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	<title>News &#8211; VRTogether</title>
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		<title>Photogrammetry: where innovation, art and technology go hand in hand</title>
		<link>https://vrtogether.eu/2021/01/18/photogrammetry-innovation-art-and-technology/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=photogrammetry-innovation-art-and-technology</link>
		
		<dc:creator><![CDATA[VRTogether]]></dc:creator>
		<pubDate>Mon, 18 Jan 2021 11:56:05 +0000</pubDate>
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					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2021/01/18/photogrammetry-innovation-art-and-technology/">Photogrammetry: where innovation, art and technology go hand in hand</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<h4>What is photogrammetry</h4>
<p>The VRTogether project is characterized by the use of state of the art technology to offer high quality content and hyper realistic material. One of these technologies is named photogrammetry, and it has been used successfully for this project to digitally recreate specific environments.</p>
<p>But first of all, what is photogrammetry? Photogrammetry is the technique used to obtain information about objects and the environment by using recording and measuring devices, to later digitally interpret this information. Even though this technique is commonly used in fields such as topographic mapping, architecture and geology, among others, the VRTogether artistic partners found a way to apply it to the objectives of the project. This technique is also commonly used in movies and TV shows to computer-generate content in post-production.</p>
<h4>What did we use photogrammetry for</h4>
<p>Among others, one of the conclusions of the <a href="https://vrtogether.eu/2020/06/19/1st-vrtogether-joint-business-clinic/">previously announced on this blog</a> first Joint Business Clinic was the preparation and elaboration of different use cases that would focus on several fields. One of these fields was the preservation and showcasing of art and heritage, offering this service to museums, theatrical companies and all culture industries and institutions.</p>
<p>Using this technology to recreate part of the collection of a museum was just an example of how this technique can be used with the technology developed within the VRTogether project to demonstrate that museums and art exhibition rooms have the possibility to use this type of technology, not only to eventually increase their cash flow and visitors, but to achieve, among others, the following objectives:</p>
<ul>
<li>To preserve the museum heritage, helping its conservation and correct visualization and enjoyment.</li>
<li>To preserve the history of the city in which the museum is located.</li>
<li>To bring heritage closer to a diverse audience, adapting its characteristics and needs by offering an interactive experience.</li>
<li>To create a product that allows to get the most out of the facilities and cultural heritage of the museum, making it attractive and unique.</li>
<li>To offer experiences to groups of people, all of them being able to experiment cultural activities at the same time, allowing a positive flow of word of mouth in and out of the museum.</li>
</ul>
<p>Even though the final use of this technology is focused on increasing the cash flow and number of visitors to the museum, this technology also allows the generation and display of new types of content, exploring the different ways in which art and culture can be preserved and presented to the audience. The inclusion of different social groups is another factor in which VR has great potential. To resume the path of sustainable competitiveness that gets us out of the current crisis, the productive system must be able to take advantage of all the potential that culture and the arts have by imagining new scenarios, future artifacts, or reinterpreting interfaces. If the artists have something in common, designers and creatives are good at making understandable in a way close to the newest concepts. This is transcendental for society and people, embracing the innovative solutions that global challenges need. VR is committed to eliminating barriers that separate the worlds of the humanities and technologies and therefore increase the competitiveness and sustainability of our innovation system. This is in line with the bet of the European Union itself, which establishes that the culture and our values are necessary to compete on a global scale with other regions from social cohesion, and thus ensure that innovation is sustainable at the economic, social and environmental levels.</p>
