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	<title>Artanim &#8211; VRTogether</title>
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	<description>An end-to-end system for the production and delivery of photorealistic and social virtual reality experiences</description>
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	<title>Artanim &#8211; VRTogether</title>
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		<title>Creating an Interactive VR Experience with the VRTogether platform</title>
		<link>https://vrtogether.eu/2020/11/18/creating-an-interactive-vr-experience-with-the-vrtogether-platform/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=creating-an-interactive-vr-experience-with-the-vrtogether-platform</link>
		
		<dc:creator><![CDATA[Artanim]]></dc:creator>
		<pubDate>Wed, 18 Nov 2020 08:34:14 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=3166</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/11/18/creating-an-interactive-vr-experience-with-the-vrtogether-platform/">Creating an Interactive VR Experience with the VRTogether platform</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p><span style="font-weight: 400;">The third year of our project is rapidly approaching its end. Time flies when you&#8217;re having fun and all that, and we most definitely have not been sitting still. Besides overall platform improvements and other activities, we have been hard at work on our third year pilot, i.e. the projects we build on top of our platform to prove the technology. As we have reported before, the core of this pilot is </span><a href="https://vrtogether.eu/2019/10/10/vrtogether-goes-interactive/"><span style="font-weight: 400;">all about interaction</span></a><span style="font-weight: 400;">. This means interaction between users, with the virtual environment, with virtual characters and with an overarching storyline. </span></p>
<p><span style="font-weight: 400;">In terms of content production this has been the most extensive and challenging of our pilots. We have </span><a href="https://vrtogether.eu/2020/04/22/3d-character-creation-for-interactive-vr/"><span style="font-weight: 400;">detailed the virtual character creation before</span></a><span style="font-weight: 400;">, and our amazing partners of The Modern Cultural Productions (TheMo) have created </span><a href="https://vrtogether.eu/2020/09/03/the-success-of-an-immersive-experience-the-new-narratives-and-the-importance-of-the-script/"><span style="font-weight: 400;">an exciting script as well as a gorgeous virtual apartment</span></a><span style="font-weight: 400;"> where the mystery surrounding Elena Armova’s murder gets resolved. </span></p>
<h4><span style="font-weight: 400;">Motion Capture in a Global Pandemic</span></h4>
<p><span style="font-weight: 400;">The pandemic we have all been facing this year caused us to schedule, reschedule, adapt and ultimately change our approach to the motion capture we planned to do of our actors. With the actors coming from Spain, and Artanim being located in Switzerland, we faced the fact that we would either incur unknown delays or we would have to get creative. Under normal conditions actors would come to our studio and get equipped with a mocap suit and markers for body mocap. At the same time a dedicated helmet with a holder for an iPhone and </span><a href="https://mocap.reallusion.com/iclone-motion-live-mocap/iphone-live-face.html" target="_blank" rel="noopener noreferrer"><span style="font-weight: 400;">Reallusion’s LIVE FACE</span></a><span style="font-weight: 400;"> app is used for the facial mocap. This all combines nicely into the Character Creator ecosystem we use for our characters. </span></p>
<p><span style="font-weight: 400;">With travel restrictions and quarantine periods in place, we decided to split our mocap approach. Artanim prepared and supplied the necessary hardware and software for facial mocap and shipped it off to Spain. There the TheMo team and the original actors recorded the facial mocap, the actor audio as well as video reference footage. In the meantime at Artanim we arranged for local Swiss actors to come to our studio, where we captured their body movements as they played out the scenes in sync with the recorded reference footage.</span></p>
<figure id="attachment_3168" aria-describedby="caption-attachment-3168" style="width: 959px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2020/11/twopartmocap.png"><img loading="lazy" class="wp-image-3168 size-full" src="https://vrtogether.eu/wp-content/uploads/2020/11/twopartmocap.png" alt="" width="959" height="244" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/twopartmocap.png 959w, https://vrtogether.eu/wp-content/uploads/2020/11/twopartmocap-300x76.png 300w, https://vrtogether.eu/wp-content/uploads/2020/11/twopartmocap-768x195.png 768w, https://vrtogether.eu/wp-content/uploads/2020/11/twopartmocap-700x178.png 700w, https://vrtogether.eu/wp-content/uploads/2020/11/twopartmocap-410x104.png 410w, https://vrtogether.eu/wp-content/uploads/2020/11/twopartmocap-100x25.png 100w, https://vrtogether.eu/wp-content/uploads/2020/11/twopartmocap-275x70.png 275w" sizes="(max-width: 959px) 100vw, 959px" /></a><figcaption id="caption-attachment-3168" class="wp-caption-text">Facial mocap was recorded with the original actors in Spain, while actors in Switzerland were recorded for body animation.</figcaption></figure>
<p><span style="font-weight: 400;">While this did give us the raw data at a more reasonable timeframe, it also implied far more post-processing would be necessary. The various animations were mostly in sync, but required cleanup and fine-tuning. And of course not having the original actors recorded for their body movement meant that retargeting the animation, while a regular part of the process, was more involved as well. And to make our wonderful animator’s life even more challenging we decided to include more detailed finger animation and prop interaction to our characters for this third pilot. But all the effort was worth it, because the combined content in pilot 3 is a significant step up in terms of quality from the first pilot the consortium produced. </span></p>
<figure id="attachment_3169" aria-describedby="caption-attachment-3169" style="width: 1511px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2020/11/fingeranimation.png"><img loading="lazy" class="wp-image-3169 size-full" src="https://vrtogether.eu/wp-content/uploads/2020/11/fingeranimation.png" alt="" width="1511" height="273" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/fingeranimation.png 1511w, https://vrtogether.eu/wp-content/uploads/2020/11/fingeranimation-300x54.png 300w, https://vrtogether.eu/wp-content/uploads/2020/11/fingeranimation-1024x185.png 1024w, https://vrtogether.eu/wp-content/uploads/2020/11/fingeranimation-768x139.png 768w, https://vrtogether.eu/wp-content/uploads/2020/11/fingeranimation-700x126.png 700w, https://vrtogether.eu/wp-content/uploads/2020/11/fingeranimation-410x74.png 410w, https://vrtogether.eu/wp-content/uploads/2020/11/fingeranimation-100x18.png 100w, https://vrtogether.eu/wp-content/uploads/2020/11/fingeranimation-275x50.png 275w" sizes="(max-width: 1511px) 100vw, 1511px" /></a><figcaption id="caption-attachment-3169" class="wp-caption-text">Finger animation provides significantly improved results for character interactions with props and self-contact.</figcaption></figure>
<h4><span style="font-weight: 400;">Supporting Multiplayer Interaction</span></h4>
<p><span style="font-weight: 400;">With all content created the next step is putting it all together into an experience. At an early stage of development we realised that in contrast to the first two pilots, pilot 3 would need a lot more synchronization of state and events between clients. Our storyline is non linear, users interact with the environment, props and characters, and this requires careful orchestration to ensure each participant observes the same experience as the others in a session. </span></p>
<p><span style="font-weight: 400;">Unfortunately the networking solutions available for Unity &#8211; our engine of choice &#8211; all had various downsides. Built-in networking was in a deprecated state with no clear viable replacement. And third-party offerings often ran in the cloud, which would imply less control on our side and not being able to demonstrate or use our platform in local networks one might encounter at fairs and festivals. </span></p>
<p><span style="font-weight: 400;">Looking for a solution it dawned upon us that our partners at Motion Spell and Viaccess-Orca were already developing their Orchestrator, which they have detailed in </span><a href="https://vrtogether.eu/author/motion-spell/"><span style="font-weight: 400;">a series of 3 blog posts</span></a><span style="font-weight: 400;">. It supported chat-like communication between users in a session. And with the addition of an event API </span><a href="https://vrtogether.eu/2020/08/20/towards-a-generic-orchestrator-the-vrtogether-project-experiencepart-3-3-api-detail/"><span style="font-weight: 400;">as detailed in part 3</span></a><span style="font-weight: 400;">, we realised we had all the building blocks we needed “in-house” to be able to support our experience. So we set out to develop a lightweight layer on top of the API to support a multiplayer experience in which one of the users acts as the authoritative server in charge of the session. Developers are able to freely create event message types to send data via the authoritative user to all others, and within custom components they can easily subscribe to messages of any type to handle them as they see fit. </span></p>
