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CAADRIA2012, Chennai, India




  DISTRIBUTED AND SYNCHRONISED
VR MEETING USING CLOUD COMPUTING
 Availability and application to a spatial design study




         TOMOHIRO FUKUDA, MASAHARU TAGUCHI,
               AYAKO SHIMIZU, LEI SUN

Division of Sustainable Energy and Environmental Engineering,
                Graduate School of Engineering,
                    Osaka University, Japan
Contents
1. Introduction
2. Cloud Computing Type VR and
   Experimentation
  1. Cloud Computing Type VR
  2. Experimentation

3. Overall Evaluation of the Experiment by
   Subjects
  1. Experimental Methodology
  2. Result

4. Difference in Quality of the VR Image
   through Internet Transmission
  1. Experimental Methodology
  2. Result

5. Conclusion                                2
Contents
1. Introduction
2. Cloud Computing Type VR and
   Experimentation
  1. Cloud Computing Type VR
  2. Experimentation

3. Overall Evaluation of the Experiment by
   Subjects
  1. Experimental Methodology
  2. Result

4. Difference in Quality of the VR Image
   through Internet Transmission
  1. Experimental Methodology
  2. Result

5. Conclusion                                3
1.1 Motivation                                                  1. Introduction

 In the spatial design field, a consensus-building process among a
  variety of stakeholders is required. Since it is necessary to share
  three-dimensional images to study design in the same-room and
  at the same time, VR have been developed.
 Mobility of people's activities, and cloud computing technologies
  have become. System developments and design trials of a
  distributed and asynchronous type are increased. This allows
  expansion of communication opportunities, without a participant
  needing to worry about restrictions of space and time.




        VR capture of Kobe city           VR-blog system   (SIGraDI2005)      4
1.2 Aim                                                  1. Introduction

 However, in communication by text, it can be difficult to take in
  the nuance and atmosphere of the described contents. Since a
  meeting involving a conversation can solve this problem,
  communication and decision-making progress quickly.
 Therefore, this study investigates the capability of a distributed
  and synchronised type design meeting which allows stakeholders
  to participate at different places and at the same time while
  sharing a 3D virtual space.

                                     Time

                           Synchronous   Asynchronous

    Space   Face to face
            Distribution




                                     Internet




                                                         Stakeholder -B 5
             Stakeholder -A
1.3 Previous Study                                                       1. Introduction

 In a distributed and synchronised environment, research on
  designs supporting a system for sharing 3D virtual space exists.
 A system allows designers to be physically immersed in their
  sketches and physical models, literally inside real-time
  representations of these, while sharing them remotely with
  another system of the same sort (Dorta, 2011).
 The data volume of the content tend to be large. When drawing
  3D graphics on a client PC, a client PC with a high spec GPU is
  required (Gu, 2009). A standard spec PC cannot necessarily be used
  to participate in a design meeting.
 To solve this problem, the cloud computing type VR                     (cloud-VR)   is
  proposed (FORUM8, 2011).




    • Dorta, T., et al.: 2011, First steps of the augmented design studio, CAADRIA2011,
      271–280.
    • Gu, N., et al.: 2009, Evaluating the use of 3D virtual worlds in collaborative
      design learning, 13th CAAD Futures Conference, 51–64.
    • FORUM8: 2011, “VR-Cloud(TM) / Supercomputer cloud service”. Available from:
      http://www.forum8.co.jp/english/uc-win/ucwin-road-e1.htm#vrcloud                     6
Contents
1. Introduction
2. Cloud Computing Type VR and
   Experimentation
  1. Cloud Computing Type VR
  2. Experimentation

3. Overall Evaluation of the Experiment by
   Subjects
  1. Experimental Methodology
  2. Result

4. Difference in Quality of the VR Image
   through Internet Transmission
  1. Experimental Methodology
  2. Result

5. Conclusion                                7
2. Cloud Computing Type VR and Experimentation
2.1 Cloud Computing Type VR
  In cloud-VR, contents are transmitted by the video compression
   method of the H.264 standard.
  Commands about viewpoint change, plan changes, etc. of 3D
   virtual space on a client PC are calculated from VR contents on a
   cloud-VR server. Then the calculated contents are displayed in real
   time on the client PC as video, using H.264 standard.
  Merits of cloud-VR
    1. A highly efficient graphics environment is unnecessary in a client PC.
    2. Plural participants can share a viewpoint, alternatives, or the VR setup
       in synchronisation.
    3. The VR application version or 3D contents are unified by the
       management on the server side.



