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	<title>i2CAT &#8211; VRTogether</title>
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	<link>https://vrtogether.eu</link>
	<description>An end-to-end system for the production and delivery of photorealistic and social virtual reality experiences</description>
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	<title>i2CAT &#8211; VRTogether</title>
	<link>https://vrtogether.eu</link>
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		<title>VRTogether co-organized the “First International Workshop on Tools for Creating XR Media Experiences”, colocated with IEEE ICME 2020</title>
		<link>https://vrtogether.eu/2020/07/30/vrtogether-co-organized-the-first-international-workshop-on-tools-for-creating-xr-media-experiences-colocated-with-ieee-icme-2020/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=vrtogether-co-organized-the-first-international-workshop-on-tools-for-creating-xr-media-experiences-colocated-with-ieee-icme-2020</link>
		
		<dc:creator><![CDATA[i2CAT]]></dc:creator>
		<pubDate>Thu, 30 Jul 2020 10:03:25 +0000</pubDate>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=2424</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/07/30/vrtogether-co-organized-the-first-international-workshop-on-tools-for-creating-xr-media-experiences-colocated-with-ieee-icme-2020/">VRTogether co-organized the “First International Workshop on Tools for Creating XR Media Experiences”, colocated with IEEE ICME 2020</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p><span style="font-weight: 400;">In a joint effort with the EU H2020 </span><a href="https://www.imac-project.eu/" target="_blank" rel="noopener noreferrer"><span style="font-weight: 400;">ImAc</span></a><span style="font-weight: 400;"> and </span><a href="http://www.hyper360.eu/" target="_blank" rel="noopener noreferrer"><span style="font-weight: 400;">Hyper360</span></a><span style="font-weight: 400;"> projects, VRTogether co-organized the “</span><a href="https://icme2020workshopxr.wordpress.com/" target="_blank" rel="noopener noreferrer"><span style="font-weight: 400;">First International Workshop on Tools for Creating XR Media Experiences</span></a><span style="font-weight: 400;">”, co-located with the </span><a href="https://www.2020.ieeeicme.org/" target="_blank" rel="noopener noreferrer"><span style="font-weight: 400;">IEEE ICME 2020</span></a><span style="font-weight: 400;"> conference, that was planned to be originally held in London (6-10 July). Due to COVID-19, all tracks and side events of the conference were held virtually, and Zoom was selected as the tool to run the workshop on July 6th.</span></p>
<p><span style="font-weight: 400;"><a href="https://vrtogether.eu/team/mario-montagud/">Mario Montagud</a> (i2CAT), <a href="https://vrtogether.eu/team/pablo-cesar/">Pablo Cesar</a> (CWI) and <a href="https://vrtogether.eu/team/dimitrios-zarpalas/">Dimitris Zarpalas</a> (CERTH) were Organizers of the Workshop, together with Hannes Fassold (JOANNEUM RESEARCH).</span></p>
<p><span style="font-weight: 400;">The workshop revolved around very relevant topics for VRTogether, which are new approaches, technologies and tools for creating, processing and delivering interactive XR media. It was quite successful, gathering up to 6 relevant contributions from the community on these topics, which fostered rich discussions and interaction. The workshop also included a fascinating opening keynote by Professor Aljosa Smolic (Trinity College Dublin), entitled </span><span style="font-weight: 400;">“Volumetric Video Content Creation for Immersive AR/VR Experiences”, and a very interesting invited talk by Leen Segers (LucidWeb) about XR4ALL project, entitled “XR4ALL – Moving the European XR tech industry forward”.</span></p>
<p><span style="font-weight: 400;">The workshop was also quite successful in terms of number of attendees, which approximately ranged between 30 and 40 during its evolution.</span></p>
<p><span style="font-weight: 400;">More information about the program, chairs and presented contributions can be found at the </span><a href="https://icme2020workshopxr.wordpress.com/" target="_blank" rel="noopener noreferrer"><span style="font-weight: 400;">workshop website</span></a><span style="font-weight: 400;">.</span></p>
<p><span style="font-weight: 400;">Overall, given the success and the awakened interest, the possibility of organizing a second edition in 2021 &#8211; hopefully a physical one &#8211; will be assessed in short!</span></p>

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			<p>Author: <em><a href="https://vrtogether.eu/team/mario-montagud/">Mario Montagud</a>, <a href="https://vrtogether.eu/consortium/i2cat/">i2CAT</a></em></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/2020/07/30/vrtogether-co-organized-the-first-international-workshop-on-tools-for-creating-xr-media-experiences-colocated-with-ieee-icme-2020/">VRTogether co-organized the “First International Workshop on Tools for Creating XR Media Experiences”, colocated with IEEE ICME 2020</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>Improving the Holoportation with a cloud based solution!</title>
		<link>https://vrtogether.eu/2020/06/26/improving-the-holoportation-with-a-cloud-based-solution/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=improving-the-holoportation-with-a-cloud-based-solution</link>
		
		<dc:creator><![CDATA[i2CAT]]></dc:creator>
		<pubDate>Fri, 26 Jun 2020 11:42:56 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=2334</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/06/26/improving-the-holoportation-with-a-cloud-based-solution/">Improving the Holoportation with a cloud based solution!</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p>In VRTogether the users are <strong>holoported</strong> inside a three-dimensional scenario, and they can remotely participate in a social virtual experience.</p>
<p>The technology used to represent them is called <strong>Volumetric Video</strong>, and thanks to the most advanced real time compression and transmission systems, it is possible to transmit, over the internet, this novel video representation. However, given the early stage of its development, the quality of the volumetric video is not comparable to the one of the most known traditional 2D video and the VRTogether consortium is strongly focusing on improving every aspect of this technology.</p>
<p>For these reasons, <a href="https://vrtogether.eu/consortium/i2cat/">i2CAT</a> has created a solution called <strong>Point Cloud Multipoint Control Unit (PC-MCU)</strong>, able to optimize the video content and minimize the effort of processing for the end-user machine. The PC-MCU acts as a cloud component: it receives the volumetric video from all the users involved in the experience, it processes them, applying smart quality selections techniques and, in the end, transmits to each user a personalized data flow, specifically adapted to the characteristics of their machines.</p>
<p>Thanks to the PC-MCU, the users will only receive the data incoming from their peers that they are observing at that moment, saving bandwidth and computational resources.</p>

