BENOGO

BE there, - NO need to GO   (Being There -- Without Going)

Objectives.  The project shall act as a melting pot for mixing novel technology, that allows real-time visualisation for a moving observer of recorded REAL PLACES, with ideas of researchers from diverse fields to develop new tools for empirical and theoretical studies of presence based on the concept of the observer’s embodiment in the computationally created virtual environment. As real places (possibly known to the observer) with man-made and/or organic objects (like trees, foliage etc.) are otherwise hard to represent in a virtual environment, the aim is to bring about new insight into presence, when also comparison to real presence is possible.

Approach

Tools for Presence.   The project will develop and explore new recording and visuali­sation technologies enabling people to experience being present at REAL and possibly known places - without actually having to GO to those places. The experience will be based on true-to-life visual and auditorial sensory information presented to the observer in real-time. As opposed to passively watching a film of such places, the project's technology will be designed to support the observer’s active exploration of the visual and auditory space, thus adding an intuitive physical dimension to the experience. This physical dimension is paramount to achieving "embodiment", i.e. the observer’s sensation of being bodily grounded in an environment.

The new technology of image based rendering (IBR) does not require a reconstructed geometrical model of the scene, and hence it bypasses an important technological problem and presents a break-through for the state-of-the-art. However, a rather large amount of image data needs to be stored, and the fast real-time visualisation is not perfectly faithful to the perspective transformation governing human visual perception. Also, the scene is assumed static, and the (central) exploration region, within which an arbitrary viewpoint can be chosen for real-time visualisation, is constrained by the particular databank of images captured from the real scene.

Through augmentation, visually and auditorily, a sense of life can be added to the static scene, objects for interaction can be included, as well as avatar representations of companions. Projection technologies to be used will range from HMD to large screens incl. 6-sided CAVE.

Presence Research .  The special point of the project’s empirical research will be to exploit the possibilities to investigate the experience of “being there” when we refer to REAL places and possibly a place which the observer knows from previous real presence. The theoretical framework will be based on the concept of embodiment in conjunction with presence and investigate how it arises from e.g. fidelity of experience and presentation, domain specific elements, the sense of place, and physiological and neurological aspects like consistency of sensory-motor co-ordination. The theory will be extended to consider the feeling of presence of others and hence social contexts. The framework will be developed in close interaction with, and as a guide for, technical development by focusing on the particular aspects that the technology offers as well as on its weak points. Feed-back from empirical studies will form an essential part of the project.

Work Schedule

The Workplan Schedule will be organised around a sequence of implementations and tests of application scenarios of increasing technical and perceptual complexity. Each of them is charac­terised by specific functional issues representing challenges to the core technological components of the project, and how these issues impact on presence:

1. Single observer in a panoramic visualisation of a real scene, - like a tourist site, a forest scene, or grandfather’s living room. Various conditions for image capture reflecting different regions for allowed observer movements. Importance of ego-motion and of fidelity will be investigated using a range of visualisation systems.

2. Augmenting 1) by adding modelled objects centrally as well as sound and acoustics.

(2a? If the scene was Acropolis then augment as it appeared in 400 B.C., 500 A.D. etc.)

3. Single observer looking around while following a restricted path along staircases and the like, in a garden or in a house. Investigate required "observer mobility" along the path, to maintain presence, and the need for interaction facilities in various visualisation systems etc.

4. Augmenting 3) by adding modelled objects along path as well as sound and acoustics.

5. Two distant observers in a meeting scenario, at grandfather’s living room or at a picnic in the forest. Investigate need and detail of avatar representations to obtain a feeling of presence of others etc.

6. Augmenting 5) by adding modelled objects centrally as well as sound and acoustics.

7. more users, - etc.

Workplan Issues

Presence Tools (HUJI, CTUP, AAU,  DIKU)

Scene registration for model-free real-time visualisation, - optimised for a min. number of images, while extended to a larger (central) exploration region. Loosen constraints regarding static world and perspective correctness.

Selected 3D-reconstructions (or ordinal depth) off-line and possibly for salient points in real-time, to support graceful augmentation. For historical scenes extensive off-line reconstruction is required for more comprehensive augmentation.

Visual augmentation with near-field objects (in exploration region) to fill-in and to allow interaction. Alternative solutions to avatar representation. Challenge to achieve visually seemless integration of rendered 3D models into IBR "background" (geometrical and spectral issues)

Auditorial augmentation: i) “3D sound backdrop” as part of the visualised scene, ii) acoustic response related to the scenario if observer speaks out, and iii) acoustics for multi user scenarios. Use of loudspeakers or headphones as appropriate and relevant for targeted level of presence.

Presence Virtual Environment Platform (AAU)

A VE-software platform will be selected and extended to facilitate integration and efficient execution of the various Presence Tools. The platform will support stereo visualisation in a variety of display systems, and provide for relevant user interaction and registration facilities. A protocol for model sharing and update for multiple VE-systems will be chosen and/or developed and implemented.

Presence Research (NUSC, UBBR, DIKU)

A theoretical framework for the concept of presence will be developed to cover the particular aspects of presence that the project’s technology will make available for empirical studies. It will incorporate the state-of the-art of cognitive neuroscience and phenomenology and be based on the concept of embodiment and hence the factors that are considered to contribute thereto.

Empirical research will be planned as a close integration of technical development and related investigations, the result of which will feed back to development. The above framework will guide priorities among the possibilities offered from technology, and the proposal will include a projection of a series of development-test cycles that iteratively will converge to a contribution to a theory of presence. The plan will be re-evaluated after each cycle.

Benefit and expected results

The particular benefit is the possibility of virtual environments presenting real places and places known to the observers. This is technologically hard or impossible with a reasonable “fidelity” using current techniques, and the approach of the project opens and explores new additional avenues of Presence Research, - technologically as well as empirically - regarding the experience of “being there”. Hence we expect results that contribute new insight into important aspects of presence, that otherwise would not be available for investigation at this point in time.

Consortium, 6 partners (Est. Budget: 2.3 M Euro (30 Person Years))

AAU: Aalborg University (DK), Computer Vision and Media Technology Laboratory. Prof. Erik Granum. Virtual Environments, Visual Augmentation, Collaborative VE’s. Co-ordinator.

HUJI: Hebrew University of Jerusalem (IL), School of Computer Science and Engineering. Prof. Shmuel Peleg. Camera Technology, Scene Registration for Real-Time Visualisation.

NUSC: Napier University, Edinburgh (UK), School of Computing. Prof. David Benyon. Human-Computer Systems, Presence Research, Phenomenology.

UBBR: University of Bremen, Institute of Brain Research (D). Prof. Manfred Fahle. Brain Research, Human Vision.

CTUP: Czech Technical University, Prague, Centre for Machine Perception (CZ). Ass. Prof. Tomas Pajdla. Camera technology, 3D scene reconstruction.

DIKU: University of Copenhagen, Inst. of Computer science (DK). Asc. Prof. Jens Arnspang. Multi Modal Multi Media, Psychophysics of Vision.