                Cloud-VR Server                HTTP      Cloud-VR Client
       Creating 3D by        Compression by              Displaying Video
          OpenGL                H.264

                Controller                                 User’s Input
                                                                                  8
2. Cloud Computing Type VR and Experimentation
2.2 Experimentation -1
   A townscape design support system based on a cloud-VR is
    constructed.
   Distributed and synchronised type experiment for 30 minutes is
    executed with specialists in the townscape design field. A designer
    and a reviewer paired up.
                                               Realtime
Static                                         Animation
viewpoint                                      by senario

                        Dynamic
                        view from              Alternatives
            Dynamic     walker/air
            view from                          selection
            driver
                                                               No.0 Present condition




                                                 Plan No.1 Width=3.5m of   Plan No.2 Width=4m of
Reviewer’s PC                                    sidewalk                  sidewalk
                                 GUI for
                                 interactive
                                 operation

 Internet



                              Designer’s PC      Plan No.3 Width=5m of     Plan No.4 Width=5m of
Cloud VR
Server                                           sidewalk                  sidewalk and pedestrian
                                                                                                     9
2. Cloud Computing Type VR and Experimentation
2.2 Experimentation -2
  The streets in Shimonoseki-city, Japan are extension of 350
   meters, and the width of 15 meters.




Shimonoseki
     (下関)          Tokyo(東京)
              Osaka(大阪)

                                                         15m
                             Location                          Current state Photo   Brainstorming Workshop




                   Physical model       Decision-making Workshop using VR               Future planning-1 VR
                made by 3D printer                                                                         10
2. Cloud Computing Type VR and Experimentation
2.2 Experimentation -3
  After the designer presents street design proposals, a reviewer
   asks and comments operating the cloud-VR.
  The lowest spec PC with Intel Pentium M, 480 MB RAM, on-board
   type VRAM, running Microsoft Windows 2000 is actually used.
  As regards the 22 subjects, 6 subjects use a video conferencing
   system, and 16 did not use one. 17 subjects had used a stand-
   alone VR before and 5 subjects had not used one.




                                                                           None




         CPU of Subjects’ PC                 Use of Skype at Experimentation
                                                                                  11
2. Cloud Computing Type VR and Experimentation
2.4 Demo: Cloud Computing Type VR




   Internet


                                               Osaka, Japan

   Cloud VR
    Server

Tokyo, Japan




                                              Chennai, India12
Contents
1. Introduction
2. Cloud Computing Type VR and
   Experimentation
  1. Cloud Computing Type VR
  2. Experimentation

3. Overall Evaluation of the Experiment by
   Subjects
  1. Experimental Methodology
  2. Result

4. Difference in Quality of the VR Image
   through Internet Transmission
  1. Experimental Methodology
  2. Result

5. Conclusion                                14
3. Overall Evaluation of the Experiment by Subjects
3.1 Experimental Methodology
  A questionnaire was implemented after the experiment.
  The questionnaire result was scored using a 5-point scale.




                          A Part of Questionnaire
                               (in Japanese)                                15
3. Overall Evaluation of the Experiment by Subjects
3.2 Result -1
  Influence of latency through internet transmission
 ▶ Difference by individuals.
 ▶ Actually, the experiment was carried on, checking mutually VR
   displayed on the PC of the designer and the reviewer through
   conversation.




                                                                            16
3. Overall Evaluation of the Experiment by Subjects
3.2 Result -2
  Deterioration of the quality of VR image by internet transmission
 ▶ Deterioration was small. A score above four points          (80%)   was
   obtained from the subjects.
 ▶ Difference in quality between the image of the stand-alone VR and
   the cloud-VR is verified quantitatively.