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			<a href="https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_No_MCU-1024x584.png" target="_self" class="vc_single_image-wrapper   vc_box_border_grey"><img width="1096" height="625" src="https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_No_MCU.png" class="vc_single_image-img attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_No_MCU.png 1096w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_No_MCU-300x171.png 300w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_No_MCU-1024x584.png 1024w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_No_MCU-768x438.png 768w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_No_MCU-700x399.png 700w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_No_MCU-410x234.png 410w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_No_MCU-100x57.png 100w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_No_MCU-275x157.png 275w" sizes="(max-width: 1096px) 100vw, 1096px" /></a>
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			<a href="https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_MCU-1024x584.png" target="_self" class="vc_single_image-wrapper   vc_box_border_grey"><img width="1096" height="625" src="https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_MCU.png" class="vc_single_image-img attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_MCU.png 1096w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_MCU-300x171.png 300w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_MCU-1024x584.png 1024w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_MCU-768x438.png 768w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_MCU-700x399.png 700w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_MCU-410x234.png 410w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_MCU-100x57.png 100w, https://vrtogether.eu/wp-content/uploads/2020/06/ViewPort_MCU-275x157.png 275w" sizes="(max-width: 1096px) 100vw, 1096px" /></a>
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			<p>In addition, the PC-MCU is able to consider the relative distance between users in the virtual world. Depending on how far two users are placed, indeed, it may not be needed to receive a video at it’s full resolution. Thanks to a bidirectional transmission channel, the PC-MCU knows the position of the users in the three-dimensional scenario and, depending on the distance between such positions, can downgrade the quality and the resolution, considerably reducing the amount of data to be processed.</p>

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			<a href="https://vrtogether.eu/wp-content/uploads/2020/06/LOD_No_MCU-1024x584.png" target="_self" class="vc_single_image-wrapper   vc_box_border_grey"><img width="1097" height="626" src="https://vrtogether.eu/wp-content/uploads/2020/06/LOD_No_MCU.png" class="vc_single_image-img attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2020/06/LOD_No_MCU.png 1097w, https://vrtogether.eu/wp-content/uploads/2020/06/LOD_No_MCU-300x171.png 300w, https://vrtogether.eu/wp-content/uploads/2020/06/LOD_No_MCU-1024x584.png 1024w, https://vrtogether.eu/wp-content/uploads/2020/06/LOD_No_MCU-768x438.png 768w, https://vrtogether.eu/wp-content/uploads/2020/06/LOD_No_MCU-700x399.png 700w, https://vrtogether.eu/wp-content/uploads/2020/06/LOD_No_MCU-410x234.png 410w, https://vrtogether.eu/wp-content/uploads/2020/06/LOD_No_MCU-100x57.png 100w, https://vrtogether.eu/wp-content/uploads/2020/06/LOD_No_MCU-275x157.png 275w" sizes="(max-width: 1097px) 100vw, 1097px" /></a>
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			<p>The following video shows the PC-MCU in action, together with a highlight of the optimization provided.</p>
<p>The initial results obtained by the PC-MCU has been successfully introduced in the ACM NOSSDAV’20 workshop within the ACM MMSys&#8217;20 Conference, presenting the paper <strong><em>PC-MCU: Point Cloud Multipoint Control Unit for Multi-user Holoconferencing Systems</em></strong>, <a href="https://vrtogether.eu/2020/06/12/vrtogether-wins-twice-at-acm-mmsys20-best-demo-and-best-workshop-awards/">winner of the Best Workshop Paper Award</a>.</p>

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			<p>Author: <em><a href="https://vrtogether.eu/team/gianluca-cernigliaro/">Gianluca Cernigliaro</a>, <a href="https://vrtogether.eu/consortium/i2cat/">i2CAT</a></em></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/2020/06/26/improving-the-holoportation-with-a-cloud-based-solution/">Improving the Holoportation with a cloud based solution!</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>Pilot 2 in Barcelona: validating the technology and the experience!</title>
		<link>https://vrtogether.eu/2020/02/14/pilot-2-in-barcelona-validating-the-technology-and-the-experience/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pilot-2-in-barcelona-validating-the-technology-and-the-experience</link>
		
		<dc:creator><![CDATA[i2CAT]]></dc:creator>
		<pubDate>Fri, 14 Feb 2020 09:07:23 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=1923</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/02/14/pilot-2-in-barcelona-validating-the-technology-and-the-experience/">Pilot 2 in Barcelona: validating the technology and the experience!</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p>In VRTogether, three pilots have been planned to evaluate its creative and technological contributions towards the creation of truly realistic and interactive social VR experiences.</p>
<p>After a successful pilot 1 in the first year of the project, the execution of pilot 2 started in November 2019 with a first round of tests at the i2CAT lab in Barcelona. The pilot activities were divided into two related experiments.</p>
<p><strong>Evolved Pilot 1 Scenario</strong></p>
<p>On the one hand, the pilot 1 content was again showcased to pairs of users, but including two key evolved technological aspects from the previously conducted tests in the first year:</p>
<p>1) the orchestrator for session and stream management, located in France;</p>
<p>2) the evolved version of the Time Varying Meshes (TVM) based end-users’ representation pipeline, with the use of the Intel RealSense (instead of Kinnect) sensors, and an improved performance in term of frame rates and latency.</p>
<p>A demo video about the i2CAT lab and the pilot 1 experience can be watched <a href="https://www.youtube.com/watch?v=Rel5qnj8rxA" target="_blank" rel="noopener">here</a>.</p>
<p><strong>Pilot 2 Scenario Variants</strong></p>
<p>On the other hand, the pilot 2 experience was also showcased to pair of users. Apart from the mentioned evolved features, the pilot 2 includes four main novelties:</p>
<p>1) presence of a live video-based presenter from a chroma key;</p>
<p>2) interaction channels with the live presenter;</p>
<p>3) interactive presentation of media assets, triggered from a control room (or by the presenter by using a remote); and</p>
<p>4) support for more than two users.</p>
<p>An initial round of tests were performed with a recorded version of the presenter (professional actor) to validate the involved technological components and the created virtual scenario.</p>
<p>A new round of tests was then followed by including a live broadcasted presenter from a chroma key room located in a different level of the same building in which the i2CAT lab is placed. This pilot 2 demo was also experienced by the review panel in the yearly review of the project, held in Barcelona a week later.</p>

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			<p>In the last week of February, the pilot 2 tests will be continued. The objectives are: to enlarge the sample of participants; to also measure objective metrics (in terms of performance and users’ activity); and to test further aspects, like the participation of more than two participants from different countries.</p>

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</div><div class="vc_cta3-actions"><div class="vc_btn3-container vc_btn3-center" ><a class="vc_general vc_btn3 vc_btn3-size-md vc_btn3-shape-rounded vc_btn3-style-modern vc_btn3-icon-left vc_btn3-color-pink" href="https://vrtogether.eu/contact/" title=""><i class="vc_btn3-icon fa fa-envelope-o"></i> Contact us</a></div></div></div></div></section></div></div></div><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></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_row wpb_row vc_inner 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_separator wpb_content_element vc_separator_align_center vc_sep_width_100 vc_sep_pos_align_center vc_separator_no_text vc_sep_color_grey" ><span class="vc_sep_holder vc_sep_holder_l"><span  class="vc_sep_line"></span></span><span class="vc_sep_holder vc_sep_holder_r"><span  class="vc_sep_line"></span></span>
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			<p><i>Author: <a href="https://vrtogether.eu/team/mario-montagud/">Mario Montagud</a>, <a href="https://vrtogether.eu/consortium/i2cat/">i2CAT</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/2020/02/14/pilot-2-in-barcelona-validating-the-technology-and-the-experience/">Pilot 2 in Barcelona: validating the technology and the experience!</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>Spanish students get immersed in the VRTogether experience</title>
		<link>https://vrtogether.eu/2019/06/26/spanish-students-get-immersed-in-the-vrtogether-experience/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=spanish-students-get-immersed-in-the-vrtogether-experience</link>
		