<figure id="attachment_3172" aria-describedby="caption-attachment-3172" style="width: 800px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2020/11/image6.png"><img loading="lazy" class="wp-image-3172" src="https://vrtogether.eu/wp-content/uploads/2020/11/image6.png" alt="" width="800" height="277" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/image6.png 1235w, https://vrtogether.eu/wp-content/uploads/2020/11/image6-300x104.png 300w, https://vrtogether.eu/wp-content/uploads/2020/11/image6-1024x355.png 1024w, https://vrtogether.eu/wp-content/uploads/2020/11/image6-768x266.png 768w, https://vrtogether.eu/wp-content/uploads/2020/11/image6-700x243.png 700w, https://vrtogether.eu/wp-content/uploads/2020/11/image6-410x142.png 410w, https://vrtogether.eu/wp-content/uploads/2020/11/image6-100x35.png 100w, https://vrtogether.eu/wp-content/uploads/2020/11/image6-275x95.png 275w" sizes="(max-width: 800px) 100vw, 800px" /></a><figcaption id="caption-attachment-3172" class="wp-caption-text">Example of a pseudocode NetworkTrigger behaviour, a core component in triggering Pilot 3 animation events.</figcaption></figure>
<p><span style="font-weight: 400;">Using this lightweight layer we were able to support all the functionality we needed, from simple event flow triggers to the synchronization of player locations, controller positions and interactions, and more complex experience object state. This system has proven useful beyond this pilot as well, by now being used to support various other functionalities throughout our platform. </span></p>
<h4><span style="font-weight: 400;">Turning Ingredients into an Experience</span></h4>
<p><span style="font-weight: 400;">Unity provides 2 core mechanisms to create a narrative experience; Timelines and AnimationControllers. As the name indicates, a Timeline allows you to organize your assets over time. In our case this would include animations, character dialog, foley sounds, event triggers and a variety of other elements with a clear place in time. However, our experience is not fully linear given that the progress depends on user actions or their inaction. This implies that character animation can undergo a variety of transitions. And this aspect is better expressed in an AnimationController, which is a directed graph of animation clips in which transitions are expressed by directional edges and imply a smooth blending between the two animation clips. But those controllers are mainly for animation content only.</span></p>
<figure id="attachment_3227" aria-describedby="caption-attachment-3227" style="width: 1024px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2020/11/image35-1.png"><img loading="lazy" class="size-large wp-image-3227" src="https://vrtogether.eu/wp-content/uploads/2020/11/image35-1-1024x448.png" alt="" width="1024" height="448" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/image35-1-1024x448.png 1024w, https://vrtogether.eu/wp-content/uploads/2020/11/image35-1-300x131.png 300w, https://vrtogether.eu/wp-content/uploads/2020/11/image35-1-768x336.png 768w, https://vrtogether.eu/wp-content/uploads/2020/11/image35-1-1536x672.png 1536w, https://vrtogether.eu/wp-content/uploads/2020/11/image35-1-700x306.png 700w, https://vrtogether.eu/wp-content/uploads/2020/11/image35-1-410x179.png 410w, https://vrtogether.eu/wp-content/uploads/2020/11/image35-1-100x44.png 100w, https://vrtogether.eu/wp-content/uploads/2020/11/image35-1-275x120.png 275w, https://vrtogether.eu/wp-content/uploads/2020/11/image35-1.png 1555w" sizes="(max-width: 1024px) 100vw, 1024px" /></a><figcaption id="caption-attachment-3227" class="wp-caption-text">Through a combination of AnimationControllers (left) and Timelines (right) our individual assets are turned into a narrative experience.</figcaption></figure>
<p><span style="font-weight: 400;">So we ended up with a mix of the two concepts. Our timelines contain independent sequences in which custom clip types trigger transitions within associated AnimationControllers. And the progression through the various timelines is triggered by a main experience control component. </span></p>
<p><span style="font-weight: 400;">In total Pilot 3 as of the last count has 18 animation controllers, 62 animation clips, 22 timelines and 31 synchronized triggers to drive a multiplayer experience with 4 characters in 3 rooms of the apartment over 4 scenes for a duration of about 10 minutes. </span></p>
<p><span style="font-weight: 400;">In terms of interaction we have integrated a number of different types. First of all grasp and touch. Driven by controller input &#8211; for example the Touch controllers of your Oculus headset &#8211; users have the ability to grab and touch objects. Grabbable objects can be held in your hand, while touchable objects such as a button can respond to a finger press. In our experience some elements of progression depend on such input, where the experience won’t progress if users don’t trigger the right events as they were instructed to do by the characters. And to make sure users are aware of what is expected from them, the characters will make sure to remind them with instructions of increasing urgency. </span></p>
<figure id="attachment_3174" aria-describedby="caption-attachment-3174" style="width: 650px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2020/11/image2.png"><img loading="lazy" class="wp-image-3174" src="https://vrtogether.eu/wp-content/uploads/2020/11/image2.png" alt="" width="650" height="404" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/image2.png 871w, https://vrtogether.eu/wp-content/uploads/2020/11/image2-300x187.png 300w, https://vrtogether.eu/wp-content/uploads/2020/11/image2-768x478.png 768w, https://vrtogether.eu/wp-content/uploads/2020/11/image2-700x436.png 700w, https://vrtogether.eu/wp-content/uploads/2020/11/image2-410x255.png 410w, https://vrtogether.eu/wp-content/uploads/2020/11/image2-100x62.png 100w, https://vrtogether.eu/wp-content/uploads/2020/11/image2-275x171.png 275w" sizes="(max-width: 650px) 100vw, 650px" /></a><figcaption id="caption-attachment-3174" class="wp-caption-text">Users can grasp virtual objects, and interact with buttons via controller driven gestures. All gestures and interactions are visible to all users in the session.</figcaption></figure>
<p><span style="font-weight: 400;">Further, at various stages throughout the experience, the characters will address the users with a yes or no question. By integrating keyword speech recognition in the experience, users can simply answer the appropriate “yes” or “no” out loud, which when recognized determines the response of the character and the animation sequence which follows. </span></p>
<p><span style="font-weight: 400;">The former two examples are very explicit interactions, a user is instructed or asked to take an action, and when they complete it this has an effect. We have however also integrated more subtle interactions such as gaze redirection. During moments of the experience where the script indicates our characters address the users, a gaze redirection module is activated. This module overrides the pre-recorded mocap data and ensures that the characters look directly at the most relevant user. This can be a user in close proximity to a specified target, or nearest to our character. The retargeting is performed within natural articulation limits and is subtle enough to go unnoticed by the user, but it adds a natural mode of engagement and a sense of being there. </span></p>
<figure id="attachment_3173" aria-describedby="caption-attachment-3173" style="width: 500px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2020/11/image7.png"><img loading="lazy" class="wp-image-3173 size-full" src="https://vrtogether.eu/wp-content/uploads/2020/11/image7.png" alt="" width="500" height="429" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/image7.png 500w, https://vrtogether.eu/wp-content/uploads/2020/11/image7-300x257.png 300w, https://vrtogether.eu/wp-content/uploads/2020/11/image7-410x352.png 410w, https://vrtogether.eu/wp-content/uploads/2020/11/image7-100x86.png 100w, https://vrtogether.eu/wp-content/uploads/2020/11/image7-275x236.png 275w" sizes="(max-width: 500px) 100vw, 500px" /></a><figcaption id="caption-attachment-3173" class="wp-caption-text">Gaze redirection overrides prerecorded animation to redirect a character’s gaze to the most relevant user. In this case the character of Sarge focuses his attention on a user who he instructed to push the light switch he’s pointing at.</figcaption></figure>
<h4><span style="font-weight: 400;">Experiencing Pilot 3</span></h4>
<p><span style="font-weight: 400;">With the Pilot 3 experience in place, from a production point of view we can say that the VRTogether platform has held up well and proved to be capable and flexible enough to support the more stringent requirements of an online multiplayer interactive VR experience. </span></p>
<p><span style="font-weight: 400;">From here on out several partners within the consortium plan to use pilot 3 to run a variety of user studies. And in the meantime we keep our fingers crossed for the global pandemic to clear up to a point where we can proudly show off what we have produced, and have you experience the final chapter in the mystery surrounding Elena Armova’s untimely departure. </span></p>