<p>Some of the most famous museums in the world are already using some VR techniques to offer their audience a new experience. TheMo’s team created <a href="https://www.museothyssen.org/apoyo/apoyo-empresarial/entrar-cuadro-realidad-virtual-itinerancia" target="_blank" rel="noopener noreferrer">one of the most beautiful VR immersive experiences</a> for Museum Thyssen Bornemisza. <a href="https://www.youtube.com/watch?v=Au_UpzhzHwk" target="_blank" rel="noopener noreferrer">The Louvre Museum</a> and <a href="https://www.youtube.com/watch?v=Mp1G5ZFpzJA" target="_blank" rel="noopener noreferrer">The National Museum of Natural History</a>, both in Paris, or <a href="https://www.youtube.com/watch?v=JOWLtpArwFE" target="_blank" rel="noopener noreferrer">The Tate Modern Museum</a> in London are just some examples of important museum refererents that are including VR in their activities. From the VRTogether consortium we wanted to continue within this field, bringing new immersive experiences.</p>
<p>The chosen museum to use this technique was the <a href="https://www.victorbalaguer.cat/en/prueba-inicio-en/" target="_blank" rel="noopener noreferrer">Víctor Balaguer Museum &amp; Library</a>, located in Vilanova i la Geltrú (Barcelona, Spain). Specifically, the XIX Century Art Gallery from this museum was the one selected to be immortalized with the photogrammetry technique.</p>
<figure id="attachment_3256" aria-describedby="caption-attachment-3256" style="width: 600px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2021/01/image8.jpg"><img loading="lazy" class="wp-image-3256" src="https://vrtogether.eu/wp-content/uploads/2021/01/image8-300x225.jpg" alt="First phase of the photogrammetry process" width="600" height="450" srcset="https://vrtogether.eu/wp-content/uploads/2021/01/image8-300x225.jpg 300w, https://vrtogether.eu/wp-content/uploads/2021/01/image8-1024x768.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2021/01/image8-768x576.jpg 768w, https://vrtogether.eu/wp-content/uploads/2021/01/image8-1536x1153.jpg 1536w, https://vrtogether.eu/wp-content/uploads/2021/01/image8-700x525.jpg 700w, https://vrtogether.eu/wp-content/uploads/2021/01/image8-410x308.jpg 410w, https://vrtogether.eu/wp-content/uploads/2021/01/image8-100x75.jpg 100w, https://vrtogether.eu/wp-content/uploads/2021/01/image8-275x206.jpg 275w, https://vrtogether.eu/wp-content/uploads/2021/01/image8.jpg 1999w" sizes="(max-width: 600px) 100vw, 600px" /></a><figcaption id="caption-attachment-3256" class="wp-caption-text">First phase of the photogrammetry process</figcaption></figure>
<h4>First phase of the photogrammetry process</h4>
<p>As the Victor Balaguer Museum &amp; Library claims, the XIX Century Art Gallery gathers the big part of the founding painting and sculpture collection in an area that recreates the original environment of the Fine Arts halls of the time with high ceilings, velvety colored walls and plenty of paintings hanging on the walls.</p>
<p>The audience can find different works from the collection made by the Museum’s founder, Víctor Balaguer, and also several art pieces by artists like Ramon Casas, Santiago Rusiñol, Marià Fortuny, Ramon Martí Alsina or Joaquim Vayreda, representing styles such as Romanticism, Realism and Symbolism.</p>
<h4>How did we use photogrammetry</h4>
<p>The photogrammetry technique was applied in different stages, since the scanning process of this technology consists of several steps.</p>
<p>The first phase is the acquisition of images. In late August, TheMo team travelled to the museum to do this process. The captured pictures needed to have enough overlap in order to let the photogrammetry software locate all the information of the scenario and the cameras in a digital environment. As it can be seen in the following pictures, the mix of colors in the XIX Century Art Gallery was high, so all the pictures were taken in .raw format , so information couldn’t be lost in the digital recreation of the space.</p>
<figure id="attachment_3258" aria-describedby="caption-attachment-3258" style="width: 1199px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2021/01/image111.jpg"><img loading="lazy" class="wp-image-3258" src="https://vrtogether.eu/wp-content/uploads/2021/01/image111-300x110.jpg" alt="" width="1199" height="439" srcset="https://vrtogether.eu/wp-content/uploads/2021/01/image111-300x110.jpg 300w, https://vrtogether.eu/wp-content/uploads/2021/01/image111-1024x375.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2021/01/image111-768x281.jpg 768w, https://vrtogether.eu/wp-content/uploads/2021/01/image111-700x256.jpg 700w, https://vrtogether.eu/wp-content/uploads/2021/01/image111-410x150.jpg 410w, https://vrtogether.eu/wp-content/uploads/2021/01/image111-100x37.jpg 100w, https://vrtogether.eu/wp-content/uploads/2021/01/image111-275x101.jpg 275w, https://vrtogether.eu/wp-content/uploads/2021/01/image111.jpg 1500w" sizes="(max-width: 1199px) 100vw, 1199px" /></a><figcaption id="caption-attachment-3258" class="wp-caption-text">First phase of the photogrammetry process</figcaption></figure>
