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Virtualizing Real-life
    Lectures with vAcademia
           and Kinect
                        Andrey Smorkalov
           Volga State University of Technology, Russia

       Mikhail Fominykh and Ekaterina Prasolova-Førland
     Norwegian University of Science and Technology, Norway



            Workshop on Off-The-Shelf Virtual Reality
                IEEE Virtual Reality Conference
              March, 16 2013 | Orlando, FL, USA

1
Goal
    o   A low-cost technological setup for translating real-
        life presentations and lectures into a 3D virtual
        environment
        –   Streaming real-life lectures into 3D virtual environment
        –   Automatically creating immersive 3D recordings




2
Motivation: learning with VR
    o   Virtual worlds have recognized affordances for learning,
        but also many challenges
    o   Cost is a limiting factor for learning with virtual worlds
        and other VR
    o   Industry, military, and healthcare are the major areas
        where VR is currently used for educational purposes
    o   Exploring new ways of using 3D virtual worlds for
        learning: capturing lectures and creating asynchronous
        content out of synchronous learning activities




3
Motivation: capturing lectures
    o   „Traditional‟ video recording of lectures and web
        conferences change the context of learning and do not
        provide immersion or sense of presence as in 3D virtual
        worlds
    o   „2D‟ recordings, including Machinima, do not provide a
        possibility for collaborative work or a method for further
        developing the content
    o   Kinect was previously used to improve video recording
        of presentations by designing an automatic camera
        control system
    o   => Combining 3D recording in vAcademia with Kinect
        for advanced, immersive capturing of lectures

4
First prototype:                system
                                     implementation

    Kinect plugin        Animation library         Cal3D



                                              Script Executing
                                                   Library
                         vAcademia
                       graphic engine

                                                  Scripts
                     vAcademia


    Virtualizing real-life lectures mode interface of vAcademia
5
First prototype:             system
                                     implementation
    o   Five body parts: left arm, right arm, left leg, right leg,
        and head
    o   Standing mode (all body parts) and sitting mode (only
        arms and head)
    o   “Adequately recognized” status for each part
    o   If a body part is not recognized adequately, last
        adequate state is used for 0.2–0.5 sec, and then the
        default state




6
First prototype:                  system
                                          performance
    o   Requirements of the components
        –   vAcademia requires and actively uses one CPU core.
        –   Kinect requires a dual-core CPU, but uses only one core, as the
            second is reserved for the application that uses Kinect data.
    o   The process of animating the lecturer’s avatar
        based on the data from Kinect is not
        computationally complex.
    o   System’s performance is satisfactory if component
        requirements are satisfied, which has been
        confirmed during the evaluation.




7
First prototype:                  system
                                          evaluation
    o   Non-systematic evaluation during iterative
        development process
        –   Several evaluation sessions two-three different courses
        –   Auditoriums of different configurations and lightning
        –   Involving different teachers
    o   Data
        –   Short interviews with the lecturer while watching the 3D recording
            created vAcademia

    o Most common feedback
        –   Too many restrictions on the lecturer’s movements
        –   Suggestions on how to increase the educational value



8
Applying Kinect Motion Capture in
       vAcademia: Challenges
    1. Low accuracy in capturing gestures
       –   We could not build a reliable avatar model that can move without
           unnatural poses
    2. Kinect does not recognize the turn of the lecturer
       –   Left and right arms are mixed up, unnatural pose is returned
    3. Kinect cannot capture parts of the body that are
       covered by other body parts or foreign objects
       –   Additional requirements to the setup
       –   Lower recognition accuracy




9
Applying Kinect Motion Capture in
         vAcademia: Solutions for 1
     o   Positioning Kinect device and the lecturer
         –   < 1.8 m. for standing mode
         –   < 1.3 m. for sitting mode
         –   Kinect device at 0.5 m. from the floor
         –   Software-based turn into a zero-degree position by the vertical axis
     o   Additional filtration mechanism for sorting out
         unnatural positions of the body parts
         –   Limited the acceptable values of Euler angles between the bones
         –   Separated hands as distinct body parts




10
Applying Kinect Motion Capture in
         vAcademia: Solutions for 2
     o   The turn is recognized relatively as a function of the
         position of the pelvis end points
         –   The resultant value is valid within the range from -110 to 110
             degrees against the “facing Kinect device” direction.
     o   Colored markers
         –   Two markers are placed on the body of a lecturer on the left and on
             the right side, facing the Kinect device.
         –   The colors should be different from the lecturer’s clothing and the
             material should not be shimmering.
         –   If they are recognized, the system considers that the lecturer is in
             the acceptable turn range. If not -> last correctly recognized state -
             > default state.