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			<p>Author: <a href="https://vrtogether.eu/team/bart-kevelham/">Bart Kevelham</a> – <a href="https://vrtogether.eu/consortium/artanim/">Artanim</a></p>
<p>Come and follow us in this VR journey with <a href="https://vrtogether.eu/consortium/i2cat/">i2CAT</a>, <a href="https://vrtogether.eu/consortium/cwi/">CWI</a>, <a href="https://vrtogether.eu/consortium/tno/">TNO</a>, <a href="https://vrtogether.eu/consortium/certh/">CERTH</a>, <a href="https://vrtogether.eu/consortium/artanim/">Artanim</a>, <a href="https://vrtogether.eu/consortium/viaccess-orca/">Viaccess-Orca</a>, <a href="https://vrtogether.eu/consortium/the_mo/">TheMo</a> and <a href="https://vrtogether.eu/consortium/motion-spell/">Motion Spell</a>.</p>

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			<p>This project has been funded by the European Commission as part of the H2020 program, under the grant agreement 762111.</p>

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<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/11/18/creating-an-interactive-vr-experience-with-the-vrtogether-platform/">Creating an Interactive VR Experience with the VRTogether platform</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>3D Character Creation for Interactive VR</title>
		<link>https://vrtogether.eu/2020/04/22/3d-character-creation-for-interactive-vr/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=3d-character-creation-for-interactive-vr</link>
		
