc.)?
35
35 Why does the illusion work? Is closure really what is happening? What is closure? What are the limits of closure? –How can we overcome these limitations? Do people experience RealityFlythrough closure differently? –Is it a learnable skill? What effect does prior knowledge of a space have? What spatial skills are required? How much does a map help with comprehension?
36
36 Can RealityFlythrough be a real solution for real problems? Disaster response incident command support Continue our work with the San Diego MMST (Nov 15 Drill) Communication challenges –Access Point handoff –Automatic re-establishment of communication while maintaining state –Have RTP streams play nicely in network Exponential backoff as with TCP Do archive calculations on client and only transmit archive-ready frames –Store and forward? Integration of full-fidelity streams when cameras return to base User interface challenges –Generate a UI that is usable by a novice so we can have a real user A less desirable alternative is to have the user direct an expert –Generate a UI that targets the requirements of incident command
37
37 Evaluation is the biggest challenge Evaluation of system metrics How well did the system perform Were we able to achieve the desired frame rates? How long did it take to construct a 3d representation of the space? How recent were the images on average? Evaluation of the experience How do we know that we have succeeded? What will be possible to measure? –The MMST drills are not controlled environments –Most likely we will only have an n of 1 First show that we have perturbed the incident command’s practice We then want to show that the system can be better –User reaction –Time to understand the environment –Fidelity of understanding
38
38 Is RealityFlythrough a general solution? In my research exam I argued that there is no such thing as a general presence solution –Presence (ie. first-person immersion) may be a desirable interface, but the requirements of the task and the user should dictate the quantity and quality of presence –More presence is not necessarily always better The telephone is in some ways better than a face-to-face communication RealityFlythrough is not a general presence solution, but it may be a general remote exploration solution To show this, I will look at three distinct application domains –Disaster Response (SWAT, military, surveillance) –Semi-live entertainment/convenience (tourism, pre-drive, shopping, sports) –Static space-browsing (real-estate, emergency room orientation)
39
39 Bottom line Paper 1 Mobisys 2005 (completed) Paper 2 CHI 2006 (Sep 23, 2005) or UIST 2006 (April 1, 2006) How well does the illusion work along with analysis of why it works –Closure explored Spin: We have a novel user interface for harnessing ubiquitous video that offloads processing requirements to the human visual cortex Paper 3 CSCW 2006 (~Mar, 2006) Evaluation of RealityFlythrough as a tool for Disaster Response Thesis Defense Summer 2006 Can we harness ubiquitous video cameras live and in real- time? How well does the RealityFlythrough illusion work? Why does the illusion work? Can RealityFlythrough be a real solution for real problems? Can RealityFlythrough be a general solution?
40
40 Possible additional work Implement “virtual camera metaphor” –Contrasts with the hitch-hiking metaphor described so far –Abstraction stretched to support “best” views from any point in space –Novel views, but dynamically updated Integrate high-level information that is present in the birdseye view into the first-person view Support sound Scale to multiple viewers with multiple servers User’s Desired View Archived imagery
41
41 Possible additional work Navigate through time as well as space Use space as an index into time Web-based client
42
42 Questions? Paper 1 Mobisys 2005 (completed) Paper 2 CHI 2006 (Sep 23, 2005) or UIST 2006 (April 1, 2006) How well does the illusion work along with analysis of why it works –Closure explored Spin: We have a novel user interface for harnessing ubiquitous video that offloads processing requirements to the human visual cortex Paper 3 CSCW 2006 (~Mar, 2006) Evaluation of RealityFlythrough as a tool for Disaster Response Thesis Defense Summer 2006 Can we harness ubiquitous video cameras live and in real- time? How well does the RealityFlythrough illusion work? Why does the illusion work? Can RealityFlythrough be a real solution for real problems? Can RealityFlythrough be a general solution?
43
43
44
44 Evaluation is the biggest challenge Do we have to build the system? Could a contrived experiment do the same where a camera operator (acting as a robot) moves where the user desires? This could imitate telepresence, but what about the affordances non-telepresence solutions offer? –how are boundaries crossed? –how do we move instantly (or rapidly) across space? –how could we add augmented reality qualities to the system? The sum of the parts does not equal the whole. We can create a much richer experience than what telepresence can offer.
45
45 The illusion of infinite camera coverage Camera PhysicalCameraVirtualCamera CameraWithStatePositionSource ImageSource EnvironmentState 1 * 1 1 Model in MVC 1 1 1 1
46
46 RealityFlythrough Engine EnvironmentState (Model) Views Controller CameraRepository StillImageGen TransitionPlanner TransitionExecuter H323Connection Manager << uses 1 st Topic 2 nd Topic 3 rd Topic
47
47 Transitions TransitionPlannerPlannerSimplePlannerBestFitTransitionExecuterPathPathStraightFitnessFunctorOverallFitness ProxFitness Kinds of Fitness Generates>> 1 1 1 1 1 1 1 * ProximityFitness, LivenessFitness,...
48
48 Related Work Use model so can approximate photorealism –Pre-acquired Model Neumann, et al. [1] w/ Augmented Virtual Environments Only works w/ static structures –Acquire model from image data Preprocess still imagery –Szeliski [2] –Chen [3] w/ Quicktime VR Know exact camera locations –Kanade [4] w/ Virtualized Reality
49
49 How are these images related?
50
50 How are these images related?
51
51 Like this!
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.