11
Applying Kinect Motion Capture in
         vAcademia: Solutions for 2

     o   Testing colored
         markers




12
Applying Kinect Motion Capture in
         vAcademia: Proposal for 3
     o   Multiple Kinect devices
         –   Three Kinect devices: to the left, to the right, and in front of the
             lecturer
     o   New challenges:
         –   Increased price of the system
         –   Data from the multiple Kinect devices should be adjusted to a
             single coordinate system => increased requirements for the
             accuracy of locating Kinect devices
         –   Additional requirements to the auditorium (>7 m. across)
         –   Merging the data from multiple Kinect devices




13
Supporting Slide Presentations:
        Challenges
     1. Matching relative positions in real and virtual
        worlds
        –   The position of the lecturer against the whiteboard should match
            the position of the avatar against the virtual whiteboard.
     2. Capturing a physical pointer
        –   It is an important part of lecture experience, but Kinect cannot
            capture it.
     3. The gestures switching slides in real world do not
        have the same meaning in 3D virtual world




14
Supporting Slide Presentations:
         Solutions for 1
     o   Precise match between the physical whiteboard and
         the virtual one.
         –   Performed once after installing the physical whiteboard and the
             Kinect device in the classroom.
         –   Capturing left and right edges of the physical whiteboard in Kinect
             coordinate system.
         –   Installing the Kinect device and the physical whiteboard on a
             specified distance from the floor.
     o   Further improvement
         –   Recognizing the borders of the physical whiteboard and creating
             the replica in the 3D virtual world keeping the proportion
             automatically.



15
Supporting Slide Presentations:
         Solutions for 2
     o   Directing the virtual pointer based on the position of
         the lecturer’s hand.
         –   If the half line that extends from the lecturer’s hand towards the
             physical whiteboard crosses it, the avatar in the 3D VW directs a
             virtual pointer to the same point.
         –   In order to keep the lecturer aware of his or her hand being
             captured, we display a semi-transparent yellow area on the physical
             whiteboard on top of the slides.




16
Supporting Slide Presentations:
         system in work

     o   Capturing lecture   o   Streaming lecture




17
Supporting Slide Presentations:
         Solutions for 3
     o   Switching slides functionality in PowerPoint by
         recognizing standard gestures Swipe Left and Swipe
         Right




18
Learning Scenarios
     o   Scenario 1: Lecturing as a synchronous mixed
         reality activity
         –   Interactions between students in the physical and virtual
             classrooms
         –   Recording student and lecturer activities in the same context
     o   Scenario 2: Round-table discussion as a
         synchronous mixed reality activity
         –   Participants joining through the 3D virtual world or captured from
             the real world
         –   Multiple Kinect-based systems can be installed in remote locations,
             each of them can capturing two participants
         –   The designed system provides a significant advantage over pure 3D
             virtual worlds in the non-verbal communication support


19
Learning Scenarios (2)
     o   Scenario 3: Motion capture for synchronous
         mixed reality educational role plays
         –   Taking turns in the physical classroom or letting the users
             captured by Kinect play the roles of facilitators
     o   Scenario 4: Creating immersive 3D recordings
         out of live lectures
         –   Easy and low-cost creation of educational content for later
             (asynchronous) use, such as lectures and simulations
         –   Any activity, including streaming Kinect-captured lectures, in
             the 3D virtual world can be easily saved and revisited later
         –   The resultant 3D recordings combine the convenience of video
             and immersive qualities of 3D virtual worlds