		<dc:creator><![CDATA[Artanim]]></dc:creator>
		<pubDate>Wed, 22 Apr 2020 11:36:51 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=1998</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/04/22/3d-character-creation-for-interactive-vr/">3D Character Creation for Interactive VR</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p><span style="font-weight: 400;">The third year of VRTogether is in full swing, and despite the recent pandemic scare our consortium is hard at work creating the technology and content for our third-year pilot. </span><a href="https://vrtogether.eu/2019/10/10/vrtogether-goes-interactive/"><span style="font-weight: 400;">As we have described before</span></a><span style="font-weight: 400;">, pilot 3 will involve an interactive scenario where users take on an active role trying to solve the mysterious murder of Elena Armova. </span></p>
<p><span style="font-weight: 400;">Pilot 1 involved a one-take interrogation scene observed by our users, and was created using three different content formats; 360 degree video, a 3D scene with billboard video, and a 3D scene with 3D characters. For this last option the </span><a href="https://vrtogether.eu/2018/04/27/first-shooting-in-geneva/"><span style="font-weight: 400;">actors were captured using a custom photogrammetry rig</span></a><span style="font-weight: 400;"> from Artanim </span><a href="http://artanim.ch/category/3d-scanner/" target="_blank" rel="noopener"><span style="font-weight: 400;">with more than 90 cameras</span></a><span style="font-weight: 400;">, after which their 3D mesh was reconstructed and subsequently rigged and animated using mocap data. The three formats allowed us </span><a href="https://vrtogether.eu/2019/01/23/the-tradeoffs-of-virtual-reality-content-formats/"><span style="font-weight: 400;">to evaluate their tradeoffs</span></a><span style="font-weight: 400;"> in a VR context. The results indicated that in general the video billboards were preferred by users for their visual quality and natural appearance, but their main shortcoming is that user movement is very limited before such billboards no longer maintain their illusion.</span></p>
<p><span style="font-weight: 400;">Pilot 3 puts the users at the scene of the crime. Standing at and moving between different locations in Elena Armova’s apartment, they observe and interact with the characters in the scene. This, given the aforementioned shortcomings of a video billboard solution, means we will see the return of 3D characters. An additional downside of a billboard solution would have been the difficulty to have a seamless continuity of a variety of recordings. The interactivity inherent to the plot will see our characters respond to our user’s actions, wait for their response and progress along several possible paths. To seamlessly blend these various branches in our timeline, the only truly feasible option is to opt for 3D characters, driven by a full performance capture (motion capture for the full body including the fingers and face). </span></p>
<p><span style="font-weight: 400;">Having evaluated </span><a href="https://zenodo.org/record/3662390" target="_blank" rel="noopener"><span style="font-weight: 400;">the 3D characters of Pilot 1</span></a><span style="font-weight: 400;">, the consortium wanted to aim for a higher visual quality for Pilot 3. While a commercial 3D photogrammetry solution has been considered, both financial and scheduling constraints made this impractical. Luckily content creation solutions have not stopped evolving over the last few years, among which </span><a href="https://www.reallusion.com/character-creator/" target="_blank" rel="noopener"><span style="font-weight: 400;">Reallusion’s Character Creator ecosystem</span></a><span style="font-weight: 400;"> &#8211; as well as other tools &#8211; which will be used to create our 3D characters. Characters created with the tools in this ecosystem are easily animated in real-time 3D engines such as Unity, by motion capture data from the body and hands all the way to facial animation. </span></p>
<p><span style="font-weight: 400;">Besides executing the motion capture, Artanim and its artists have taken on the task of creating our high quality virtual characters. The first step in the process is the collection of as much reference material as possible. The COVID-19 pandemic made taking in-studio headshots impossible, but some of the actors involved were already photographed as a part of pilot 1, while others supplied as much reference material as they possibly could. This includes high quality photos of their head from all angles, full body shots, as well as a set of body measurements to make sure their virtual counterparts match their own morphology. Ensuring a close match between the two also simplifies the retargeting stage while post-processing the motion capture.</span></p>
<figure id="attachment_2001" aria-describedby="caption-attachment-2001" style="width: 1402px" class="wp-caption aligncenter"><img loading="lazy" class="size-full wp-image-2001" src="https://vrtogether.eu/wp-content/uploads/2020/04/image3.jpg" alt="" width="1402" height="845" srcset="https://vrtogether.eu/wp-content/uploads/2020/04/image3.jpg 1402w, https://vrtogether.eu/wp-content/uploads/2020/04/image3-300x181.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/04/image3-768x463.jpg 768w, https://vrtogether.eu/wp-content/uploads/2020/04/image3-1024x617.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2020/04/image3-700x422.jpg 700w, https://vrtogether.eu/wp-content/uploads/2020/04/image3-410x247.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/04/image3-100x60.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/04/image3-275x166.jpg 275w" sizes="(max-width: 1402px) 100vw, 1402px" /><figcaption id="caption-attachment-2001" class="wp-caption-text"></p>
<h6> Reference headshots of actor Jonathan D. Mellor who plays the character of Sarge.</h6>
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<p><span style="font-weight: 400;">Modern AI approaches have evolved quite significantly in recent years, leading to major advances in image processing in general, and obtaining 3D information from monocular views in particular. These developments find their way into content creation tools such as </span><a href="https://www.reallusion.com/character-creator/headshot/" target="_blank" rel="noopener"><span style="font-weight: 400;">Character Creator’s Headshot</span></a><span style="font-weight: 400;"> AI plugin used as a basis for our character’s heads. Such tools do a commendable job based on a single image from a single view, but the creation of a more correct likeness still involves quite a lot of manual work, taking the generated output as a basis, carefully modifying the obtained 3D mesh to more closely match our actors’ morphologies. </span></p>
<figure id="attachment_2000" aria-describedby="caption-attachment-2000" style="width: 1020px" class="wp-caption aligncenter"><img loading="lazy" class="size-full wp-image-2000" src="https://vrtogether.eu/wp-content/uploads/2020/04/image2.png" alt="" width="1020" height="738" srcset="https://vrtogether.eu/wp-content/uploads/2020/04/image2.png 1020w, https://vrtogether.eu/wp-content/uploads/2020/04/image2-300x217.png 300w, https://vrtogether.eu/wp-content/uploads/2020/04/image2-768x556.png 768w, https://vrtogether.eu/wp-content/uploads/2020/04/image2-700x506.png 700w, https://vrtogether.eu/wp-content/uploads/2020/04/image2-410x297.png 410w, https://vrtogether.eu/wp-content/uploads/2020/04/image2-100x72.png 100w, https://vrtogether.eu/wp-content/uploads/2020/04/image2-275x199.png 275w" sizes="(max-width: 1020px) 100vw, 1020px" /><figcaption id="caption-attachment-2000" class="wp-caption-text"></p>
<h6>The AI-generated output (left) needs significant artist intervention to get a good likeness (right), in particular for faces with asymmetrical features.</h6>
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<p><span style="font-weight: 400;">This is then followed by the addition of hair geometry, textures, shaders and materials to get a final real-time VR ready result. </span></p>
<figure id="attachment_1999" aria-describedby="caption-attachment-1999" style="width: 657px" class="wp-caption aligncenter"><img loading="lazy" class="size-full wp-image-1999" src="https://vrtogether.eu/wp-content/uploads/2020/04/image1.png" alt="" width="657" height="805" srcset="https://vrtogether.eu/wp-content/uploads/2020/04/image1.png 657w, https://vrtogether.eu/wp-content/uploads/2020/04/image1-245x300.png 245w, https://vrtogether.eu/wp-content/uploads/2020/04/image1-410x502.png 410w, https://vrtogether.eu/wp-content/uploads/2020/04/image1-100x123.png 100w, https://vrtogether.eu/wp-content/uploads/2020/04/image1-275x337.png 275w" sizes="(max-width: 657px) 100vw, 657px" /><figcaption id="caption-attachment-1999" class="wp-caption-text"></p>
<h6>After the addition of hair, textures and material setup, Sarge’s head is complete.</h6>
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<p><span style="font-weight: 400;">Without the use of 3D scans, the creation of the body is still a largely artistic process. Starting from a basic avatar body, it is up to the artist to adjust the basis to the actor’s appropriate sizes, and to adapt or model 3D clothing and accessories &#8211; including meshes, textures and materials &#8211; to get a high quality end result. </span></p>
<figure id="attachment_2002" aria-describedby="caption-attachment-2002" style="width: 1014px" class="wp-caption aligncenter"><img loading="lazy" class="size-full wp-image-2002" src="https://vrtogether.eu/wp-content/uploads/2020/04/image4.png" alt="" width="1014" height="995" srcset="https://vrtogether.eu/wp-content/uploads/2020/04/image4.png 1014w, https://vrtogether.eu/wp-content/uploads/2020/04/image4-300x294.png 300w, https://vrtogether.eu/wp-content/uploads/2020/04/image4-768x754.png 768w, https://vrtogether.eu/wp-content/uploads/2020/04/image4-700x687.png 700w, https://vrtogether.eu/wp-content/uploads/2020/04/image4-410x402.png 410w, https://vrtogether.eu/wp-content/uploads/2020/04/image4-100x98.png 100w, https://vrtogether.eu/wp-content/uploads/2020/04/image4-275x270.png 275w" sizes="(max-width: 1014px) 100vw, 1014px" /><figcaption id="caption-attachment-2002" class="wp-caption-text"></p>
<h6>Sarge’s character model is complete and fully rigged, ready to be animated in real time with full performance capture data.</h6>
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<p><span style="font-weight: 400;">The end result is a high quality 3D representation of our actors, which can be used in interactive real-time VR scenarios for an exciting immersive experience. </span></p>

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			<p><i>Author: <a href="https://vrtogether.eu/team/bart-kevelham/">Bart Kevelham</a> – <a href="https://vrtogether.eu/consortium/artanim/">Artanim</a></i></p>
<p>Come and follow us in this VR journey with <a href="http://www.i2cat.net/en" target="_blank" rel="noopener">i2CAT</a>, <a href="https://www.cwi.nl/" target="_blank" rel="noopener">CWI</a>, <a href="https://www.tno.nl/en/" target="_blank" rel="noopener">TNO</a>, <a href="https://www.certh.gr/root.en.aspx" target="_blank" rel="noopener">CERTH</a>, <a href="http://www.artanim.ch/" target="_blank" rel="noopener">Artanim</a>, <a href="https://www.viaccess-orca.com/" target="_blank" rel="noopener">Viaccess-Orca</a>, <a href="https://www.entropystudio.net/" target="_blank" rel="noopener">Entropy Studio</a> and <a href="https://www.gpac-licensing.com/" target="_blank" rel="noopener">Motion Spell</a>.</p>