                                                                             17
3. Overall Evaluation of the Experiment by Subjects
3.2 Result -3
  Difference between a face-to-face type meeting and a distributed
   and synchronised type meeting
 ▶ Subjects who use a Skype and a VR frequently considered that
   the difference was small.




                                                                           18
3. Overall Evaluation of the Experiment by Subjects
3.2 Result -4
  Availability for the actual townscape design process
 ▶ Many think the system can be used in an actual design process.
   More specialists who work at places distant from main site can
   participate. When specialists use cloud-VR at a busy time in a
   meeting, the system can respond also to detailed changes.
 ▶ On the other hand, differences in the contents of a design may
   appear due to differences in the color of the display of client PC.
   Color management is necessary.




                                                                            19
Contents
1. Introduction
2. Cloud Computing Type VR and
   Experimentation
  1. Cloud Computing Type VR
  2. Experimentation

3. Overall Evaluation of the Experiment by
   Subjects
  1. Experimental Methodology
  2. Result

4. Difference in Quality of the VR Image
   through Internet Transmission
  1. Experimental Methodology
  2. Result

5. Conclusion                                20
4. Difference in Quality of the VR Image through Internet Transmission
4.1 Experimental Methodology -1
  Deterioration of the quality of VR through internet transmission
   was analysed using a spectrum radiation luminance meter, CA-
   2000A.




                                                                              21
4. Difference in Quality of the VR Image through Internet Transmission
4.1 Experimental Methodology -2
  To understand reproducibility of neutral colors, three kinds of
   gradation pictures, from black to red, from black to green, and
   from black to blue, were also measured.
 1. Stand-alone VR <-> Cloud-VR displayed on a local host
 ▶ No influence by internet transmission. Difference in the drawing
    process of stand-alone VR and cloud-VR can be grasped.
 2. Cloud-VR displayed on a local host <-> Cloud-VR displayed via
    the Internet
 ▶ Drawing process is the same. Difference by internet transmission
    can be grasped.




                                                                              22
4. Difference in Quality of the VR Image through Internet Transmission
4.2 Result -1
 1. Stand-alone VR <-> Cloud-VR displayed on a local host
 ▶ Average value of the difference was 0.0024. Since ranges of both
    x and y are 0.0 <= x, y <= 1.0 in a CIE Yxy color system, the
    residual error of this value was 0.24%.
 ▶ Since this value is very small, the difference of the drawing
    process is small.
 2. Cloud-VR displayed on a local host <-> Cloud-VR displayed via
    the Internet
 ▶ Average value of the difference was 0.0023. The residual error of
    this value was 0.23%.
 ▶ Since this value is very small, the difference in the influence
    according to internet transmission is small.




                                                                              23
4. Difference in Quality of the VR Image through Internet Transmission
4.2 Result -2
  When a gradation picture was displayed by cloud-VR, Moiré
   striping appeared.
  When creating VR for architectural design and urban design,
   gradation will be used with lighting, sky, etc.. When making or
   applying VR, it is necessary to pay attention to this.




             Stand-alone VR                       Cloud-VR                    24
Contents
1. Introduction
2. Cloud Computing Type VR and
   Experimentation
  1. Cloud Computing Type VR
  2. Experimentation

3. Overall Evaluation of the Experiment by
   Subjects
  1. Experimental Methodology
  2. Result

4. Difference in Quality of the VR Image
   through Internet Transmission
  1. Experimental Methodology
  2. Result

5. Conclusion                                25
4. Conclusion

4.1 Conclusion
  The feasibility of distributed and synchronised VR meeting using
   cloud computing is high. It increases the opportunities for
   specialists in remote places to participate in design meeting.
  Those who use video conferencing, and who use VR frequently
   think that there is little difference from face-to-face meetings. It
   is important that participants can check the situation of
   understanding mutually by video conferencing.
  The influence of image quality degradation with cloud-VR is found
   to be small. However, a Moiré pattern may occur in a gradation
   picture.