<p>The next step consists of <strong>reviewing</strong> every single picture taken of the scenario, making sure that no space is missing, so the number of pictures that need to be checked and reviewed is large. Generally, this process is done with specialized software, such as Adobe Photoshop Lightroom. During this stage of the photogrammetry process, every picture (if needed) is retouched in terms of light, hue, saturation and every other aspect that requires an extra retouch.</p>
<p>Normally, this process is focused on lightening those parts of the picture that may be a little bit dark, or even the opposite process, darkening parts that are overexposed. This process has to be very detail oriented, since all the digitally recreated rooms have to look natural, and lighting is one delicate step in order to make that happen. Once this review and retouch process is done, the pictures need to be exported in .jpg format, since photogrammetry softwares don’t use the previously mentioned .raw format.</p>
<p>Once all the pictures have been imported to the photogrammetry software, a first <strong>alignment calculation</strong> is done. This is essential in order to obtain a scattered point cloud model. The scattered point cloud model helps the technician to evaluate if more pictures are needed, if the ones chosen are the correct ones or if everyone selected is enough to continue with the process. The following gif illustrates this paragraph that is common to every photogrammetry process.</p>
<figure id="attachment_3260" aria-describedby="caption-attachment-3260" style="width: 690px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2021/01/image2.gif"><img loading="lazy" class="wp-image-3260 size-full" src="https://vrtogether.eu/wp-content/uploads/2021/01/image2.gif" alt="Example of a very primitive point cloud model" width="690" height="569" /></a><figcaption id="caption-attachment-3260" class="wp-caption-text">Example of a very primitive point cloud model</figcaption></figure>
<p>Once this step is done, a second and more precise calculation is needed to obtain a<strong> polygon mesh model</strong> of every part of the room. This process is heavier and slower to perform, but it helps to bring naturality and hyper-realism to the final product. Since it is a step in which every piece is defined, it offers as well a solid vision of how the final model is going to look like.</p>
<figure id="attachment_3261" aria-describedby="caption-attachment-3261" style="width: 600px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2021/01/image7.png"><img loading="lazy" class="wp-image-3261" src="https://vrtogether.eu/wp-content/uploads/2021/01/image7-300x200.png" alt="" width="600" height="400" srcset="https://vrtogether.eu/wp-content/uploads/2021/01/image7-300x200.png 300w, https://vrtogether.eu/wp-content/uploads/2021/01/image7-768x512.png 768w, https://vrtogether.eu/wp-content/uploads/2021/01/image7-700x467.png 700w, https://vrtogether.eu/wp-content/uploads/2021/01/image7-410x273.png 410w, https://vrtogether.eu/wp-content/uploads/2021/01/image7-100x67.png 100w, https://vrtogether.eu/wp-content/uploads/2021/01/image7-275x183.png 275w, https://vrtogether.eu/wp-content/uploads/2021/01/image7.png 850w" sizes="(max-width: 600px) 100vw, 600px" /></a><figcaption id="caption-attachment-3261" class="wp-caption-text">Example of a defined polygon mesh model of the Three Graces by Antonio Canova</figcaption></figure>
<p>Finally, and once the polygonal model is obtained, the textures of the model are calculated in order to edit the final light and color information. The following pictures show the final look of the digital recreation using this photogrammetric technique. It can be appreciated all the details of every single piece of art, obtaining the desired hyper-realistic look in order to be used for the previously mentioned use case.</p>
<p><a href="https://vrtogether.eu/wp-content/uploads/2021/01/image6.jpg"><img loading="lazy" class="aligncenter wp-image-3263" src="https://vrtogether.eu/wp-content/uploads/2021/01/image6-300x204.jpg" alt="" width="600" height="408" srcset="https://vrtogether.eu/wp-content/uploads/2021/01/image6-300x204.jpg 300w, https://vrtogether.eu/wp-content/uploads/2021/01/image6-1024x696.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2021/01/image6-768x522.jpg 768w, https://vrtogether.eu/wp-content/uploads/2021/01/image6-1536x1044.jpg 1536w, https://vrtogether.eu/wp-content/uploads/2021/01/image6-700x476.jpg 700w, https://vrtogether.eu/wp-content/uploads/2021/01/image6-410x279.jpg 410w, https://vrtogether.eu/wp-content/uploads/2021/01/image6-100x68.jpg 100w, https://vrtogether.eu/wp-content/uploads/2021/01/image6-275x187.jpg 275w, https://vrtogether.eu/wp-content/uploads/2021/01/image6.jpg 1600w" sizes="(max-width: 600px) 100vw, 600px" /></a></p>