20
Questions?
                                   Feedbacks?
     Andrey Smorkalov        Mikhail Fominykh          Ekaterina Prasolova-Førland
smorkalovAY@volgatech.net   mikhail.fominykh@ntnu.no              ekaterip@ntnu.no




                        Acknowledgments
                                      Mikhail Morozov
                                    morozovMN@volgatech.net



       Multimedia Systems Laboratory                      Virtual Spaces LLC
     Volga State University of Technology                     vAcademia
                 http://mmlab.ru                              http://vacademia.com

21

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Virtualizing Real-life Lectures with vAcademia and Kinect

  • 1. Virtualizing Real-life Lectures with vAcademia and Kinect Andrey Smorkalov Volga State University of Technology, Russia Mikhail Fominykh and Ekaterina Prasolova-Førland Norwegian University of Science and Technology, Norway Workshop on Off-The-Shelf Virtual Reality IEEE Virtual Reality Conference March, 16 2013 | Orlando, FL, USA 1
  • 2. Goal o A low-cost technological setup for translating real- life presentations and lectures into a 3D virtual environment – Streaming real-life lectures into 3D virtual environment – Automatically creating immersive 3D recordings 2
  • 3. Motivation: learning with VR o Virtual worlds have recognized affordances for learning, but also many challenges o Cost is a limiting factor for learning with virtual worlds and other VR o Industry, military, and healthcare are the major areas where VR is currently used for educational purposes o Exploring new ways of using 3D virtual worlds for learning: capturing lectures and creating asynchronous content out of synchronous learning activities 3
  • 4. Motivation: capturing lectures o „Traditional‟ video recording of lectures and web conferences change the context of learning and do not provide immersion or sense of presence as in 3D virtual worlds o „2D‟ recordings, including Machinima, do not provide a possibility for collaborative work or a method for further developing the content o Kinect was previously used to improve video recording of presentations by designing an automatic camera control system o => Combining 3D recording in vAcademia with Kinect for advanced, immersive capturing of lectures 4
  • 5. First prototype: system implementation Kinect plugin Animation library Cal3D Script Executing Library vAcademia graphic engine Scripts vAcademia Virtualizing real-life lectures mode interface of vAcademia 5
  • 6. First prototype: system implementation o Five body parts: left arm, right arm, left leg, right leg, and head o Standing mode (all body parts) and sitting mode (only arms and head) o “Adequately recognized” status for each part o If a body part is not recognized adequately, last adequate state is used for 0.2–0.5 sec, and then the default state 6
  • 7. First prototype: system performance o Requirements of the components – vAcademia requires and actively uses one CPU core. – Kinect requires a dual-core CPU, but uses only one core, as the second is reserved for the application that uses Kinect data. o The process of animating the lecturer’s avatar based on the data from Kinect is not computationally complex. o System’s performance is satisfactory if component requirements are satisfied, which has been confirmed during the evaluation. 7
  • 8. First prototype: system evaluation o Non-systematic evaluation during iterative development process – Several evaluation sessions two-three different courses – Auditoriums of different configurations and lightning – Involving different teachers o Data – Short interviews with the lecturer while watching the 3D recording created vAcademia o Most common feedback – Too many restrictions on the lecturer’s movements – Suggestions on how to increase the educational value 8
  • 9. Applying Kinect Motion Capture in vAcademia: Challenges 1. Low accuracy in capturing gestures – We could not build a reliable avatar model that can move without unnatural poses 2. Kinect does not recognize the turn of the lecturer – Left and right arms are mixed up, unnatural pose is returned 3. Kinect cannot capture parts of the body that are covered by other body parts or foreign objects – Additional requirements to the setup – Lower recognition accuracy 9
  • 10. Applying Kinect Motion Capture in vAcademia: Solutions for 1 o Positioning Kinect device and the lecturer – < 1.8 m. for standing mode – < 1.3 m. for sitting mode – Kinect device at 0.5 m. from the floor – Software-based turn into a zero-degree position by the vertical axis o Additional filtration mechanism for sorting out unnatural positions of the body parts – Limited the acceptable values of Euler angles between the bones – Separated hands as distinct body parts 10