                                                                          26
4. Conclusion

4.2 Future Work
  It is necessary through experiments involving meetings of three
   or more persons, international meetings, etc. to investigate the
   possibilities for distributed and synchronised VR meetings.




                                                                       27
Thank you for your attention!


   E-mail:    fukuda@see.eng.osaka-u.ac.jp
   Twitter:   fukudatweet
Facebook:     Tomohiro Fukuda
 Linkedin:    Tomohiro Fukuda

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DISTRIBUTED AND SYNCHRONISED VR MEETING USING CLOUD COMPUTING: Availability and application to a spatial design study

  • 1. CAADRIA2012, Chennai, India DISTRIBUTED AND SYNCHRONISED VR MEETING USING CLOUD COMPUTING Availability and application to a spatial design study TOMOHIRO FUKUDA, MASAHARU TAGUCHI, AYAKO SHIMIZU, LEI SUN Division of Sustainable Energy and Environmental Engineering, Graduate School of Engineering, Osaka University, Japan
  • 2. Contents 1. Introduction 2. Cloud Computing Type VR and Experimentation 1. Cloud Computing Type VR 2. Experimentation 3. Overall Evaluation of the Experiment by Subjects 1. Experimental Methodology 2. Result 4. Difference in Quality of the VR Image through Internet Transmission 1. Experimental Methodology 2. Result 5. Conclusion 2
  • 3. Contents 1. Introduction 2. Cloud Computing Type VR and Experimentation 1. Cloud Computing Type VR 2. Experimentation 3. Overall Evaluation of the Experiment by Subjects 1. Experimental Methodology 2. Result 4. Difference in Quality of the VR Image through Internet Transmission 1. Experimental Methodology 2. Result 5. Conclusion 3
  • 4. 1.1 Motivation 1. Introduction  In the spatial design field, a consensus-building process among a variety of stakeholders is required. Since it is necessary to share three-dimensional images to study design in the same-room and at the same time, VR have been developed.  Mobility of people's activities, and cloud computing technologies have become. System developments and design trials of a distributed and asynchronous type are increased. This allows expansion of communication opportunities, without a participant needing to worry about restrictions of space and time. VR capture of Kobe city VR-blog system (SIGraDI2005) 4
  • 5. 1.2 Aim 1. Introduction  However, in communication by text, it can be difficult to take in the nuance and atmosphere of the described contents. Since a meeting involving a conversation can solve this problem, communication and decision-making progress quickly.  Therefore, this study investigates the capability of a distributed and synchronised type design meeting which allows stakeholders to participate at different places and at the same time while sharing a 3D virtual space. Time Synchronous Asynchronous Space Face to face Distribution Internet Stakeholder -B 5 Stakeholder -A
  • 6. 1.3 Previous Study 1. Introduction  In a distributed and synchronised environment, research on designs supporting a system for sharing 3D virtual space exists.  A system allows designers to be physically immersed in their sketches and physical models, literally inside real-time representations of these, while sharing them remotely with another system of the same sort (Dorta, 2011).  The data volume of the content tend to be large. When drawing 3D graphics on a client PC, a client PC with a high spec GPU is required (Gu, 2009). A standard spec PC cannot necessarily be used to participate in a design meeting.  To solve this problem, the cloud computing type VR (cloud-VR) is proposed (FORUM8, 2011). • Dorta, T., et al.: 2011, First steps of the augmented design studio, CAADRIA2011, 271–280. • Gu, N., et al.: 2009, Evaluating the use of 3D virtual worlds in collaborative design learning, 13th CAAD Futures Conference, 51–64. • FORUM8: 2011, “VR-Cloud(TM) / Supercomputer cloud service”. Available from: http://www.forum8.co.jp/english/uc-win/ucwin-road-e1.htm#vrcloud 6