<figure id="attachment_3262" aria-describedby="caption-attachment-3262" style="width: 599px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2021/01/image5.jpg"><img loading="lazy" class="wp-image-3262" src="https://vrtogether.eu/wp-content/uploads/2021/01/image5-300x200.jpg" alt="" width="599" height="399" srcset="https://vrtogether.eu/wp-content/uploads/2021/01/image5-300x200.jpg 300w, https://vrtogether.eu/wp-content/uploads/2021/01/image5-1024x682.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2021/01/image5-768x511.jpg 768w, https://vrtogether.eu/wp-content/uploads/2021/01/image5-1536x1022.jpg 1536w, https://vrtogether.eu/wp-content/uploads/2021/01/image5-700x466.jpg 700w, https://vrtogether.eu/wp-content/uploads/2021/01/image5-410x273.jpg 410w, https://vrtogether.eu/wp-content/uploads/2021/01/image5-100x67.jpg 100w, https://vrtogether.eu/wp-content/uploads/2021/01/image5-275x183.jpg 275w, https://vrtogether.eu/wp-content/uploads/2021/01/image5.jpg 1600w" sizes="(max-width: 599px) 100vw, 599px" /></a><figcaption id="caption-attachment-3262" class="wp-caption-text">Final look of the photogrammetric process done at the Victor Balaguer Museum &amp; Library art gallery</figcaption></figure>

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			<p>Authors: <a href="https://vrtogether.eu/team/guillermo-calahorra/">Guillermo Calahorra</a> and <a href="https://vrtogether.eu/team/ana-revilla/">Ana Revilla</a> (<a href="https://vrtogether.eu/consortium/the_mo/">TheMo</a>)</p>
<p>Come and follow us in this VR journey with <a href="https://vrtogether.eu/consortium/i2cat/" target="_blank" rel="noopener noreferrer">i2CAT</a>, <a href="https://vrtogether.eu/consortium/cwi/" target="_blank" rel="noopener noreferrer">CWI</a>, <a href="https://vrtogether.eu/consortium/tno/" target="_blank" rel="noopener noreferrer">TNO</a>, <a href="https://vrtogether.eu/consortium/certh/" target="_blank" rel="noopener noreferrer">CERTH</a>, <a href="https://vrtogether.eu/consortium/artanim/" target="_blank" rel="noopener noreferrer">Artanim</a>, <a href="https://vrtogether.eu/consortium/viaccess-orca/" target="_blank" rel="noopener noreferrer">Viaccess-Orca</a>, <a href="https://vrtogether.eu/consortium/the_mo/" target="_blank" rel="noopener noreferrer">TheMo</a> and <a href="https://vrtogether.eu/consortium/motion-spell/" target="_blank" rel="noopener noreferrer">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/2021/01/18/photogrammetry-innovation-art-and-technology/">Photogrammetry: where innovation, art and technology go hand in hand</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>The final release of the Volumetric Video Capturing system of  CERTH and VRTogether is here!</title>
		<link>https://vrtogether.eu/2020/12/21/the-final-release-of-the-volumetric-video-capturing-system-of-certh-and-vrtogether-is-here/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-final-release-of-the-volumetric-video-capturing-system-of-certh-and-vrtogether-is-here</link>
		
		<dc:creator><![CDATA[CERTH]]></dc:creator>
		<pubDate>Mon, 21 Dec 2020 18:01:32 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=3237</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/12/21/the-final-release-of-the-volumetric-video-capturing-system-of-certh-and-vrtogether-is-here/">The final release of the Volumetric Video Capturing system of  CERTH and VRTogether is here!</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p>The Volumetric Capturing (VolCap) system is a toolset designed to orchestrate the capturing, streaming and recording of the data acquired from a multi-sensor infrastructure.</p>
<p>A number of processing units each manage and collect data from a single sensor using a headless application called Eye.</p>
<p>A set of sensors is orchestrated by a centralized UI application, VolCap, that is also the delivery point of the connected sensor streams.</p>
<p>VolCap allows multi-stream synchronization and data-driven and global optimized volumetric alignment (calibration), in order for the data and metadata needed for a 3D mesh reconstruction to be finally captured, encoded and streamed. It also offers an extended variety of real-time RGBD data parameterization from the user interface regarding the image resolutions, compression parameters, sensor presets and so on.</p>
<p>The technical offerings of the new version include:</p>
<ul>
<li>Efficient, scalable and low-resource multi-stream live sensor data acquisition and recording</li>
<li>Integration (and mixing) of Kinect 4 Azure and Intel RealSense 2.0 D415 devices</li>
<li>Combined hardware (device-specific) and software (IEEE 1588 PTP) multi-stream synchronization</li>
<li>Data-driven and global optimized volumetric alignment</li>
</ul>
<p>The volumetric capture software has been used in various activities such as <strong>Live tele-presence in Augmented VR </strong>or <strong>Mixed/Augmented Reality </strong>settings<strong>, Performance Capture, Free Viewpoint Video (FVV), Immersive Applications (i.e. events and/or gaming) </strong>and <strong>Motion Capture.</strong></p>
