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Meeting of Distant Minds: Remote Interaction in Sentient Spaces

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Title: Meeting of Distant Minds: Remote Interaction in Sentient Spaces


1
Meeting of Distant MindsRemote Interaction in
Sentient Spaces
  • Cham, Tat-Jen
  • Associate Professor / SMA-CS FellowSchool of
    Computer EngineeringNanyang Technological
    University

2
Remote Human-to-(Human?) Communication
  • Intuitive notions of remoteness
  • Spatial distance
  • Individuals are far apart
  • Temporal distance
  • Individuals do not receive information live
  • More precisely
  • Semantic Bandwidth
  • how much of what an information producer means
    actually gets communicated to the far end
  • Interactive Querability
  • how easily can an information consumer retrieve
    desired information in a random access fashion

3
Semantic Bandwidth versus Interactive Querability
Rosetta Stone /Mars Beagle 2
Decreasing Semantic Bandwidth
High-end video- conferencing facility
Back of LT
Front of LT
VulcanMind Meld
Decreasing Interactive Querability
4
A. Maximizing Semantic Bandwidth
  • Case Abundant resources
  • Augment with missing semantic information
  • e.g. accurate visualization for non-verbal cues,
    body language, immediate physical environment
  • Case Restricted resources
  • Prioritize and transcode only important semantic
    information
  • e.g. iconic representation for a soccer game,
    versus poor quality video

5
Consistent Frames of Reference
  • Claims
  • Incorrect semantics worse than no semantics
  • Inconsistent user reference frames distort
    non-verbal semantics
  • Consistency of Reference Frames
  • Intuitively similar to our natural experience
  • Same across all remote users
  • Important Reference Frames
  • Environment
  • Human Interaction
  • Data Manipulation

6
I. Environment Reference Frame
  • Users experience a shared physical environment
  • consistent with intuitive understanding of
    physical space and properties
  • Approaches
  • Geometrically-correct fusion of multiple remote
    environments (window)
  • Virtual transportation of users into
  • a remote environment (teleportation)
  • a virtual, surrogate environment (Matrix)
  • Key Component
  • User-aware Immersive Displays

7
Instant Sentient Spaces
  • Sentient Spaces
  • intelligent indoor environments, embedded with
    sensors and effectors
  • dynamically aware and responsive to occupants
  • Our Research Vector
  • Context aware
  • Omni-interactivity, focused on both user input
    and output
  • Off-the-shelf equipment
  • Robust, casual configuration
  • Portable technology to quickly awaken existing
    spaces
  • Existing Research Efforts
  • Location aware
  • Specific user interfaces, focused on user input
  • Fixed, expensive equipment
  • Often brittle, require careful configuration
  • Pre-designated rooms

8
Interesting Research Problems in Sentient Spaces
  • Robust User Awareness
  • Graceful degradation in user sensing and services
    under adverse conditions, sensor limits, etc.
  • Easy Reconfigurability
  • Easy visual scripting to define layout and
    functionality of space
  • Visualization
  • HCI technology involve user input and output
  • Current research typically focused on input
  • What about output?

9
Projector-Camera Systems
  • Projector-Camera Systems as HCI Technology
  • Cameras as sensors
  • Projectors as effectors
  • Projectors areduals of cameras
  • Unified analysis
  • Good synergy
  • PROCAMS 2003
  • First IEEE International Workshop on
    Projector-Camera Systems, Nice France, October
    2003
  • http//www.procams.org

10
Instant Display WallsCasual Multi-Projector
Stitching
  • Goal Combine outputs of multiple casually-placed
    overlapping projectors into a seamless image
  • Issues
  • Geometric and radiometric distortion due to
    oblique projection
  • Color non-uniformity in projector output
  • Output mixing issues (i.e. soft-partitioning
    problem)

Display Surface
SEAMLESS
Presentation Server
Projector
Camera
11
Instant Display Walls
  • Existing Research Results
  • Geometric self-calibration of projectors and
    cameras without grids
  • Online photometric modeling of projectors,
    cameras and walls
  • Preliminary Results
  • P. Song T.J. Cham, 2003
  • L.K. Tang T.J. Cham, 2003

12
User-Adaptive, Persistent Displays
  • Remove shadows due to user occlusion and
    eliminate blinding light falling on user
  • T.J. Cham, J.M. Rehg, R. Sukthankar G.
    Sukthankar, CVPR 2003

13
II. Interaction Reference Frame
  • Desirables
  • a common viewpoint relationship established among
    users
  • natural modes of face-to-face interaction
    correctly represented
  • Remote users body language to be conveyed in an
    accurate and intuitive context
  • Approaches
  • 3D stereo video-conferencing that allows
    geometrically-corrected rendering
  • Monocular methods for manipulating head-poses /
    gaze directions

14
Eye Contact in Video-Conferencing
Desired (Star Trek)
Actual
15
Gaze Correction Framework
  • Analogous View Transfer
  • Learn geometric-photometric analogy mapping for
    face model parameters
  • Advantages
  • Able to generalize across identities, facial
    expressions, etc.
  • Robust to non-rigid-body motion
  • Easy to obtain reference views

16
Gaze Correction Preliminary Result
  • T.J. Cham, S. Krishnamoorthy M.J. Jones, ICARCV
    2002

Camera view (morphable face modelsuperimposed)
Gaze-corrected view
17
III. Data Manipulation Reference Frame
  • Collaboration in a shared data space
  • Users can create and understand hand-drawn text,
    glyphs and figures in the same context
  • permits data creation, manipulation and
    presentation through natural, intuitive means

18
Shared Space for Real and Virtual Figures
  • PROCAMS-augmented Whiteboard
  • Shared space for real and digital hand-drawn
    figures
  • M.A. Husada T.J. Cham, 2004
  • Subsequent Research Directions
  • Real-time digitization of hand drawings
  • Simultaneous users e.g. disambiguating laser
    pointers
  • Hand-based interaction e.g. pointing,
    manipulating virtual knobs and sliders

19
B. Maximizing Interactive Querability
  • General idea
  • Construct intelligent agent that act as
    interaction proxy at remote site
  • But
  • While doable for highly restricted scenarios with
    limited interaction, e.g. phone answering
    systems, Eliza
  • what about more general interaction scenarios?

20
Learning Probabilistic Scripts from Observed
Interactions?
  • Can we learn a model of interaction?
  • e.g. instructor agent based on video recorded
    sessions, that takes on the personality of the
    instructor
  • ignore user interface issue
  • Learn probabilistic scripts that
  • Translate sensor inputs into a limited set of
    interaction elements (int-els?)
  • Encode joint probabilities for groups of
    interaction elements in particular temporal or
    interval sequences
  • Implement a decision tree for how a class of
    interactions should progress

21
Concluding Remarks
  • Sentient spaces are great platforms to research
    remote interaction systems
  • Framework to think about the problem
  • Maximizing semantic bandwidth and interactive
    querability
  • Semantic bandwidth related to consistent
    reference frames
  • Environment, Human Interaction and Data
    Manipulation
  • Huge hotbed of potentially interesting and useful
    research!
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