  • 7. Contents 1. Introduction 2. Cloud Computing Type VR and Experimentation 1. Cloud Computing Type VR 2. Experimentation 3. Overall Evaluation of the Experiment by Subjects 1. Experimental Methodology 2. Result 4. Difference in Quality of the VR Image through Internet Transmission 1. Experimental Methodology 2. Result 5. Conclusion 7
  • 8. 2. Cloud Computing Type VR and Experimentation 2.1 Cloud Computing Type VR  In cloud-VR, contents are transmitted by the video compression method of the H.264 standard.  Commands about viewpoint change, plan changes, etc. of 3D virtual space on a client PC are calculated from VR contents on a cloud-VR server. Then the calculated contents are displayed in real time on the client PC as video, using H.264 standard.  Merits of cloud-VR 1. A highly efficient graphics environment is unnecessary in a client PC. 2. Plural participants can share a viewpoint, alternatives, or the VR setup in synchronisation. 3. The VR application version or 3D contents are unified by the management on the server side. Cloud-VR Server HTTP Cloud-VR Client Creating 3D by Compression by Displaying Video OpenGL H.264 Controller User’s Input 8
  • 9. 2. Cloud Computing Type VR and Experimentation 2.2 Experimentation -1  A townscape design support system based on a cloud-VR is constructed.  Distributed and synchronised type experiment for 30 minutes is executed with specialists in the townscape design field. A designer and a reviewer paired up. Realtime Static Animation viewpoint by senario Dynamic view from Alternatives Dynamic walker/air view from selection driver No.0 Present condition Plan No.1 Width=3.5m of Plan No.2 Width=4m of Reviewer’s PC sidewalk sidewalk GUI for interactive operation Internet Designer’s PC Plan No.3 Width=5m of Plan No.4 Width=5m of Cloud VR Server sidewalk sidewalk and pedestrian 9
  • 10. 2. Cloud Computing Type VR and Experimentation 2.2 Experimentation -2  The streets in Shimonoseki-city, Japan are extension of 350 meters, and the width of 15 meters. Shimonoseki (下関) Tokyo(東京) Osaka(大阪) 15m Location Current state Photo Brainstorming Workshop Physical model Decision-making Workshop using VR Future planning-1 VR made by 3D printer 10
  • 11. 2. Cloud Computing Type VR and Experimentation 2.2 Experimentation -3  After the designer presents street design proposals, a reviewer asks and comments operating the cloud-VR.  The lowest spec PC with Intel Pentium M, 480 MB RAM, on-board type VRAM, running Microsoft Windows 2000 is actually used.  As regards the 22 subjects, 6 subjects use a video conferencing system, and 16 did not use one. 17 subjects had used a stand- alone VR before and 5 subjects had not used one. None CPU of Subjects’ PC Use of Skype at Experimentation 11
  • 12. 2. Cloud Computing Type VR and Experimentation 2.4 Demo: Cloud Computing Type VR Internet Osaka, Japan Cloud VR Server Tokyo, Japan Chennai, India12
  • 13. Contents 1. Introduction 2. Cloud Computing Type VR and Experimentation 1. Cloud Computing Type VR 2. Experimentation 3. Overall Evaluation of the Experiment by Subjects 1. Experimental Methodology 2. Result 4. Difference in Quality of the VR Image through Internet Transmission 1. Experimental Methodology 2. Result 5. Conclusion 14
  • 14. 3. Overall Evaluation of the Experiment by Subjects 3.1 Experimental Methodology  A questionnaire was implemented after the experiment.  The questionnaire result was scored using a 5-point scale. A Part of Questionnaire (in Japanese) 15
  • 15. 3. Overall Evaluation of the Experiment by Subjects 3.2 Result -1  Influence of latency through internet transmission ▶ Difference by individuals. ▶ Actually, the experiment was carried on, checking mutually VR displayed on the PC of the designer and the reviewer through conversation. 16
  • 16. 3. Overall Evaluation of the Experiment by Subjects 3.2 Result -2  Deterioration of the quality of VR image by internet transmission ▶ Deterioration was small. A score above four points (80%) was obtained from the subjects. ▶ Difference in quality between the image of the stand-alone VR and the cloud-VR is verified quantitatively. 17
  • 17. 3. Overall Evaluation of the Experiment by Subjects 3.2 Result -3  Difference between a face-to-face type meeting and a distributed and synchronised type meeting ▶ Subjects who use a Skype and a VR frequently considered that the difference was small. 18
