6GENABLERS: A Holistic Approach to Establish Pervasive Trust in 6G Networks DOI
Muhammad Asad, Adriana Fernández–Fernández, Hatim Chergui

et al.

Published: Nov. 6, 2023

Language: Английский

Challenges in Implementing Low-Latency Holographic-Type Communication Systems DOI Creative Commons
Radostina Petkova, Vladimir Poulkov, Agata Manolova

et al.

Sensors, Journal Year: 2022, Volume and Issue: 22(24), P. 9617 - 9617

Published: Dec. 8, 2022

Holographic-type communication (HTC) permits new levels of engagement between remote users. It is anticipated that it will give a very immersive experience while enhancing the sense spatial co-presence. In addition to newly revealed advantages, however, stringent system requirements are imposed, such as multi-sensory and multi-dimensional data capture reproduction, ultra-lightweight processing, ultra-low-latency transmission, realistic avatar embodiment conveying gestures facial expressions, support for an arbitrary number participants, etc. this paper, we review current limitations HTC implementation systemize main challenges into few major groups. Furthermore, propose conceptual framework realization guarantee desired low-latency lightweight ease scalability, all accompanied with higher level realism in human body appearance dynamics.

Language: Английский

Citations

17

Metarobotics for Industry and Society: Vision, Technologies, and Opportunities DOI
Eric Guiffo Kaigom

IEEE Transactions on Industrial Informatics, Journal Year: 2023, Volume and Issue: 20(4), P. 5725 - 5736

Published: Dec. 15, 2023

Metarobotics aims to combine next generation wireless communication, multi-sense immersion, and collective intelligence provide a pervasive, itinerant, non-invasive access interaction with distant robotized applications. Industry society are expected benefit from these functionalities. For instance, robot programmers will no longer travel worldwide plan test motions, even collaboratively. Instead, they have personalized robots their environments anywhere, thus spending more time family friends. Students enrolled in robotics courses be taught under authentic industrial conditions real-time. This paper describes objectives of society, industry, in-between. It identifies surveys technologies likely enable completion provides an architecture put forward the interplay key components Metarobotics. Potentials for self-determination, self-efficacy, work-life-flexibility robotics-related applications Society 5.0, 4.0, 5.0 outlined.

Language: Английский

Citations

7

Addressing Scalability for Real-time Multiuser Holo-portation: Introducing and Assessing a Multipoint Control Unit (MCU) for Volumetric Video DOI Open Access
Sergi Fernández, Mario Montagud, David Rincón

et al.

Published: Oct. 26, 2023

Scalability, interoperability, and cost efficiency are key remaining challenges to successfully providing real-time holo-portation (and Metaverse-like) services. This paper, for the first time, presents design integration of a Multipoint Control Unit (MCU) in pioneering platform, supporting realistic volumetric user representations (i.e., 3D holograms), with aim overcoming such challenges. The feasibility implications adopting an MCU, comparison state-of-the-art architectural approaches, assessed through experimentation two different deployment setups, by iteratively increasing number concurrent users shared sessions. obtained results promising, as it is empirically proved that newly adopted stream multiplexing together novel per-client per-frame Volumetric Video (VV) processing optimization features provided MCU allow users, while: (i) significantly reducing resources consumption metrics (e.g., CPU, GPU, bandwidth) frame rate degradation on client side; (ii) keeping end-to-end latency within acceptable limits.

Language: Английский

Citations

4

QAVA-DPC: Eye-Tracking Based Quality Assessment and Visual Attention Dataset for Dynamic Point Cloud in 6 DoF DOI
Xuemei Zhou, Irene Viola, Evangelos Alexiou

et al.

Published: Oct. 16, 2023

Perceptual quality assessment of Dynamic Point Cloud (DPC) contents plays an important role in various Virtual Reality (VR) applications that involve human beings as the end user, understanding and modeling perceptual is greatly enriched by insights from visual attention. However, incorporating aspects attention DPC models largely unexplored, ground-truth data scarcely available. This paper presents a dataset containing subjective opinion scores maps DPCs, collected VR environment using eye-tracking technology. The was during experiment, which subjects were instructed to watch rate DPCs at degradation levels under 6 degrees-of-freedom inspection, head-mounted display. comprises 5 reference contents, with each encoded 3 distortion different codecs, amounting total 9 degraded contents. Moreover, it includes 1,000 gaze trials 40 participants, resulting 15,000 total. curated can serve authentic benchmark for assessing performance objective metrics. Additionally, establishes link between within context DPC. work deepens our attention, driving progress realm experiences perception.

Language: Английский

Citations

4

VP9 bitstream-based Tiled Multipoint Control Unit DOI Creative Commons
Simon N. B. Gunkel, Rick Hindriks, Yonatan Shiferaw

et al.

Published: April 15, 2024

Video conference applications that allow group communication through video and audio over distance have become commonplace mainstream. To scale the number of participants in conferencing systems, usual practice is to deploy centralized streaming components such as Multipoint Control Units (MCU) or Selective Forwarding (SFU). Using these can problematic due significant resource overhead server client. In this paper, we propose a Tile-aware Unit (T-MCU) capable combining forwarding streams on bitstream level. our solution, multiple VP9 user are combined into single bitstream, requiring only transmission (single receiving socket, decoder, rendering texture). Multiple changes (relating dynamic header motion vectors) had be made reference encoder for tiles. These available open source described including their impact encoding performance. Furthermore, all fully compatible with existing decoders. The paper also presents an experimental design study evaluate new T-MCU under different conditions (including client) within immersive 3D system utilizing RGBD data. Our approach significantly reduces performance requirements client (10-20%) (~80%) at cost increased bandwidth (~16%). Ultimately, allows support least 16+ simultaneous users.