<p>In CERTH premises, we had the chance to test the final software release and simultaneously capture in high quality human user representations with 4 Microsoft Kinect4Azure and 4 Intel RealSense D415 ToF technology of the Kinect4Azure (K4A). The 4D reconstruction shows promising results that can increase sense of immersion in any application.</p>
<p>The new release comes with a new, organized documentation page available at <a href="https://vcl3d.github.io/VolumetricCapture" target="_blank" rel="noopener noreferrer">https://vcl3d.github.io/VolumetricCapture</a></p>

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			<p>Author: CERTH</p>
<p>Come and follow us in this VR journey with i2CAT, CWI, TNO, CERTH, Artanim, Viaccess-Orca, TheMo and Motion Spell.</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/2020/12/21/the-final-release-of-the-volumetric-video-capturing-system-of-certh-and-vrtogether-is-here/">The final release of the Volumetric Video Capturing system of  CERTH and VRTogether is here!</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>Pre-Pilot Technology Test in CERTH premises</title>
		<link>https://vrtogether.eu/2020/12/11/pre-pilot-technology-test-in-certh-premises/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pre-pilot-technology-test-in-certh-premises</link>
		
		<dc:creator><![CDATA[CERTH]]></dc:creator>
		<pubDate>Fri, 11 Dec 2020 11:42:04 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=3231</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/12/11/pre-pilot-technology-test-in-certh-premises/">Pre-Pilot Technology Test in CERTH premises</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p>Pilots are checkpoints to evaluate the creative and technical challenges of the project, aiming at assessing the performance of the technological developments, validating and refining the defined evaluation methodology and assessing the appropriateness of the technology and created scenarios / content to provide truly realistic and interactive social VR experiences.</p>
<p>CERTH successfully completed 2 full 2-user sessions with TVM v3 (mesh-based volumetric video) representation between 4 users in total. In Pilot 3, the experience attempts to increase the sense of immersion and togetherness. While having a maximum of five users with a live representation and a variety of different representation options (3D avatar, 2D video, single and multi camera point clouds, TVMs), users have also the ability to join a session as spectators or even with no representation at all. The Pilot3 <strong>VRTogether </strong>scenario resumes and concludes the same storyline, while taking part in a virtual apartment of great detail. It also includes three 3D avatars which interact with the users through voice instructions for specific actions using the Oculus Rift controllers and a simple form of dialog resulting in binary answer questions.</p>
<p>In CERTH premises we set up two capturing nodes with four Kinect4Azure depth sensors each. Following the Pilot protocol and all the hygiene protection rules designed by our consortium partner, CWI, we were able to conduct two 2-user sessions using the Pilot3 VR scenario of <strong>VRTogether</strong>’s platform. Both users were represented as TVMs and were able to successfully complete the scene’s interactions through the Oculus Rift’s controllers and its microphone.</p>
<p>Unfortunately we were not able to proceed with a bigger number of participants, as a result of the local COVID19 restrictions. Participants filled questionnaires before and after the sessions, as instructed by the used protocol, while all metrics integrated in<strong> VRTOGETHER</strong>’s platform were captured.</p>

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			<p>Author: <a href="https://vrtogether.eu/consortium/certh/">CERTH</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/2020/12/11/pre-pilot-technology-test-in-certh-premises/">Pre-Pilot Technology Test in CERTH premises</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>Why and how to automatize testing in Unity projects?</title>
		<link>https://vrtogether.eu/2020/11/23/automatize-testing-unity-projects/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=automatize-testing-unity-projects</link>
		
		<dc:creator><![CDATA[Viaccess-Orca]]></dc:creator>
		<pubDate>Mon, 23 Nov 2020 07:00:03 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=3187</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/11/23/automatize-testing-unity-projects/">Why and how to automatize testing in Unity projects?</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<h4>General testing considerations</h4>
<p>In every software development it is important to include testing rules in the process. These rules ensure quality and a continuous evolution over new integrated features. For a developer, testing regularly allows more confidence during new implementations &#8211; the more developers test their code, the more they will guarantee the quality of it. Of course, this will take them a little while, if they just do it manually.</p>