  • 18. 3. Overall Evaluation of the Experiment by Subjects 3.2 Result -4  Availability for the actual townscape design process ▶ Many think the system can be used in an actual design process. More specialists who work at places distant from main site can participate. When specialists use cloud-VR at a busy time in a meeting, the system can respond also to detailed changes. ▶ On the other hand, differences in the contents of a design may appear due to differences in the color of the display of client PC. Color management is necessary. 19
  • 19. Contents 1. Introduction 2. Cloud Computing Type VR and Experimentation 1. Cloud Computing Type VR 2. Experimentation 3. Overall Evaluation of the Experiment by Subjects 1. Experimental Methodology 2. Result 4. Difference in Quality of the VR Image through Internet Transmission 1. Experimental Methodology 2. Result 5. Conclusion 20
  • 20. 4. Difference in Quality of the VR Image through Internet Transmission 4.1 Experimental Methodology -1  Deterioration of the quality of VR through internet transmission was analysed using a spectrum radiation luminance meter, CA- 2000A. 21
  • 21. 4. Difference in Quality of the VR Image through Internet Transmission 4.1 Experimental Methodology -2  To understand reproducibility of neutral colors, three kinds of gradation pictures, from black to red, from black to green, and from black to blue, were also measured. 1. Stand-alone VR <-> Cloud-VR displayed on a local host ▶ No influence by internet transmission. Difference in the drawing process of stand-alone VR and cloud-VR can be grasped. 2. Cloud-VR displayed on a local host <-> Cloud-VR displayed via the Internet ▶ Drawing process is the same. Difference by internet transmission can be grasped. 22
  • 22. 4. Difference in Quality of the VR Image through Internet Transmission 4.2 Result -1 1. Stand-alone VR <-> Cloud-VR displayed on a local host ▶ Average value of the difference was 0.0024. Since ranges of both x and y are 0.0 <= x, y <= 1.0 in a CIE Yxy color system, the residual error of this value was 0.24%. ▶ Since this value is very small, the difference of the drawing process is small. 2. Cloud-VR displayed on a local host <-> Cloud-VR displayed via the Internet ▶ Average value of the difference was 0.0023. The residual error of this value was 0.23%. ▶ Since this value is very small, the difference in the influence according to internet transmission is small. 23
  • 23. 4. Difference in Quality of the VR Image through Internet Transmission 4.2 Result -2  When a gradation picture was displayed by cloud-VR, Moiré striping appeared.  When creating VR for architectural design and urban design, gradation will be used with lighting, sky, etc.. When making or applying VR, it is necessary to pay attention to this. Stand-alone VR Cloud-VR 24
  • 24. Contents 1. Introduction 2. Cloud Computing Type VR and Experimentation 1. Cloud Computing Type VR 2. Experimentation 3. Overall Evaluation of the Experiment by Subjects 1. Experimental Methodology 2. Result 4. Difference in Quality of the VR Image through Internet Transmission 1. Experimental Methodology 2. Result 5. Conclusion 25
  • 25. 4. Conclusion 4.1 Conclusion  The feasibility of distributed and synchronised VR meeting using cloud computing is high. It increases the opportunities for specialists in remote places to participate in design meeting.  Those who use video conferencing, and who use VR frequently think that there is little difference from face-to-face meetings. It is important that participants can check the situation of understanding mutually by video conferencing.  The influence of image quality degradation with cloud-VR is found to be small. However, a Moiré pattern may occur in a gradation picture. 26
  • 26. 4. Conclusion 4.2 Future Work  It is necessary through experiments involving meetings of three or more persons, international meetings, etc. to investigate the possibilities for distributed and synchronised VR meetings. 27
  • 27. Thank you for your attention! E-mail: fukuda@see.eng.osaka-u.ac.jp Twitter: fukudatweet Facebook: Tomohiro Fukuda Linkedin: Tomohiro Fukuda