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			<p>This project has been funded by the European Commission as part of the H2020 program, under the grant agreement 762111.</p>

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<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/04/22/3d-character-creation-for-interactive-vr/">3D Character Creation for Interactive VR</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>VRTogether goes interactive</title>
		<link>https://vrtogether.eu/2019/10/10/vrtogether-goes-interactive/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=vrtogether-goes-interactive</link>
		
		<dc:creator><![CDATA[Artanim]]></dc:creator>
		<pubDate>Thu, 10 Oct 2019 06:16:38 +0000</pubDate>
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					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2019/10/10/vrtogether-goes-interactive/">VRTogether goes interactive</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p><span style="font-weight: 400;">Year 3 of VRTogether has started, which is the final year for the project. The first year </span><a href="https://vrtogether.eu/2018/04/27/first-shooting-in-geneva/"><span style="font-weight: 400;">saw our first pilot</span></a><span style="font-weight: 400;">, a virtual experience surrounding the death of Elena Armova and the subsequent murder investigation. Two users were able to observe two police interrogations from behind a one way mirror. Taking on the role of savvy observant investigators, the users could discuss their view on the case with each other, while represented by Point Clouds or Time Varying Meshes. </span></p>
<p>Pilot 2 undertaken in the second year pushed the boundaries of social VR and introduced a live component. Increasing the number of simultaneous users to 4, the users were made audience members of a live news broadcast on the subject of Armova&#8217;s shocking passing, and the mystery surrounding it. Combining various indoor and outdoor environments as well as content formats, users were offered the shared live experience of being together in a dynamic environment, while in reality the geographical separation could span the continent.</p>

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			<p><span style="font-weight: 400;"><strong>Pilot 3 shakes things up with a focus on interaction</strong>. No longer are users mere observers in a socially engaging and immersive experience, but they will take on an active role driving the scenario. Based on a scenario developed by our </span><a href="https://vrtogether.eu/consortium/entropy/"><span style="font-weight: 400;">consortium partner Entropy</span></a><span style="font-weight: 400;">, up to 5 simultaneous users will form a Civilian Oversight Committee tasked with overseeing the crime scene investigation of Armova&#8217;s murder, helping out along the way. While such nosy interference is less than appreciated by the responsible sergeant, actions taken by the users, as well as responses provided to questions from the investigators will directly affect the scenario.</span></p>
<p><a href="https://vrtogether.eu/consortium/artanim"><span style="font-weight: 400;">Artanim</span></a><span style="font-weight: 400;"> will bring in its considerable expertise on interactive VR experiences, responsive characters and environments to pilot 3. Building upon proven technology and previous expertise in interactive VR content production, such as demonstrated in the sold-out five months long run of </span><a href="http://artanim.ch/2019/03/geneva-1850-a-revolutionnary-journey/"><span style="font-weight: 400;">&#8220;GENEVA 1850, A Revolutionary Journey&#8221;</span></a><span style="font-weight: 400;"> showcased this year at the </span><a href="https://www.geneve.com/en/attractions/musee-d-art-et-d-histoire/"><span style="font-weight: 400;">Museum of Art and History of Geneva</span></a><span style="font-weight: 400;">, users will be able to interact with both the environment and the clues it contains, as well as with the virtual characters present. </span></p>
<p><span style="font-weight: 400;">The pilot will provide a set of interesting technical challenges on content creation, synchronization and interaction for the consortium to address in this third year. Through virtual grasp and touch, users will be able to pick up objects, press buttons and interact in ways which directly affect the progress of the experience. The prerecorded and body scanned 3D virtual characters in turn will redirect their attention as indicated by gaze or gesture to the most appropriate user present. And they won&#8217;t hesitate to inform you to pay attention and help out where required. </span></p>
<p><span style="font-weight: 400;">Split into two groups, the Civilian Oversight Committee is tasked with finding the appropriate clues to help solve the murder. Will they figure out what happened to Elena Armova? Stay tuned and who knows, maybe you will be the one to uncover what secrets lie behind this mystery. </span></p>

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			<p><i><span style="font-weight: 400;">Text: </span></i><i><span style="font-weight: 400;">Bart Kevelham – <a href="https://vrtogether.eu/consortium/artanim/">Artanim</a></span></i></p>
<p>Come and follow us in this VR journey with <a href="http://www.i2cat.net/en" target="_blank" rel="noopener">i2CAT</a>, <a href="https://www.cwi.nl/" target="_blank" rel="noopener">CWI</a>, <a href="https://www.tno.nl/en/" target="_blank" rel="noopener">TNO</a>, <a href="https://www.certh.gr/root.en.aspx" target="_blank" rel="noopener">CERTH</a>, <a href="http://www.artanim.ch/" target="_blank" rel="noopener">Artanim</a>, <a href="https://www.viaccess-orca.com/" target="_blank" rel="noopener">Viaccess-Orca</a>, <a href="https://www.entropystudio.net/" target="_blank" rel="noopener">Entropy Studio</a> and <a href="https://www.gpac-licensing.com/" target="_blank" rel="noopener">Motion Spell</a>.</p>

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			<p>This project has been funded by the European Commission as part of the H2020 program, under the grant agreement 762111.</p>

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<p>The post <a rel="nofollow" href="https://vrtogether.eu/2019/10/10/vrtogether-goes-interactive/">VRTogether goes interactive</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>I know you! : The importance of accurate self-representation in Virtual Reality</title>
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		<dc:creator><![CDATA[Artanim]]></dc:creator>
		<pubDate>Thu, 20 Jun 2019 07:55:16 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=1528</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2019/06/20/i-know-you-the-importance-of-accurate-self-representation-in-vr/">I know you! : The importance of accurate self-representation in Virtual Reality</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p><span style="font-weight: 400;">At the heart of the VR Together project lies the objective to enable social VR experiences with strong feelings of immersion as well as co-presence. To achieve this strong social sense of sharing a space together, </span><b>photorealistic real-time representations of users are used</b><span style="font-weight: 400;">, rather than relying on abstract avatars as found in such offerings as </span><a href="https://www.facebook.com/spaces" target="_blank" rel="noopener"><span style="font-weight: 400;">Facebook Spaces</span></a><span style="font-weight: 400;"> or </span><a href="https://altvr.com/" target="_blank" rel="noopener"><span style="font-weight: 400;">AltspaceVR</span></a><span style="font-weight: 400;">. Using state-of-the-art technologies developed by consortium partners and off-the-shelf hardware such as </span><a href="https://developer.microsoft.com/en-us/windows/kinect" target="_blank" rel="noopener"><span style="font-weight: 400;">Microsoft Kinect</span></a><span style="font-weight: 400;"> or </span><a href="https://www.intel.com/content/www/us/en/architecture-and-technology/realsense-overview.html" target="_blank" rel="noopener"><span style="font-weight: 400;">Intel RealSense</span></a><span style="font-weight: 400;"> sensors, users are scanned in real-time and the captured representations are processed and streamed as point clouds or time varying meshes (TVM). These approaches to user representation, combined with HMD removal technology, allow users sharing the virtual space &#8211; while in geographically separate locations &#8211; to see each other in all three dimensions. </span></p>