		<dc:creator><![CDATA[i2CAT]]></dc:creator>
		<pubDate>Wed, 26 Jun 2019 11:10:44 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=1533</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2019/06/26/spanish-students-get-immersed-in-the-vrtogether-experience/">Spanish students get immersed in the VRTogether experience</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p><span style="font-weight: 400;">On 14th June, a group of media students from the L’H Play youth educational programme had the opportunity to get <strong>first-hand knowledge of VRTogether’s social virtual reality experience</strong> during a visit to i2CAT’s lab node in Barcelona. Located at i2CAT’s facilities within Citilab, a digital lab for citizen innovation, the lab node allows for the conduction of experiments and demos involving two users in a photorealistic virtual environment. </span></p>
<p><span style="font-weight: 400;">After an introduction by Sergi Fernández, director of i2CAT’s Media Internet area, students paired off to get immersed into the first pilot developed by VRTogether. During the experience, they <strong>watched a police interrogation while interacting and seeing each other in a photorealistic quality 3D representation</strong>. Through the visit, students could observe how the project is progressing towards one of its main goals: creating a true feeling of ‘being there together’. </span></p>
<p><span style="font-weight: 400;">With the </span><a href="https://vrtogether.eu/2019/04/29/the-vr-together-lab-gets-on-track/"><span style="font-weight: 400;">opening of a permanent and collaborative user lab</span></a><span style="font-weight: 400;"> and with </span><a href="https://vrtogether.eu/2019/02/15/a-new-pilot-to-push-the-boundaries-of-social-vr/"><span style="font-weight: 400;">a new pilot around the corner</span></a><span style="font-weight: 400;">, VRTogether is taking big steps to enable groundbreaking social virtual experiences. </span></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_row wpb_row vc_inner vc_row-fluid"><div class="wpb_column vc_column_container vc_col-sm-8"><div class="vc_column-inner"><div class="wpb_wrapper"><section class="vc_cta3-container"><div class="vc_general vc_cta3 vc_cta3-style-classic vc_cta3-shape-rounded vc_cta3-align-left vc_cta3-color-classic vc_cta3-icon-size-md vc_cta3-actions-bottom"><div class="vc_cta3_content-container"><div class="vc_cta3-content"><header class="vc_cta3-content-header"><h4>Live the VRTogether experience</h4></header><p><span style="font-weight: 400;">VR users and (especially) professionals are </span><b>encouraged to participate in the demos and tests</b><span style="font-weight: 400;"> being carried out by the VRTogether consortium in the brand new <a href="https://vrtogether.eu/2019/04/29/the-vr-together-lab-gets-on-track/">lab nodes in Spain, The Netherlands and Greece</a>. If you are interested in trying the VRTogether experience just drop us a line.</span></p>
</div><div class="vc_cta3-actions"><div class="vc_btn3-container vc_btn3-center" ><a class="vc_general vc_btn3 vc_btn3-size-md vc_btn3-shape-rounded vc_btn3-style-modern vc_btn3-color-pink" href="mailto:ivan.rodriguez@i2cat.net" title="" target="_blank">Contact us</a></div></div></div></div></section></div></div></div><div class="wpb_column vc_column_container vc_col-sm-4"><div class="vc_column-inner"><div class="wpb_wrapper">
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			<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/2019/06/26/spanish-students-get-immersed-in-the-vrtogether-experience/">Spanish students get immersed in the VRTogether experience</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>The VR-Together Lab gets on track</title>
		<link>https://vrtogether.eu/2019/04/29/the-vr-together-lab-gets-on-track/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-vr-together-lab-gets-on-track</link>
		
		<dc:creator><![CDATA[i2CAT]]></dc:creator>
		<pubDate>Mon, 29 Apr 2019 10:59:05 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=1330</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2019/04/29/the-vr-together-lab-gets-on-track/">The VR-Together Lab gets on track</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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										<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"><h5 style="text-align: left" class="vc_custom_heading" >Call for VR users and professionals interested in testing photorealistic Social VR experiences </h5>
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			<p><span style="font-weight: 400;">With Social Virtual Reality emerging as a new medium where users can remotely experience immersive content with others, the achievement of a true feeling of ‘being there together’ has become a key goal. The VR-Together project is addressing this challenge by developing new virtual reality experiences based on social photorealistic immersive content and quantifying</span><b> the quality of these new social VR experiences using a user centered approach.</b></p>

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			<p><span style="font-weight: 400;">One of the objectives of VR-Together is to develop appropriate </span><b>Quality of Experience (QoE) metrics and evaluation methods</b><span style="font-weight: 400;">. With this purpose in mind, the VR-Together consortium has set up a permanent and collaborative user lab with the required infrastructure and equipment to support the envisioned Social VR scenarios. It is made up of three distributed and inter-connected lab nodes in <strong>Barcelona</strong> (<strong>i2CAT</strong> premises), <strong>Thessaloniki</strong> (<strong>CERTH</strong> premises), and <strong>Den Haag</strong> and <strong>Soesterberg</strong> (<strong>TNO</strong> premises). Each lab node is composed of two full capture and rendering setups, allowing for the conduction of local experiments and demos involving two users. </span></p>

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</div><div class="vc_cta3-actions"><div class="vc_btn3-container vc_btn3-center" ><a class="vc_general vc_btn3 vc_btn3-size-md vc_btn3-shape-rounded vc_btn3-style-modern vc_btn3-color-pink" href="mailto:ivan.rodriguez@i2cat.net" title="" target="_blank">Contact us</a></div></div></div></div></section></div></div></div></div></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_row wpb_row vc_inner vc_row-fluid"><div class="wpb_column vc_column_container vc_col-sm-8"><div class="vc_column-inner"><div class="wpb_wrapper">
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			<p><span style="font-weight: 400;">Additional lab nodes are being built, so Pilot 2 can be experienced in even more sites:</span></p>
<ul>
<li style="font-weight: 400;"><i><span style="font-weight: 400;">Entropy </span></i><span style="font-weight: 400;">(Madrid, Spain) is planning to build a node to test the creative aspects of the project and the integration of contents in the VR-Together platform in its native version.</span></li>
<li style="font-weight: 400;"><i><span style="font-weight: 400;">Viaccess Orca </span></i><span style="font-weight: 400;">(Rennes, France) is building a distributed node between Rennes and Paris in order to run the web version of the VR-Together system. An additional lab facility in Paris will be set up soon.</span></li>
<li><em>CWI</em> (Amsterdam, The Netherlands) will install a permanent node once the first release of their capture system is ready, before summer (stay tuned!).</li>
</ul>