Language: Английский

Citations

1

Capítulo 7. Realidad virtual social y comunicaciones holográficas en 3D: oportunidades y retos pendientes en el sector de la educación DOI Creative Commons
Mario Montagud, Gianluca Cernigliaro, Miguel Arevalillo‐Herráez

et al.

Espejo de Monografías de Comunicación Social, Journal Year: 2023, Volume and Issue: 15, P. 121 - 141

Published: April 26, 2023

En los últimos años se está explorando el uso y adopción de tecnologías innovadoras en sector la educación aprendizaje. Asimismo, modelos docencia online están ganando protagonismo, ya sea debido a una implantación voluntaria o forzosa programas remota y/o híbrida. Este auge ha hecho palpable las limitaciones sistemas comunicaciones audiovisuales 2D, como videoconferencia, varios sentidos: confort, calidad interacción, conciencia situacional, (co-)presencia, etc. trabajo introduce un nuevo medio comunicación, interacción colaboración que promete ser candidato idóneo para superar estas haciendo inmersivas: Realidad Virtual (RV) Social. primer lugar, aportará revisión evidencias científicas recientes vislumbran demuestran potenciales beneficios este diferentes casos interés, comparación al videoconferencia 2D tradicionales. destacarán puede aportar disponibilidad representaciones holográficas 3D usuarios avatares sintéticos (y por tanto, poco realistas) entornos RV A continuación, serie retos nivel tecnológico experiencia usuario con tal conseguir efectiva masiva comunicación. Palabras clave: realidad virtual social, holográficas, metaverso, holoportación, inmersiva, virtual.

Citations

2

The HOLOTWIN project: Holographic telepresence combining 3D imaging, haptics and AI DOI
Vladimir Poulkov, Agata Manolova, Krasimir Tonchev

et al.

2022 Joint International Conference on Digital Arts, Media and Technology with ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (ECTI DAMT & NCON), Journal Year: 2023, Volume and Issue: unknown, P. 537 - 541

Published: March 22, 2023

Immersive telepresence systems have become possible because of technological advances in 360-degree and multi-view video systems, AR, VR, immersive audio-haptic as well contributions from other relevant scientific fields, such computer vision, deep learning, spatial audio, mobile communications, volumetric capturing, etc. This new way communicating is based on being able to feel completely immersed a conversation between two people who do not share the same space. big improvement over current solutions, which are 2D videoconferencing. The project HOLOTWIN - "Enhancing Capacity Research Excellence Holographic Telepresence Systems Catalyst Digitalisation" laid groundwork for research how overcome challenges information transmission aspect, where real-time constraints narrowband channels imposed while heterogeneous amounts data must be transmitted, including haptics.

Language: Английский

Citations

2

Virtual Craft: Experiences and Aesthetics of Immersive Making Culture DOI Creative Commons
Minhyoung Kim

Humanities, Journal Year: 2023, Volume and Issue: 12(5), P. 100 - 100

Published: Sept. 15, 2023

As immersive media, including VR, AR, MR, and XR, continues to expand rapidly during the pandemic era, there remains limited research on its comprehensive characteristics potential create new forms of experience aesthetics. This may be attributed a lack an understanding that technologies exist encompassing both realms reality virtuality, leading misconceptions they are radically disconnected from traditional notions materiality. In contrast, this study identifies emerging trend characterized by material implementation in domain making culture which is referred as “virtual craft” research. By reviewing studies materiality, culture, triadic semiotics, integrated conceptual framework was developed assess experiences, aesthetics, culture. then applied specific case involving virtual craft, with particular focus 3D painting application, Tilt Brush, related applications author has observed tested. conclusion, paper presents vision future craft discusses sustainability highlighting for continued innovation integration various fields.

Language: Английский

Citations

2

Expression-aware video inpainting for HMD removal in XR applications DOI
Fatemeh Ghorbani,

Karen Egiazarian,

Sebastian Knorr

et al.

Published: Nov. 20, 2023

Head-mounted displays (HMDs) serve as indispensable devices for observing extended reality (XR) environments and virtual content. However, HMDs present an obstacle to external recording techniques they block the upper face of user. This limitation significantly affects social XR applications, specifically teleconferencing, where facial features eye gaze information play a vital role in creating immersive user experience. In this study, we propose new network expression-aware video inpainting HMD removal (EVI-HRnet) based on generative adversarial networks (GANs). Our model effectively fills missing with regard landmarks single occlusion-free reference image The framework its components ensure preservation user's identity across frames using frame. To further improve level realism inpainted output, introduce novel expression recognition (FER) loss function emotion preservation. results demonstrate remarkable capability proposed remove from videos while maintaining subject's identity. Moreover, outputs exhibit temporal consistency along frames. lightweight presents practical approach occlusion removal, potential enhance various collaborative applications without need additional hardware.

Language: Английский

Citations

2

Extended Realities and the Future of Knowledge Work: Opportunities and Challenges DOI
Anna Carolina Muller Queiroz, Jeremy N. Bailenson, Kristen Pilner Blair

et al.

2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), Journal Year: 2024, Volume and Issue: unknown, P. 662 - 666

Published: March 16, 2024

As extended reality (XR) technologies become more accessible, they have the potential to reshape workplace, particularly knowledge work. This position paper underscores XR's in transforming various aspects of work, including training, communication dynamics, productivity, and performance assessment. It highlights discusses challenges successful XR implementation presenting a balanced perspective on promising opportunities ethical responsibilities integrating into modern workplace.

Language: Английский

Citations

0