<p>There are different types of tests depending on the stages of the project.</p>
<ul>
<li><strong>Unit tests</strong>, which induce a step-by-step verification of the developer’s work by themselves. The idea is to verify that each unit (which can represent a function or a class depending on the projects conventions)work as intended. These tests are more numerous and have the narrowest scope of all the tests.</li>
<li><strong>Integration tests</strong>. Most applications integrate parts outside of the basic production environment (databases, file systems, network calls to other applications) that are common to dissociate during unit tests. The interactions and links that these parts have with each other are tested during integration testing.</li>
<li><strong>Functional tests</strong>, which can be divided into three types:
<ul>
<li>The Human-Machine Interface (HMI) tests: the purpose of the HMI tests is to verify that the corporate visual identity has been respected throughout development in two aspects:
<ul>
<li>The visual presentation: menus, display parameters, window properties, icon bars, screen resolution, edge effects, etc.</li>
<li>Navigation: means of navigation, shortcuts, the result of moving around on a screen, etc.</li>
</ul>
</li>
<li>Application tests, which verify security and for example compatibility between different browsers</li>
<li>Load tests, which scrutinize the project’s performance and robustness.</li>
</ul>
</li>
</ul>
<p><img loading="lazy" class="aligncenter wp-image-3197" src="https://vrtogether.eu/wp-content/uploads/2020/11/VO_article_02_.png" alt="" width="460" height="354" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/VO_article_02_.png 765w, https://vrtogether.eu/wp-content/uploads/2020/11/VO_article_02_-300x231.png 300w, https://vrtogether.eu/wp-content/uploads/2020/11/VO_article_02_-700x539.png 700w, https://vrtogether.eu/wp-content/uploads/2020/11/VO_article_02_-410x316.png 410w, https://vrtogether.eu/wp-content/uploads/2020/11/VO_article_02_-100x77.png 100w, https://vrtogether.eu/wp-content/uploads/2020/11/VO_article_02_-275x212.png 275w" sizes="(max-width: 460px) 100vw, 460px" />New implementations in a project are often the vector of instabilities or anomalies, with sometimes unforeseeable consequences. That is the reason why it makes sense to perform non-regression testing, as a type of safety net. Non-regression testing can take a lot of time and effort for teams. In addition, the non-regression test phase is at the end of the chain of all projects carried out in classic or agile mode. This phase is regularly subjected to strong constraints of schedules and budget. This is why it is interesting to automate those tests.</p>
<p>Once operational, tests automation has many advantages:</p>
<ul>
<li>Time savings, due to a reduction in the workload of the teams.</li>
<li>Increase in productivity.</li>
<li>Reliability and quality of the tests carried out.</li>
<li>Increase of the level of completeness of the tests carried out.</li>
<li>Free teams from repetitive tasks in favour of tasks with greater added value (Analysis of results, definition of test cases, planning, etc.).</li>
</ul>
<h4>Automatic testing in the scope of the VRT project</h4>
<p>As part of Work Package 3 (WP3), which focuses on the delivery of specific software and hardware components for the project, the consortium organizes regular testing sessions. Latest development and functional improvements are analysed during meetings called Test fests. Lately, these meetings highlighted the need to automate some integration tests that verify links the different components with a main component which manage all of them: the orchestrator.</p>
<p>These tests are time-consuming if performed by humans and seem very simple to validate via an automatic process. Moreover a solution which can emulate the user’s actions could be used later for HMI tests.</p>
<p>In order to evaluate efficiently testing tools, it is important to follow a precise path:</p>
<ul>
<li>Know when and how it is possible to automate these tests</li>
<li>Translate the initial need into a test scenario: without interpretation, without forgetting any important features</li>
<li>Execute the tests with rigor and follow the correction of anomalies</li>
<li>Organize the tests according to the means of the company, the size and the complexity of the software First, a functional, UI (focused on the user interface) non regression test will be created.</li>
</ul>
<h4>How to choose the best suitable tools for automatic testing in Unity?</h4>
<p>Of course, many test systems exist. The idea is to find the most suitable solution adapted to VRTogether requirements.</p>
<p>Test systems will be evaluated according to the following criteria:</p>
<ul>
<li>Windows platform</li>
<li>Accordance to the concerned testing type.</li>