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			<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/2019/04/29/the-vr-together-lab-gets-on-track/">The VR-Together Lab gets on track</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>A new pilot to push the boundaries of social VR</title>
		<link>https://vrtogether.eu/2019/02/15/a-new-pilot-to-push-the-boundaries-of-social-vr/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=a-new-pilot-to-push-the-boundaries-of-social-vr</link>
		
		<dc:creator><![CDATA[i2CAT]]></dc:creator>
		<pubDate>Fri, 15 Feb 2019 11:05:47 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">http://vrtogether.eu/?p=1005</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2019/02/15/a-new-pilot-to-push-the-boundaries-of-social-vr/">A new pilot to push the boundaries of social VR</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
]]></description>
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			<p><span style="font-weight: 400;">The VR-Together project is ready to take big steps forward in the year ahead. After a kick-starting </span><a href="http://vrtogether.eu/about-vr-together/pilots/"><span style="font-weight: 400;">pilot</span></a><span style="font-weight: 400;"> showing the main features of the project, we are currently working on a second trial which will further progress towards the objectives of VR-Together. Pilot 2 aims at improving the social virtual reality experience by focusing on three key goals: </span></p>
<ul>
<li style="font-weight: 400;"><span style="font-weight: 400;">Creating the feeling of </span><b>being there together</b><span style="font-weight: 400;"> by improving the feeling of </span><b>immersion </b><span style="font-weight: 400;">in the content and the feeling of </span><b>togetherness</b><span style="font-weight: 400;">;</span></li>
<li style="font-weight: 400;"><span style="font-weight: 400;">Adding a </span><b>live factor</b><span style="font-weight: 400;"> to the content by </span><b>generating and transmitting live</b><span style="font-weight: 400;"> the scene contents;</span></li>
<li style="font-weight: 400;"><b>Increasing the number of users</b><span style="font-weight: 400;"> supported by the VR-Together system, from 2 to 4 or more users.</span></li>
</ul>
<p><span style="font-weight: 400;">This post goes through the different challenges and points out the elements introduced in VR-Together’s Pilot 2.</span></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"><h6 style="text-align: left" class="vc_custom_heading" >Content Scenario</h6></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_separator wpb_content_element vc_separator_align_center vc_sep_width_100 vc_sep_pos_align_center vc_separator_no_text vc_sep_color_grey" ><span class="vc_sep_holder vc_sep_holder_l"><span  class="vc_sep_line"></span></span><span class="vc_sep_holder vc_sep_holder_r"><span  class="vc_sep_line"></span></span>
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			<p>The creation of virtual environments has a direct relationship with the content that wants to be shown and the purpose of its visualization. In this case, we are aiming at a live entertainment content consumption scenario, where the end user is not expected to interact with the content (passive watch) but it is expected to interact with other users. This somehow tries to simulate what an important piece of current TV audiences do daily, that is, watching TV together.</p>
<p>In order to follow the story started in pilot 1, the content scenario is expected to position end users in a <b>TV studio</b>, more specifically a <b>news studio</b>, where the news <b>presenter </b>will be giving an overview of the news of the day. At some point, with the objective of going in depth in one of the news, the end users will be holo-ported to a crime scene, or a place that has a direct relationship with such crime, where a <b>journalist </b>will describe the scene. Thus, the objective with such transition between sites is twofold: first, to immerse a group of users in an<b> indoor environment</b>, and secondly, in an <b>outdoor environment</b>.</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"><h6 style="text-align: left" class="vc_custom_heading" >Options to represent the virtual environment</h6></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_separator wpb_content_element vc_separator_align_center vc_sep_width_100 vc_sep_pos_align_center vc_separator_no_text vc_sep_color_grey" ><span class="vc_sep_holder vc_sep_holder_l"><span  class="vc_sep_line"></span></span><span class="vc_sep_holder vc_sep_holder_r"><span  class="vc_sep_line"></span></span>
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			<p><span style="font-weight: 400;">To meet the objectives of Pilot 2 different options that mix heterogeneous media formats are under consideration. They are listed as:</span></p>
<p><strong>Option 1 &#8211; Full 360</strong></p>
<p style="text-align: left;"><span style="font-weight: 400;">What the end user sees is basically </span><b>a 360 video</b><span style="font-weight: 400;"> and </span><b>user representations</b><span style="font-weight: 400;"> are somehow </span><b>projected</b> <b>or </b><span style="font-weight: 400;">visualized by means of </span><b>side by side insertion</b><span style="font-weight: 400;">. An option is to mix at production two half spheres, where each end user can see in the same scene presenter and journalist, both captured with their background with omnidirectional cameras or there could be a transition between the TV news set and the outdoor space.</span></p>
<p style="text-align: left;"><span style="font-weight: 400;"><img loading="lazy" class="wp-image-1016 alignnone" src="http://vrtogether.eu/wp-content/uploads/2019/02/image2-300x169.png" alt="" width="399" height="225" srcset="https://vrtogether.eu/wp-content/uploads/2019/02/image2-300x169.png 300w, https://vrtogether.eu/wp-content/uploads/2019/02/image2-768x432.png 768w, https://vrtogether.eu/wp-content/uploads/2019/02/image2-700x394.png 700w, https://vrtogether.eu/wp-content/uploads/2019/02/image2-410x231.png 410w, https://vrtogether.eu/wp-content/uploads/2019/02/image2-100x56.png 100w, https://vrtogether.eu/wp-content/uploads/2019/02/image2-275x155.png 275w, https://vrtogether.eu/wp-content/uploads/2019/02/image2.png 960w" sizes="(max-width: 399px) 100vw, 399px" /> </span><img loading="lazy" class="wp-image-1018 alignnone" src="http://vrtogether.eu/wp-content/uploads/2019/02/image4-300x169.png" alt="" width="401" height="226" srcset="https://vrtogether.eu/wp-content/uploads/2019/02/image4-300x169.png 300w, https://vrtogether.eu/wp-content/uploads/2019/02/image4-768x432.png 768w, https://vrtogether.eu/wp-content/uploads/2019/02/image4-700x394.png 700w, https://vrtogether.eu/wp-content/uploads/2019/02/image4-410x231.png 410w, https://vrtogether.eu/wp-content/uploads/2019/02/image4-100x56.png 100w, https://vrtogether.eu/wp-content/uploads/2019/02/image4-275x155.png 275w, https://vrtogether.eu/wp-content/uploads/2019/02/image4.png 960w" sizes="(max-width: 401px) 100vw, 401px" /></p>