  • 11. Applying Kinect Motion Capture in vAcademia: Solutions for 2 o The turn is recognized relatively as a function of the position of the pelvis end points – The resultant value is valid within the range from -110 to 110 degrees against the “facing Kinect device” direction. o Colored markers – Two markers are placed on the body of a lecturer on the left and on the right side, facing the Kinect device. – The colors should be different from the lecturer’s clothing and the material should not be shimmering. – If they are recognized, the system considers that the lecturer is in the acceptable turn range. If not -> last correctly recognized state - > default state. 11
  • 12. Applying Kinect Motion Capture in vAcademia: Solutions for 2 o Testing colored markers 12
  • 13. Applying Kinect Motion Capture in vAcademia: Proposal for 3 o Multiple Kinect devices – Three Kinect devices: to the left, to the right, and in front of the lecturer o New challenges: – Increased price of the system – Data from the multiple Kinect devices should be adjusted to a single coordinate system => increased requirements for the accuracy of locating Kinect devices – Additional requirements to the auditorium (>7 m. across) – Merging the data from multiple Kinect devices 13
  • 14. Supporting Slide Presentations: Challenges 1. Matching relative positions in real and virtual worlds – The position of the lecturer against the whiteboard should match the position of the avatar against the virtual whiteboard. 2. Capturing a physical pointer – It is an important part of lecture experience, but Kinect cannot capture it. 3. The gestures switching slides in real world do not have the same meaning in 3D virtual world 14
  • 15. Supporting Slide Presentations: Solutions for 1 o Precise match between the physical whiteboard and the virtual one. – Performed once after installing the physical whiteboard and the Kinect device in the classroom. – Capturing left and right edges of the physical whiteboard in Kinect coordinate system. – Installing the Kinect device and the physical whiteboard on a specified distance from the floor. o Further improvement – Recognizing the borders of the physical whiteboard and creating the replica in the 3D virtual world keeping the proportion automatically. 15
  • 16. Supporting Slide Presentations: Solutions for 2 o Directing the virtual pointer based on the position of the lecturer’s hand. – If the half line that extends from the lecturer’s hand towards the physical whiteboard crosses it, the avatar in the 3D VW directs a virtual pointer to the same point. – In order to keep the lecturer aware of his or her hand being captured, we display a semi-transparent yellow area on the physical whiteboard on top of the slides. 16
  • 17. Supporting Slide Presentations: system in work o Capturing lecture o Streaming lecture 17
  • 18. Supporting Slide Presentations: Solutions for 3 o Switching slides functionality in PowerPoint by recognizing standard gestures Swipe Left and Swipe Right 18
  • 19. Learning Scenarios o Scenario 1: Lecturing as a synchronous mixed reality activity – Interactions between students in the physical and virtual classrooms – Recording student and lecturer activities in the same context o Scenario 2: Round-table discussion as a synchronous mixed reality activity – Participants joining through the 3D virtual world or captured from the real world – Multiple Kinect-based systems can be installed in remote locations, each of them can capturing two participants – The designed system provides a significant advantage over pure 3D virtual worlds in the non-verbal communication support 19
  • 20. Learning Scenarios (2) o Scenario 3: Motion capture for synchronous mixed reality educational role plays – Taking turns in the physical classroom or letting the users captured by Kinect play the roles of facilitators o Scenario 4: Creating immersive 3D recordings out of live lectures – Easy and low-cost creation of educational content for later (asynchronous) use, such as lectures and simulations – Any activity, including streaming Kinect-captured lectures, in the 3D virtual world can be easily saved and revisited later – The resultant 3D recordings combine the convenience of video and immersive qualities of 3D virtual worlds 20
  • 21. Questions? Feedbacks? Andrey Smorkalov Mikhail Fominykh Ekaterina Prasolova-Førland smorkalovAY@volgatech.net mikhail.fominykh@ntnu.no ekaterip@ntnu.no Acknowledgments Mikhail Morozov morozovMN@volgatech.net Multimedia Systems Laboratory Virtual Spaces LLC Volga State University of Technology vAcademia http://mmlab.ru http://vacademia.com 21