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			<p><span style="font-weight: 400;">Early feedback from users of the </span><a href="https://vrtogether.eu/about-vr-together/pilots/"><span style="font-weight: 400;">Pilot 1</span></a><span style="font-weight: 400;"> demonstrations regarding the ability to see themselves and others, has been positive. The question still remains however, whether or not accurate self-representation has a significant positive impact on your sense of immersion, co-presence and the overall quality of experience. Both when seeing yourself as well as when interacting with others sharing the same virtual environment with you.</span></p>
<p><span style="font-weight: 400;">To answer this question, VR Together consortium partner Artanim will this summer run an experiment in which users will be placed in a virtual environment in which they are virtualized by a representation of themselves at varying levels of realism and likeness. </span></p>
<p><span style="font-weight: 400;">User representations will be created at 3 different levels of accuracy:</span></p>
<ul>
<li style="font-weight: 400;"><span style="font-weight: 400;">An abstract avatar-like representation which does not match the participant</span></li>
<li style="font-weight: 400;"><span style="font-weight: 400;">A realistic representation of the participant</span></li>
<li style="font-weight: 400;"><span style="font-weight: 400;">An in-between more abstract &#8211; perhaps cartoon-like &#8211; representation of the participant, which is still recognizable, but steers clear of such undesirable effects as the </span><a href="https://en.wikipedia.org/wiki/Uncanny_valley" target="_blank" rel="noopener"><span style="font-weight: 400;">“Uncanny Valley”</span></a><span style="font-weight: 400;">. </span></li>
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			<div class="vc_single_image-wrapper   vc_box_border_grey"><img width="1598" height="567" src="https://vrtogether.eu/wp-content/uploads/2019/06/image1.png" class="vc_single_image-img attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2019/06/image1.png 1598w, https://vrtogether.eu/wp-content/uploads/2019/06/image1-300x106.png 300w, https://vrtogether.eu/wp-content/uploads/2019/06/image1-768x273.png 768w, https://vrtogether.eu/wp-content/uploads/2019/06/image1-1024x363.png 1024w, https://vrtogether.eu/wp-content/uploads/2019/06/image1-700x248.png 700w, https://vrtogether.eu/wp-content/uploads/2019/06/image1-410x145.png 410w, https://vrtogether.eu/wp-content/uploads/2019/06/image1-100x35.png 100w, https://vrtogether.eu/wp-content/uploads/2019/06/image1-275x98.png 275w" sizes="(max-width: 1598px) 100vw, 1598px" /></div><figcaption class="vc_figure-caption">Concept illustration of user representations at various levels of likeness 
(left: a generic avatar - middle: a user-specific realistic likeness - right: a cartoon-like representation of the user)</figcaption>
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			<p><span style="font-weight: 400;">To evaluate self-representation, single users will be placed in a virtual environment in which, by means of a virtual mirror, they will be able to observe themselves. The question there is whether or not an increased likeness improves the overall VR experience. To evaluate the importance of avatar likeness in the representation of others, pairs of users who know each other (i.e. friends or family) will share a virtual environment together, again being represented at varying levels of likeness. The goal there is to understand the effects on such aspects as immersion, togetherness and quality of interaction.</span></p>
<p><span style="font-weight: 400;">The proposed experiment will help us better understand what scenarios benefit most from realistic and recognizable user representation in Virtual Reality experiences, and to what extent realism is desirable in social VR.</span></p>

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			<p><i><span style="font-weight: 400;">Text: Bart Kevelham – Artanim</span></i></p>
<p>Come and follow us in this VR journey with <a href="http://www.i2cat.net/en" target="_blank" rel="noopener">i2CAT</a>, <a href="https://www.cwi.nl/" target="_blank" rel="noopener">CWI</a>, <a href="https://www.tno.nl/en/" target="_blank" rel="noopener">TNO</a>, <a href="https://www.certh.gr/root.en.aspx" target="_blank" rel="noopener">CERTH</a>, <a href="http://www.artanim.ch/" target="_blank" rel="noopener">Artanim</a>, <a href="https://www.viaccess-orca.com/" target="_blank" rel="noopener">Viaccess-Orca</a>, <a href="https://www.entropystudio.net/" target="_blank" rel="noopener">Entropy Studio</a> and <a href="https://www.gpac-licensing.com/" target="_blank" rel="noopener">Motion Spell</a>.</p>

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</div></div></div></div><div class="vc_row wpb_row vc_row-fluid"><div class="wpb_column vc_column_container vc_col-sm-12"><div class="vc_column-inner"><div class="wpb_wrapper"><div  class="vc_tweetmeme-element"><a href="https://twitter.com/share" class="twitter-share-button" data-via="VRTogether_EU">Tweet</a><script>!function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],p=/^http:/.test(d.location)?'http':'https';if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src=p+'://platform.twitter.com/widgets.js';fjs.parentNode.insertBefore(js,fjs);}}(document, 'script', 'twitter-wjs');</script></div></div></div></div></div><section class="vc_section"><div class="vc_row wpb_row vc_row-fluid vc_column-gap-10"><div class="wpb_column vc_column_container vc_col-sm-12"><div class="vc_column-inner"><div class="wpb_wrapper"><div class="vc_row wpb_row vc_inner vc_row-fluid vc_custom_1547799200116 vc_row-has-fill vc_row-o-content-middle vc_row-flex"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper">
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			<p>This project has been funded by the European Commission as part of the H2020 program, under the grant agreement 762111.</p>

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<p>The post <a rel="nofollow" href="https://vrtogether.eu/2019/06/20/i-know-you-the-importance-of-accurate-self-representation-in-vr/">I know you! : The importance of accurate self-representation in Virtual Reality</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>The tradeoffs of virtual reality content formats</title>
		<link>https://vrtogether.eu/2019/01/23/the-tradeoffs-of-virtual-reality-content-formats/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-tradeoffs-of-virtual-reality-content-formats</link>
		
		<dc:creator><![CDATA[Artanim]]></dc:creator>
		<pubDate>Wed, 23 Jan 2019 11:39:48 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">http://vrtogether.eu/?p=919</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2019/01/23/the-tradeoffs-of-virtual-reality-content-formats/">The tradeoffs of virtual reality content formats</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div class="vc_row wpb_row vc_row-fluid"><div class="wpb_column vc_column_container vc_col-sm-12"><div class="vc_column-inner"><div class="wpb_wrapper">
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			<p><span style="font-weight: 400;">With the rise of consumer VR and a wide range of VR headsets available, different means to produce and consume VR content are being used, such as 360 stereoscopic video and real time rendered 3D geometry. In this context, VR Together partners Artanim, Entropy and i2CAT are running an experiment to assess the quality of experience of users with the different forms of VR content representation.</span></p>
<p><span style="font-weight: 400;">The experiment will present the different versions of the interrogatory scene that </span><a href="http://vrtogether.eu/2018/04/27/first-shooting-in-geneva/"><span style="font-weight: 400;">Entropy and Artanim recorded and produced for Pilot 1</span></a><span style="font-weight: 400;"> to participants in the study</span><span style="font-weight: 400;">[CC1] </span><span style="font-weight: 400;">. Actors were captured twice, once using a pair of cameras to produce stereo pairs for point of view video-based VR, and once using a professional whole-body motion capture pipeline, using their recorded animations to drive 3D meshes of the actors obtained with a custom photogrammetry-based reconstruction setup. Finally, three versions of the interrogatory were produced using the captured data: a 360 stereoscopic video (360 video); a mixture of 3D environment geometry and a character acting as a video billboard (3D environment + video characters); and a full 3D version (3D environment + 3D characters). The Table below demonstrates what the three content versions look like from a fixed point of view, and a top viewpoint to the scene:</span></p>