<p style="text-align: left;"><em><span style="font-weight: 400;">Fig 1. Shooting is done with two 360 cameras, indoors in a TV studio (left image) and outdoors where the action of the story has happened (right image).</span></em></p>
<p style="text-align: left;"><span style="font-weight: 400;"><img loading="lazy" class="alignnone wp-image-1017" src="http://vrtogether.eu/wp-content/uploads/2019/02/image3-300x169.png" alt="" width="398" height="224" srcset="https://vrtogether.eu/wp-content/uploads/2019/02/image3-300x169.png 300w, https://vrtogether.eu/wp-content/uploads/2019/02/image3-768x432.png 768w, https://vrtogether.eu/wp-content/uploads/2019/02/image3-700x394.png 700w, https://vrtogether.eu/wp-content/uploads/2019/02/image3-410x231.png 410w, https://vrtogether.eu/wp-content/uploads/2019/02/image3-100x56.png 100w, https://vrtogether.eu/wp-content/uploads/2019/02/image3-275x155.png 275w, https://vrtogether.eu/wp-content/uploads/2019/02/image3.png 960w" sizes="(max-width: 398px) 100vw, 398px" /> <img loading="lazy" class="alignnone wp-image-1013" src="http://vrtogether.eu/wp-content/uploads/2019/02/image13-300x169.png" alt="" width="401" height="226" srcset="https://vrtogether.eu/wp-content/uploads/2019/02/image13-300x169.png 300w, https://vrtogether.eu/wp-content/uploads/2019/02/image13-768x432.png 768w, https://vrtogether.eu/wp-content/uploads/2019/02/image13-700x394.png 700w, https://vrtogether.eu/wp-content/uploads/2019/02/image13-410x231.png 410w, https://vrtogether.eu/wp-content/uploads/2019/02/image13-100x56.png 100w, https://vrtogether.eu/wp-content/uploads/2019/02/image13-275x155.png 275w, https://vrtogether.eu/wp-content/uploads/2019/02/image13.png 960w" sizes="(max-width: 401px) 100vw, 401px" /></span></p>
<p style="text-align: left;"><em><span style="font-weight: 400;">Fig 2. In a 360 video, each user is placed in the middle of the sphere (left image). This introduces different issues (views among users won’t be coherent, only 3DOF, insertion of other user representations may be very problematic). Merging side by side video streams with other user representations may be an option (right image), although projection of TVM or PC-based representations can be also considered.</span></em></p>
<p><span style="font-weight: 400;">In this first option &#8211; Full 360 &#8211; the production side of the content is “simple”, and we convey that both presenter and journalist are part of the shooting, that is, their visual representation is an intrinsic part of the 360 video(s). Very likely, the complexity of this configuration relies more on how end users are presented and represented, thus deriving in three main suboptions:</span></p>
<ul>
<li style="font-weight: 400;"><b>Option 1.1 User representations are side by side video inserts</b><span style="font-weight: 400;">, chroma or alternatively background removal being then required;</span></li>
<li style="font-weight: 400;"><b>Option 1.2 User representations are TVM or PC projections</b><span style="font-weight: 400;">;</span></li>
<li style="font-weight: 400;"><b>Option 1.3 User representations are TVM or PC 3D insertions</b><span style="font-weight: 400;">. </span></li>
</ul>
<p><span style="font-weight: 400;">Following the same line of argumentation, we could also explore how self representation works in 360 environments having the same 3 options for self representation.</span></p>
<p><strong>Option 2 &#8211; Full 3D  </strong></p>
<p><span style="font-weight: 400;">What the end user sees is basically </span><b>a 3D environment, </b><span style="font-weight: 400;">representing both scene and users with a mixture of formats, but anchoring the experience into a 3D scene (a TV set or an outdoors location), CGI-based and made of 3D objects.</span></p>
<p><span style="font-weight: 400;"><img loading="lazy" class="alignnone wp-image-1015" src="http://vrtogether.eu/wp-content/uploads/2019/02/image1-300x169.png" alt="" width="504" height="284" srcset="https://vrtogether.eu/wp-content/uploads/2019/02/image1-300x169.png 300w, https://vrtogether.eu/wp-content/uploads/2019/02/image1-768x432.png 768w, https://vrtogether.eu/wp-content/uploads/2019/02/image1-700x394.png 700w, https://vrtogether.eu/wp-content/uploads/2019/02/image1-410x231.png 410w, https://vrtogether.eu/wp-content/uploads/2019/02/image1-100x56.png 100w, https://vrtogether.eu/wp-content/uploads/2019/02/image1-275x155.png 275w, https://vrtogether.eu/wp-content/uploads/2019/02/image1.png 931w" sizes="(max-width: 504px) 100vw, 504px" /></span></p>
<p><em>Fig 3. A capture of what is currently being done by a weather channel. The environment is full 3D, while the character, a presenter on a chroma in this case, is a 2D video insertion. This image shows what is the objective of VR-Together, but of course, in a 3DOF+ environment where camera position and pre-rendering farms are not applicable, as it can be done in a framed TV context where camera position and movements can be prefixed and executed when the presenter is acting live.</em></p>
<p><span style="font-weight: 400;">As already done in pilot 1, end users can be represented using the different formats envisaged by the project (RGBD video, PCs or TVMs) and under this full 3D option, the major differences, and options to be followed, come when we try to figure out how a live action is going to be captured, transmitted and displayed, since the rendering of 3D user representations in a 3D environment is not an issue (well, it is, but a technical one, not a production or user experience one). The possibilities considered by the consortium are three: using billboard representations, mono or stereo, as in Figure 3; or using pre-rigged characters animated remotely live with a MoCap system; or using the same capture systems we have in place for end users but in this case for characters acting on the scene. </span><span style="font-weight: 400;">In particular:</span></p>