<li>Input fields detection on unity</li>
<li>Price: This research will focus on open source projects.</li>
<li>Technical Support and Assistance: Automation engineers sometimes need help on critical problems.</li>
</ul>
<p>The research for the best system induced naturally the experimentations, and so it makes sense to first create an interface that presents the milestones of the VRTogeter’s usage scenario. It’s a way to identify clearly the testing software’s specificities without confusing on the VRT’s. For the sake of efficiency, a usage scenario reduced to its strict minimum should be created in accordance to a simplified interface made on unity.</p>
<p>The intention is to simulate the behavior of a user who interacts with an interface comprising of a login password section and a registration section with writing areas for the name, email, password and confirmation of the password. During a first test the users will identify themselves with a previously saved profile (it takes the form of a text file at the root of the project), and during a second test the users will create their own account in the register section.</p>
<p>The simplified scenario:</p>
<ul>
<li>Check that the program is started</li>
<li>Check the existence of the login button</li>
<li>Fill in the login text field with the username</li>
<li>Fill in the password text field with the password</li>
<li>Click on the login button</li>
<li>Verify the interface change</li>
</ul>
<p>It seemed coherent to us to initially focus our search for an automated test solution working with unity on open source solutions. If the outcome of this research had not been conclusive, our research would have turned towards profitable solutions.</p>
<p>This section will provide an overview of the different test solutions that have been explored. Then a more precise explanation of how AltUnity works and why it was chosen as the most adapted solution follows.</p>
<h4>Unity Test Runner</h4>
<h6><a href="https://docs.unity3d.com/2017.4/Documentation/Manual/testing-editortestsrunner.html" target="_blank" rel="noopener noreferrer">docs.unity3d.com/2017.4/Documentation/Manual/testing-editortestsrunner</a></h6>
<p>Unity Test Runner (UTR) is a tool, now directly integrated into Unity, the tests are written in C # with the <a href="https://nunit.org/" target="_blank" rel="noopener noreferrer">nunit library</a>. The checks are done thanks to the assert class; it allows to know if the tests are positive or not.</p>
<p>Of course, there is no limit to the number of possible checks.</p>
<p>The tests can be carried out in &#8220;edit mode&#8221; from the Unity editor which allows code checks without launching the player and in &#8220;play mode&#8221; which allows you to see the effects of your test in the unity scene. The tests in play mode add more assemblies during the construction of the project, and therefore increase the size and the build time. Unity test runner is primarily useful for unit testing and possibly for integration testing. Thus, its operation in play mode involves a sort of division of the scene to isolate the fragments of code which are tested. The unity editor can also have different performance depending on the computer used (CPU, GPU, OS &#8230;). Automated functional tests must be applied to environments as close as possible to production environments. And this is why the Unity Test Runner is not the most suitable tool.</p>
<h4>Selenium</h4>
<h6><a href="https://www.selenium.dev/" target="_blank" rel="noopener noreferrer">https://www.selenium.dev/</a></h6>
<p>Selenium is &#8220;a set of web browser automation tools that uses best available techniques to remotely control browser instances and emulate a user&#8217;s interaction with the browser&#8221; (Selenium, n.d.). The notoriety of the tool and the big community around it are sufficient reasons to explore Selenium.</p>
<p>Selenium works on a web browser, here the experiment is done with the <a href="https://chromedriver.chromium.org/getting-started" target="_blank" rel="noopener noreferrer">chrome webdriver</a>. Writing a few lines in Java is made easier by selenium IDE. Automating a functional test on a website therefore does not present any difficulties. Unfortunately, selenium does not have a driver allowing to make the link with the Unity editor or the build of the VRT application. This constraint makes Selenium unsuitable. The Selenium solution finds its equivalent for unity, this one is called Appium.</p>
<h4>Appium</h4>
<h6><a href="http://appium.io/" target="_blank" rel="noopener noreferrer">http://appium.io/</a></h6>