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			<p style="text-align: center;"><strong>Scene representation from a different point of view</strong></p>

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			<p style="text-align: center;"><strong>User’s point of view</strong></p>

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			<p><strong>360 stereo video</strong></p>

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			<p><strong>3D environment + video characters</strong></p>

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			<p><strong>3D environment + 3D characters</strong></p>

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			<p><span style="font-weight: 400;">There are several objective advantages and disadvantages to each content format, as listed in the table below:</span></p>

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			<p><strong>360 stereo video</strong></p>

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			<p><strong>3D environment + video characters</strong></p>

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			<p><strong>3D environment + 3D characters</strong></p>

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			<p><strong>Photorealistic</strong></p>

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			<p><span style="font-weight: 400;">Yes</span></p>

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			<p><span style="font-weight: 400;">Yes</span></p>

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			<p><span style="font-weight: 400;">Possible with very high production cost</span></p>

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			<p><strong>Point of view rotation</strong></p>

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			<p><span style="font-weight: 400;">Yes</span></p>

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			<p><span style="font-weight: 400;">Yes</span></p>

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			<p><span style="font-weight: 400;">Yes</span></p>

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			<p><strong>Point of view translation (movement parallax)</strong></p>

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			<p><span style="font-weight: 400;">No</span></p>

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			<p><span style="font-weight: 400;">Limited</span></p>

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			<p><span style="font-weight: 400;">Yes</span></p>

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			<p><strong>Spatial consistency of characters and objects in the scene</strong></p>

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			<p><span style="font-weight: 400;">Limited</span></p>

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			<p>Very limited (will cause distortions)</p>

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			<p><span style="font-weight: 400;">Yes</span></p>

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			<p><strong>Add autonomous behaviors to characters</strong></p>

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			<p><span style="font-weight: 400;">No</span></p>

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			<p><span style="font-weight: 400;">No</span></p>

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			<p><span style="font-weight: 400;">No</span></p>

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			<p><strong>Change point of view after content production</strong></p>

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			<p><span style="font-weight: 400;">No</span></p>

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			<p>Very limited (will cause distortions)</p>

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			<p><span style="font-weight: 400;">Yes</span></p>

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			<p><span style="font-weight: 400;">Our experiment will help us understand how the different content representation formats affect the sense of presence, whether a given content format is more prone to cause simulation sickness, and will collect the perception and acceptance of users of the different formats in terms of visual realism and VR quality of experience.</span></p>

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			<p><em>Text: Henrique Debarba &#8211; Artanim</em></p>
<p>Come and follow us in this VR journey with <a href="http://www.i2cat.net/en" target="_blank" rel="noopener">i2CAT</a>, <a href="https://www.cwi.nl/" target="_blank" rel="noopener">CWI</a>, <a href="https://www.tno.nl/en/" target="_blank" rel="noopener">TNO</a>, <a href="https://www.certh.gr/root.en.aspx" target="_blank" rel="noopener">CERTH</a>, <a href="http://www.artanim.ch/" target="_blank" rel="noopener">Artanim</a>, <a href="https://www.viaccess-orca.com/" target="_blank" rel="noopener">Viaccess-Orca</a>, <a href="https://www.entropystudio.net/" target="_blank" rel="noopener">Entropy Studio</a>, <a href="https://www.gpac-licensing.com/" target="_blank" rel="noopener">Motion Spell</a>.</p>

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			<p>This project has been funded by the European Commission as part of the H2020 program, under the grant agreement 762111.</p>

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<p>The post <a rel="nofollow" href="https://vrtogether.eu/2019/01/23/the-tradeoffs-of-virtual-reality-content-formats/">The tradeoffs of virtual reality content formats</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>Your body feels good</title>
		<link>https://vrtogether.eu/2018/08/16/your-body-feels-good/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=your-body-feels-good</link>
		
		<dc:creator><![CDATA[Artanim]]></dc:creator>
		<pubDate>Thu, 16 Aug 2018 08:42:40 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Avatar]]></category>
		<category><![CDATA[Experiment]]></category>
		<category><![CDATA[Social VR]]></category>
		<category><![CDATA[VR]]></category>
		<guid isPermaLink="false">http://vrtogether.eu/?p=685</guid>