<ul>
<li style="font-weight: 400;"><b>Option 2.1- Full 3D with billboards character representations.</b><span style="font-weight: 400;"> As already tested in Pilot 1, and as a natural continuation of the technology implemented in the previous stage of the project, the more comfortable and technically feasible configuration is to build two full 3D environments, a TV-set and an outdoor space, where presenter and journalist are placed as </span><b>video billboards (mono or stereo)</b><span style="font-weight: 400;"> that can be </span><b>captured, transmitted and inserted live</b><span style="font-weight: 400;"> in both 3D environments.</span></li>
</ul>
<p><span style="font-weight: 400;"><img loading="lazy" class="alignnone wp-image-1009" src="http://vrtogether.eu/wp-content/uploads/2019/02/image9-300x169.png" alt="" width="401" height="226" srcset="https://vrtogether.eu/wp-content/uploads/2019/02/image9-300x169.png 300w, https://vrtogether.eu/wp-content/uploads/2019/02/image9-768x432.png 768w, https://vrtogether.eu/wp-content/uploads/2019/02/image9-700x394.png 700w, https://vrtogether.eu/wp-content/uploads/2019/02/image9-410x231.png 410w, https://vrtogether.eu/wp-content/uploads/2019/02/image9-100x56.png 100w, https://vrtogether.eu/wp-content/uploads/2019/02/image9-275x155.png 275w, https://vrtogether.eu/wp-content/uploads/2019/02/image9.png 960w" sizes="(max-width: 401px) 100vw, 401px" /> <img loading="lazy" class="alignnone wp-image-1019" src="http://vrtogether.eu/wp-content/uploads/2019/02/image5-300x169.png" alt="" width="401" height="226" srcset="https://vrtogether.eu/wp-content/uploads/2019/02/image5-300x169.png 300w, https://vrtogether.eu/wp-content/uploads/2019/02/image5-768x432.png 768w, https://vrtogether.eu/wp-content/uploads/2019/02/image5-700x394.png 700w, https://vrtogether.eu/wp-content/uploads/2019/02/image5-410x231.png 410w, https://vrtogether.eu/wp-content/uploads/2019/02/image5-100x56.png 100w, https://vrtogether.eu/wp-content/uploads/2019/02/image5-275x155.png 275w, https://vrtogether.eu/wp-content/uploads/2019/02/image5.png 960w" sizes="(max-width: 401px) 100vw, 401px" /></span></p>
<p><em><span style="font-weight: 400;">Fig 4. Recreation of a video insertion of characters on chroma into a 3D environment.</span></em></p>
<ul>
<li style="font-weight: 400;"><b>Option 2.2- Full 3D with pre-rigged character representations</b><span style="font-weight: 400;">. The difference with option 2.1 is how the acting characters are represented. In this case instead of video billboards, </span><b>high-quality 3D pre-rigged characters would be used, animated live with a motion capture system</b><span style="font-weight: 400;">. Equipped with a motion capture suit, the actor&#8217;s movements are captured and a skeleton is reconstructed. This skeleton data is subsequently streamed to all interested components, and used to drive the character&#8217;s animation on the receiving end. While a dedicated motion capture studio with Vicon cameras and software is available and can be used for the motion capture (as was the case for the characters of Pilot 1), a more flexible alternative in the form of an </span><a href="https://www.xsens.com/products/xsens-mvn-animate/"><span style="font-weight: 400;">Xsens MVN</span></a><span style="font-weight: 400;"> setup is also available. The latter, based on inertial sensor technology, allows for more flexibility and easier transport, particularly when demonstrating the full solution at fairs or conferences. </span></li>
<li style="font-weight: 400;"><b>Option 2.3- Full 3D with TVMs or Point Cloud-based character representations</b><span style="font-weight: 400;"> uses the 4D capture systems being developed in the project to do a real-time capture of presenter and journalist, that will be integrated in the 3D environments as any other end user.</span></li>
</ul>
<p><em><span style="font-weight: 400;"><img loading="lazy" class="alignnone wp-image-1011" src="http://vrtogether.eu/wp-content/uploads/2019/02/image11-300x169.png" alt="" width="401" height="226" srcset="https://vrtogether.eu/wp-content/uploads/2019/02/image11-300x169.png 300w, https://vrtogether.eu/wp-content/uploads/2019/02/image11-768x432.png 768w, https://vrtogether.eu/wp-content/uploads/2019/02/image11-700x394.png 700w, https://vrtogether.eu/wp-content/uploads/2019/02/image11-410x231.png 410w, https://vrtogether.eu/wp-content/uploads/2019/02/image11-100x56.png 100w, https://vrtogether.eu/wp-content/uploads/2019/02/image11-275x155.png 275w, https://vrtogether.eu/wp-content/uploads/2019/02/image11.png 960w" sizes="(max-width: 401px) 100vw, 401px" /> <img loading="lazy" class="alignnone wp-image-1007" src="http://vrtogether.eu/wp-content/uploads/2019/02/image7-300x169.png" alt="" width="401" height="226" srcset="https://vrtogether.eu/wp-content/uploads/2019/02/image7-300x169.png 300w, https://vrtogether.eu/wp-content/uploads/2019/02/image7-768x432.png 768w, https://vrtogether.eu/wp-content/uploads/2019/02/image7-700x394.png 700w, https://vrtogether.eu/wp-content/uploads/2019/02/image7-410x231.png 410w, https://vrtogether.eu/wp-content/uploads/2019/02/image7-100x56.png 100w, https://vrtogether.eu/wp-content/uploads/2019/02/image7-275x155.png 275w, https://vrtogether.eu/wp-content/uploads/2019/02/image7.png 960w" sizes="(max-width: 401px) 100vw, 401px" /></span></em></p>
<p><em><span style="font-weight: 400;">Fig 5. Recreation of 3D characters (pre-rigged and animated with MoCap or TVM or PC based) of characters on chroma into a 3D environment.</span></em></p>
<p><strong>Option 3 &#8211; Mixing 3D and 180 (Oculus Venues style) </strong></p>
<p><span style="font-weight: 400;">It almost replicates what Oculus Venues is already doing. This means mixing a 3D space, where users are placed and can interact, and 180 content, with a transition in the limit between the two content formats. As an added value to what Oculus Venues is already doing, VR-Together would use photo-realistic end-user representations.  </span></p>