					<description><![CDATA[<p>Do you feel in control of the body that you see? This is an important question in virtual reality (VR) as it highly impacts the user’s sensation of presence and embodiment of an avatar representation while immersed in a virtual environment. To better understand this aspect, VR together partners Artanim performed an experiment to assess [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://vrtogether.eu/2018/08/16/your-body-feels-good/">Your body feels good</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Do you feel in control of the body that you see? This is an important question in virtual reality (VR) as it highly impacts the <strong>user’s sensation of presence and embodiment of an avatar representation</strong> while immersed in a virtual environment. To better understand this aspect, VR together partners <a href="http://www.artanim.ch/"><strong>Artanim</strong></a> performed an experiment to assess the relative impact of different levels of body animation fidelity to presence.</p>
<p>In this <strong>experiment</strong>, the users are equipped with a motion capture suit and reflective markers to track their movements in real time with a Vicon optical motion capture system. They also wear Manus VR gloves for fingers tracking and an Oculus HMD. At each trial, the face (eye gaze and mouth), fingers and the avatar&#8217;s upper and lower bodies are manipulated with different degree of animation fidelity, such as no animation, procedural animation and motion capture. Each time, users have to execute a number of tasks (walk, grab an object, speak in front of a mirror) and to evaluate if they are in control of their body. Users start with the simplest setting and, according to the judged priority, improve features of the avatar animation until they are satisfied with the experience of control.</p>
<p>Using the order in which users improve the movement features, we can assert on the most valuable animation features to the users. With this experiment, we want to confront the relative importance of animation features with the costs of adoption (monetary and effort) to provide software and use guidelines for live 3D rigged character mesh animation based on affordable hardware. This outcome will be useful to better define <strong>what makes a compelling social VR experience</strong>.</p>
<p><img loading="lazy" class="wp-image-690 alignleft" src="http://vrtogether.eu/wp-content/uploads/2018/08/VR-Together.jpg" alt="" width="558" height="594" srcset="https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together.jpg 1200w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-282x300.jpg 282w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-768x818.jpg 768w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-962x1024.jpg 962w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-700x746.jpg 700w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-410x437.jpg 410w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-100x107.jpg 100w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-275x293.jpg 275w" sizes="(max-width: 558px) 100vw, 558px" /><img loading="lazy" class="alignleft wp-image-688" src="http://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3.jpg" alt="" width="378" height="283" srcset="https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3.jpg 1200w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-300x225.jpg 300w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-768x576.jpg 768w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-1024x768.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-700x525.jpg 700w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-410x308.jpg 410w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-100x75.jpg 100w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-275x206.jpg 275w" sizes="(max-width: 378px) 100vw, 378px" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<p><img loading="lazy" class="wp-image-689 alignnone" src="http://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4.jpg" alt="" width="377" height="283" srcset="https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4.jpg 1200w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-300x225.jpg 300w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-768x576.jpg 768w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-1024x768.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-700x525.jpg 700w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-410x308.jpg 410w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-100x75.jpg 100w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-275x206.jpg 275w" sizes="(max-width: 377px) 100vw, 377px" /></p>
<p>&nbsp;</p>
<h5>Who we are</h5>
<p><a href="http://www.artanim.ch/" target="_blank" rel="noopener noreferrer">Artanim</a> is a non-profit foundation founded in 2011 and located in Geneva, Switzerland. The foundation carries out research activities in the field of computer graphics according to two strategic axes of research linked to motion capture: virtual reality, mainly the creation and animation of digital avatars and the development of interactive VR and AR applications; and medical research (joint biomechanics, orthopaedics, sports medicine).</p>
<p>Come and follow us in this VR journey with <a href="http://www.motionspell.com/" target="_blank" rel="noopener noreferrer">Motion Spell</a>, <a href="http://www.i2cat.net">i2CAT</a>, <a href="https://www.cwi.nl/" target="_blank" rel="noopener noreferrer">CWI</a>, <a href="https://www.tno.nl/en/" target="_blank" rel="noopener noreferrer">TNO</a>, <a href="https://www.certh.gr/root.en.aspx" target="_blank" rel="noopener noreferrer">CERTH</a>, <a href="https://www.viaccess-orca.com/" target="_blank" rel="noopener noreferrer">Viaccess-Orca</a>, <a href="http://www.entropystudio.net/" target="_blank" rel="noopener noreferrer">Entropy Studio</a><img loading="lazy" class="size-full wp-image-380 alignleft" src="http://vrtogether.eu/wp-content/uploads/2018/02/eu-logo.png" alt="" width="226" height="111" srcset="https://vrtogether.eu/wp-content/uploads/2018/02/eu-logo.png 226w, https://vrtogether.eu/wp-content/uploads/2018/02/eu-logo-100x49.png 100w" sizes="(max-width: 226px) 100vw, 226px" /></p>
<p><em>This project has been funded by the European Commission as part of the H2020 program, under the grant agreement 762111.</em></p>
<p>&nbsp;</p>
<p><em>Text and pictures: </em><em>Henrique Galvan Debarba, Caecilia Charbonnier </em><em>&#8211; <a href="http://www.artanim.ch/" target="_blank" rel="noopener noreferrer">Artanim</a></em></p>
<p>The post <a rel="nofollow" href="https://vrtogether.eu/2018/08/16/your-body-feels-good/">Your body feels good</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>New venues for capturing facial performance</title>
		<link>https://vrtogether.eu/2018/04/04/new-venues-for-capturing-facial-performance/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=new-venues-for-capturing-facial-performance</link>
		
		<dc:creator><![CDATA[Artanim]]></dc:creator>
		<pubDate>Wed, 04 Apr 2018 07:21:30 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[FaceShift]]></category>
		<category><![CDATA[iPhoneX]]></category>
		<category><![CDATA[motion]]></category>
		<category><![CDATA[PrimeSense]]></category>
		<guid isPermaLink="false">http://vrtogether.eu/?p=470</guid>

					<description><![CDATA[<p>VR together partners Artanim and Entropy will soon start shooting cinematic content to be used for showcasing the technology developed by the consortium. In this post we bring some of the production effort developed at Artanim, which is currently exploring the use of Apple’s iPhone X face tracking technology in the production pipeline of 3D [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://vrtogether.eu/2018/04/04/new-venues-for-capturing-facial-performance/">New venues for capturing facial performance</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">VR together partners <strong><a href="http://www.artanim.ch/" target="_blank" rel="noopener noreferrer">Artanim</a> and <a href="http://www.entropystudio.net/" target="_blank" rel="noopener noreferrer">Entropy</a></strong> will soon start <strong>shooting cinematic content</strong> to be used for showcasing the technology developed by the consortium. In this post we bring some of the production effort developed at Artanim, which is currently exploring the use of <strong>Apple’s iPhone X face tracking technology in the production pipeline of 3D animations. </strong></span></p>
<p><span style="font-weight: 400;">The photos below show the iPhone X holding rig, and an early version of the face tracking recording tool that was developed by Artanim. The tool integrates with full body and hands motion capture technology from Vicon to allow the simultaneous recording of body, hands and face performance from multiple actors. </span></p>
<p><img loading="lazy" class="size-full wp-image-478 aligncenter" src="http://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_0-1.jpg" alt="" width="605" height="500" srcset="https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_0-1.jpg 605w, https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_0-1-300x248.jpg 300w, https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_0-1-410x339.jpg 410w, https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_0-1-100x83.jpg 100w, https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_0-1-275x227.jpg 275w" sizes="(max-width: 605px) 100vw, 605px" /></p>
<p><img loading="lazy" class="size-large wp-image-472 aligncenter" src="http://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_1.jpg" alt="" width="605" height="500" srcset="https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_1.jpg 605w, https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_1-300x248.jpg 300w, https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_1-410x339.jpg 410w, https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_1-100x83.jpg 100w, https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_1-275x227.jpg 275w" sizes="(max-width: 605px) 100vw, 605px" /></p>
<p><span style="font-weight: 400;">With the recent surge of consumer virtual reality, <strong>interest for motion capture has dramatically increased</strong>. The <strong>iPhone X and ARKit SDK from Apple</strong> integrate depth sensing and facial animation technologies, and are a good example of this trend. Apple’s effort to integrate advanced face tracking to their mobile devices may be related to the recent acquisition of <strong>PrimeSense and FaceShift</strong>. The former was involved in the development of the technology powering the first Kinect back in 2011, the latter is recognized for their face tracking technology, which is briefly showcased in the making of <a href="https://youtu.be/CTNJ51ghzdY?t=40s" target="_blank" rel="noopener noreferrer">Star Wars: The Force Awakens trailer</a></span><span style="font-weight: 400;">. These are exciting times, when advanced motion tracking technologies are becoming ubiquitous in our life.</span></p>
<figure id="attachment_473" aria-describedby="caption-attachment-473" style="width: 760px" class="wp-caption aligncenter"><img loading="lazy" class="size-full wp-image-473" src="http://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_2.jpg" alt="" width="760" height="259" srcset="https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_2.jpg 760w, https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_2-300x102.jpg 300w, https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_2-700x239.jpg 700w, https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_2-410x140.jpg 410w, https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_2-100x34.jpg 100w, https://vrtogether.eu/wp-content/uploads/2018/04/12MarPost_2-275x94.jpg 275w" sizes="(max-width: 760px) 100vw, 760px" /><figcaption id="caption-attachment-473" class="wp-caption-text">Images from the iPhone X keynote presentation from Apple</figcaption></figure>
<p><em>Text and pictures: Henrique Debarba – <a href="http://www.artanim.ch/" target="_blank" rel="noopener noreferrer">Artanim</a></em></p>
<p>The post <a rel="nofollow" href="https://vrtogether.eu/2018/04/04/new-venues-for-capturing-facial-performance/">New venues for capturing facial performance</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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