<p><span style="font-weight: 400;"><img loading="lazy" class="alignnone wp-image-1012" src="http://vrtogether.eu/wp-content/uploads/2019/02/image12-300x156.jpg" alt="" width="402" height="209" srcset="https://vrtogether.eu/wp-content/uploads/2019/02/image12-300x156.jpg 300w, https://vrtogether.eu/wp-content/uploads/2019/02/image12-768x399.jpg 768w, https://vrtogether.eu/wp-content/uploads/2019/02/image12-1024x532.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2019/02/image12-700x364.jpg 700w, https://vrtogether.eu/wp-content/uploads/2019/02/image12-410x213.jpg 410w, https://vrtogether.eu/wp-content/uploads/2019/02/image12-100x52.jpg 100w, https://vrtogether.eu/wp-content/uploads/2019/02/image12-275x143.jpg 275w, https://vrtogether.eu/wp-content/uploads/2019/02/image12.jpg 1280w" sizes="(max-width: 402px) 100vw, 402px" /> <img loading="lazy" class="alignnone wp-image-1020" src="http://vrtogether.eu/wp-content/uploads/2019/02/image6-300x169.jpg" alt="" width="371" height="209" srcset="https://vrtogether.eu/wp-content/uploads/2019/02/image6-300x169.jpg 300w, https://vrtogether.eu/wp-content/uploads/2019/02/image6-768x432.jpg 768w, https://vrtogether.eu/wp-content/uploads/2019/02/image6-1024x576.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2019/02/image6-700x394.jpg 700w, https://vrtogether.eu/wp-content/uploads/2019/02/image6-410x231.jpg 410w, https://vrtogether.eu/wp-content/uploads/2019/02/image6-100x56.jpg 100w, https://vrtogether.eu/wp-content/uploads/2019/02/image6-275x155.jpg 275w, https://vrtogether.eu/wp-content/uploads/2019/02/image6.jpg 1280w" sizes="(max-width: 371px) 100vw, 371px" /></span></p>
<p><em><span style="font-weight: 400;">Fig 6. A football match as seen in Oculus Venues (left) and a recreation of VR-Together proposal, with more realistic characters that would be basically TVMs or PCs.</span></em></p>
<p><span style="font-weight: 400;"><img loading="lazy" class="alignnone wp-image-1010" src="http://vrtogether.eu/wp-content/uploads/2019/02/image10-300x172.png" alt="" width="776" height="445" srcset="https://vrtogether.eu/wp-content/uploads/2019/02/image10-300x172.png 300w, https://vrtogether.eu/wp-content/uploads/2019/02/image10-768x441.png 768w, https://vrtogether.eu/wp-content/uploads/2019/02/image10-1024x589.png 1024w, https://vrtogether.eu/wp-content/uploads/2019/02/image10-700x402.png 700w, https://vrtogether.eu/wp-content/uploads/2019/02/image10-410x236.png 410w, https://vrtogether.eu/wp-content/uploads/2019/02/image10-100x57.png 100w, https://vrtogether.eu/wp-content/uploads/2019/02/image10-275x158.png 275w, https://vrtogether.eu/wp-content/uploads/2019/02/image10.png 1291w" sizes="(max-width: 776px) 100vw, 776px" /></span></p>
<p><em><span style="font-weight: 400;">Fig 7. The figure tries to depict half sphere (180 degrees), situating the center of the sphere close to the user’s position. Notice the degradation of the half sphere in its corners, so there is a transition between the 3D environment where the users are placed, and the video “screen/dome” where users visualize the content. Although 180 (or 360 video) is 3DOF, a parallax effect can be created if 3D objects are positioned between the user’s eyes and the video dome. Thus, 3D objects representing other users, chairs, maybe the presenter or the journalist can give the feeling of being in a 3DOF+ environment. </span></em></p>
<p><strong>Option 4 &#8211; Mixing wide angle video window and 3D</strong></p>
<p><span style="font-weight: 400;">One of the main open questions that we have with regards to option 3(.1) is that 180 content per se will never react according a 3DOF+ or 6DOF environment. To soften the lack of parallax when visualizing such contents, </span><b>3D objects</b><span style="font-weight: 400;"> can be </span><b>inserted between end user</b><span style="font-weight: 400;"> positions </span><b>and </b><span style="font-weight: 400;">the </span><b>video</b><span style="font-weight: 400;"> content being displayed, but being the 180 dome so close, our hypothesis is that this will affect the feeling of immersion. A variation of what is proposed in option 4 (or 3.2) would be to consider directive videos, to depict live actions that are happening (and are being positioned) sufficiently far from the user’s eyes, and being them insertable in a framed context or behind a fictional frame. </span></p>
<p><span style="font-weight: 400;">Let’s consider a theater as an example. We can shoot an opera from seat 20 for instance, and crop and insert the resulting video in the stage of a virtual theatre, right behind the curtains. Will the VR users, sitting far enough from the stage, feel the difference? Is this better or worst than having a 180 video of the stage and part of the seating area that will be later substituted by 3D seating area? Since we are also considering an outdoor space for our fiction, let’s now consider the same for an action happening at the end of a tunnel, or a street, or anything that allow 3D artists seamlessly integrate both contents (a 3D scene and a directive video).</span></p>
<p><span style="font-weight: 400;"><img loading="lazy" class="alignnone wp-image-1014" src="http://vrtogether.eu/wp-content/uploads/2019/02/image14-300x172.png" alt="" width="776" height="445" srcset="https://vrtogether.eu/wp-content/uploads/2019/02/image14-300x172.png 300w, https://vrtogether.eu/wp-content/uploads/2019/02/image14-768x441.png 768w, https://vrtogether.eu/wp-content/uploads/2019/02/image14-1024x589.png 1024w, https://vrtogether.eu/wp-content/uploads/2019/02/image14-700x402.png 700w, https://vrtogether.eu/wp-content/uploads/2019/02/image14-410x236.png 410w, https://vrtogether.eu/wp-content/uploads/2019/02/image14-100x57.png 100w, https://vrtogether.eu/wp-content/uploads/2019/02/image14-275x158.png 275w, https://vrtogether.eu/wp-content/uploads/2019/02/image14.png 1291w" sizes="(max-width: 776px) 100vw, 776px" /></span></p>
<p><em><span style="font-weight: 400;">Fig 8. The figure tries to depict a directive video projected on a flat object behind the buildings. A parallax effect is created by the buildings and street lights while the video represents an action happening in the next crossing of the street.</span></em></p>
<p><span style="font-weight: 400;">Further discussions are being undertaken by the consortium, considering the pros and cons of each option from the production, implementation and user experience perspectives. <strong>Stay tuned for some exciting updates coming your way in the next weeks!</strong></span></p>

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			<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/2019/02/15/a-new-pilot-to-push-the-boundaries-of-social-vr/">A new pilot to push the boundaries of social VR</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>VRTogether and the future of Social VR</title>
		<link>https://vrtogether.eu/2018/08/03/vrtogether-and-the-future-of-social-vr/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=vrtogether-and-the-future-of-social-vr</link>
		
		<dc:creator><![CDATA[i2CAT]]></dc:creator>
		<pubDate>Fri, 03 Aug 2018 10:28:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Oculus]]></category>
		<category><![CDATA[Oculus Venues]]></category>
		<category><![CDATA[Social VR]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[VR]]></category>
		<category><![CDATA[VR Market]]></category>
		<category><![CDATA[VRTogether]]></category>
		<guid isPermaLink="false">http://vrtogether.eu/?p=669</guid>

					<description><![CDATA[<p>The virtual reality market is gaining more traction by the day, large players in the field develop new innovative solutions to maximise immersiveness and a lot is fueled by the social media giant named Facebook who owns one of the most powerful companies in the field, Oculus. It’s Chief Scientist, Michael Abrash, recently published an [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://vrtogether.eu/2018/08/03/vrtogether-and-the-future-of-social-vr/">VRTogether and the future of Social VR</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>The virtual reality market is gaining more traction by the day, large players in the field develop new innovative solutions to maximise immersiveness and a lot is fueled by the social media giant named Facebook who owns one of the most powerful companies in the field, Oculus. It’s Chief Scientist, Michael Abrash, recently published an <a href="https://www.oculus.com/blog/vrs-grand-challenge-michael-abrash-on-the-future-of-human-interaction/" target="_blank" rel="noopener noreferrer">interesting blog post</a> describing the biggest challenges in VR in the years to come.</p>
<p>In the issues analysed he addresses the topic of inference by giving different examples in which our brain’s assumptions are far from reality and how VR can use this in its favour to design the next level of immersive experiences. Moreover, he refers to open issues such as eye tracking, hand tracking, focus in VR displays and essentially the importance of coordination of real humans movements within the virtual space.</p>
<p>Looking a bit further around we discovered a <a href="https://www.forbes.com/sites/johnkoetsier/2018/04/30/virtual-reality-77-of-vr-users-want-more-social-engagement-67-use-weekly-28-use-daily/#6360193e18fc/" target="_blank" rel="noopener noreferrer">market research study</a> indicating how people intend to use VR technologies. We notice a high expectation of VR usage among the users who own the necessary hardware but most importantly the importance of social engagement in VR.</p>
<figure id="attachment_675" aria-describedby="caption-attachment-675" style="width: 814px" class="wp-caption aligncenter"><img loading="lazy" class="wp-image-675 size-full" src="http://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues.jpg" alt="" width="814" height="424" srcset="https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues.jpg 814w, https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues-300x156.jpg 300w, https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues-768x400.jpg 768w, https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues-700x365.jpg 700w, https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues-410x214.jpg 410w, https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues-100x52.jpg 100w, https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues-275x143.jpg 275w" sizes="(max-width: 814px) 100vw, 814px" /><figcaption id="caption-attachment-675" class="wp-caption-text">Source: <a href="https://techcrunch.com/2018/05/01/new-oculus-venues-app-organizes-live-vr-events-under-one-roof/">Techcrunch</a></figcaption></figure>
<p>We recently had a great experience by trying out the platform that Oculus experiment with, <a href="https://www.wired.com/story/oculus-venues/" target="_blank" rel="noopener noreferrer">Oculus Venues</a>, by showing <a href="https://www.roadtovr.com/world-cup-2018-oculus-venues/" target="_blank" rel="noopener noreferrer">selected games</a> from the World Cup to viewers based in the USA. After joining the experience and starting the application, we found ourselves represented by an avatar and seated in a virtual part of the football stadium where the game was taking place. Besides the football game and the score, the most interesting part was the rest of the people who were around us. It was possible to interact verbally and also use the Rift controllers for moving the hands of the avatar. It was really interesting to see people joining such an experience given the airing time of the events (05:00 a.m.) and its popularity as a time assigned to sleep. Communicating with the other end-users and talking about the sociality of this VR experience was very easy and a lot of this excitement was shared among the crowd of the participants.</p>
<figure id="attachment_676" aria-describedby="caption-attachment-676" style="width: 823px" class="wp-caption aligncenter"><img loading="lazy" class="wp-image-676" src="http://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs.jpg" alt="" width="823" height="450" srcset="https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs.jpg 1299w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-300x164.jpg 300w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-768x420.jpg 768w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-1024x560.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-700x383.jpg 700w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-410x224.jpg 410w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-100x55.jpg 100w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-275x150.jpg 275w" sizes="(max-width: 823px) 100vw, 823px" /><figcaption id="caption-attachment-676" class="wp-caption-text">Source: VRTogether Pilot 1 Scene designs</figcaption></figure>
<p>VR-Together will be addressing this kind of social experiences in its core by assembling an innovative end-to-end pipeline for the delivery of photorealistic immersive content to multiple users. VR-Together will be going beyond the state-of-the-art experiences mentioned above. In Pilot 1, end-users will be represented by their real-life point clouds, time-varying meshes or 2D images, compared to the avatars used in Oculus Venues.  End-users will be able to interact and communicate with each other in real-time, with a special functionality for HMD removal, within a virtual interrogation room (3D scene) while also being able to interact with the environment itself (in Pilot 3). VR-Together will also conduct some experiments to evaluate the level of immersiveness, the feeling of togetherness and various other aspects that define what constitutes a “truly” social VR experience. An overview of the project, its objectives and envisioned scenarios can be found in the publication presented during the VR workshop in ACM TVX 2018<a href="#_ftn1" name="_ftnref6"><sup>[1]</sup></a>. Below you can find a list of the metrics VR-Together will be using to evaluate the VR experience in development.</p>
<table width="900">
<tbody>
<tr>
<td width="305"><strong>Metrics</strong></td>
<td width="596"><strong>Description</strong></td>
</tr>
<tr>
<td width="305"><em>Technical performance (objective)</em></td>
<td width="596"><em>delays, bandwidth, media sync, traffic overhead, CPU load, media quality, etc.</em></td>
</tr>
<tr>
<td width="305"><em>User experience (objective)</em></td>
<td width="596"><em>gaze, head direction, physiological signals, speech activity, motion data, interaction with the environment and between users, etc.</em></td>
</tr>
<tr>
<td width="305"><em>User experience (subjective)</em></td>
<td width="596"><em>questionnaires, interviews, observations, etc.</em></td>
</tr>
<tr>
<td width="305"><em>Added value (objective/subjective)</em></td>
<td width="596"><em>questionnaires, interviews, etc.</em></td>
</tr>
</tbody>
</table>
<p>We are excited and proud to present our Pilot 1 experience in September 2018. Make sure to follow our Twitter account and find out about our next demonstration!</p>
<p>Stay tuned and see you soon!</p>
<p><a href="#_ftnref1" name="_ftn6"><sup>[1]</sup></a> M. Montagud, J. A. Núñez, T. Karavellas, I. Jurado, S. Fernández, “Convergence between TV and VR: Enabling Truly Immersive and Social Experiences”, Workshop on Virtual Reality, co-located with ACM TVX 2018, Seoul (South Korea), June 2018</p>
<p>&nbsp;</p>
<h5>Who we are</h5>
<p>The <a href="http://www.i2cat.net/en" target="_blank" rel="noopener noreferrer">i2CAT Foundation</a> is a non-profit research and technology centre that promotes R&amp;D activities in the fields of the Internet and advanced digital technologies. It has pioneered an innovation model based on collaboration between companies, public administrations, academia and users. i2CAT coordinates the VRTogether project</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="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="http://www.artanim.ch/" target="_blank" rel="noopener noreferrer">Artanim</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>
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<p>&nbsp;</p>
<p><em>Text: Themistoklis Karavellas &#8211; <a href="http://www.i2cat.net/en">i2CAT</a></em></p>
<p><a href="#_ftnref1" name="_ftn1"></a></p>
<p>The post <a rel="nofollow" href="https://vrtogether.eu/2018/08/03/vrtogether-and-the-future-of-social-vr/">VRTogether and the future of Social VR</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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