<p>Appium was developed by <a href="https://appium.io/history.html?lang=en" target="_blank" rel="noopener noreferrer">Dan Cuellar</a> in August 2012, it is actually written in node.js. Appium works with IOS, Android and theoretically Desktop applications. Starting a game with Appium does not pose any difficulties, but identifying the elements of the scene and creating interactions presents a sticking point. These concerns can be resolved with an image recognition system using the open CV library as raised by Ru Cindrela &#8211; engineer at Altom- during her conference on Appium given in 2018. VRT&#8217;s requirements lead to find a standalone solution that can identify unity objects separately from each other. Appium is therefore ruled out.</p>
<h4>Unium</h4>
<h6><a href="https://github.com/gwaredd/unium" target="_blank" rel="noopener noreferrer">https://github.com/gwaredd/unium</a></h6>
<p>Unium gives a flexible interface that allows to remotely control and inspect a game while it is running. While the API Unium offers some very interesting possibilities to inspect game behavior, object coordinates or latency, it is not a stand-alone solution. Its compatibility with Appium circumvents one of the major problems of Appium, the object detection. The association between Unium and Appium is of great interest in the testing of mobile applications.</p>
<p>Unium is available for free on GitHub. This is a library for Unity that allows test verification. Even if it is Appium compatible, it’s important to clarify that this is not an automation tool. It is presented as an HTTP API which can be used by the testing tools. It comes in two parts:</p>
<p>&#8211; A web server directly integrated into the game</p>
<p>&#8211; A query system that allows you to search and manipulate the elements of the project.</p>
<h4>Autoit</h4>
<h6><a href="https://www.autoitscript.com" target="_blank" rel="noopener noreferrer">https://www.autoitscript.com</a></h6>
<p>Autoit is a high-level programming language allowing to automate the user’s behavior who evolve under a Microsoft Windows OS, it gives a wide choice of function libraries. There is an editor and an Autoit IDE. If in a Windows environment, the tool has no significant limitations, the creation of functional tests for unity presents blocking points.</p>
<p>In the usage scenario Autoit is not able to identify the existence of the login button, but if it has received the coordinates of this one as well as its colour code, it will be able to check if the pixels of the button have the expected colour at the expected moment.</p>
<p>This solution which considers the coordinates of the pixels, their colour and the location of the mouse cursor makes possible to automate the behavior of a user in an environment that Autoit doesn’t know while still maintaining the execution of the scenario. To get some feedbacks, when launching the VRT project, Autoit generates in a separate document a txt file in which the verifications are notified.</p>
<p>Indeed, if the aspect of the project takes a different form or if it’s responsive, the Autoit script must be modified.</p>
<p>From this observation, the research turned to a solution capable of identifying the elements of a Unity project.</p>
<h4>AltUnityTester</h4>
<h6><a href="https://altom.gitlab.io/altunity/altunitytester/" target="_blank" rel="noopener noreferrer">https://altom.gitlab.io/altunity/altunitytester/</a></h6>
<p>AltUnity tests the ability to identify the objects present in a Unity scene and to create interactions with them. This solution is an alternative to Appium presented by <a href="https://www.youtube.com/watch?v=KwmanWMTh10" target="_blank" rel="noopener noreferrer">Ru Cindrea</a> at the SeleniumConf in Chicago. (SeleniumConf, 2018) AltUnity Tester is an open source test automation tool developed by the company Altom, it takes the form of a user interface that should precisely help detect objects in a game and interact with them using written tests in C #, Python or Java. These tests can be run on real devices (mobile, PC, etc.) or in the Unity editor. This unity plugin seems to meet expectations because it offers a possibility to check the functioning of the tests in the editor and even to make a build. This particularity seems to us suitable for an evolution for performance tests. In addition, this tool is compatible with Appium (It could be just as effective for phone applications in other innovation projects).</p>
<p>It works through WebSocket server and a client. A connection can be established via an API and an interface in the unity editor.</p>

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    <th class="tg-o8z0">Open-source</th>
    <th class="tg-o8z0">Technical Support and assistance</th>
  </tr>
</thead>
<tbody>
  <tr>
    <td class="tg-t3fk">Unity test runner</td>
    <td class="tg-t3fk">C#</td>
    <td class="tg-t3fk"><span style="color:#538135">All Platform</span></td>
    <td class="tg-t3fk"><span style="color:red">Unit test</span></td>
    <td class="tg-t3fk"><span style="color:#538135">V</span></td>
    <td class="tg-t3fk"><span style="color:#538135">V</span></td>
    <td class="tg-t3fk"><span style="color:#538135">V</span></td>
  </tr>
  <tr>
    <td class="tg-9wq8">Selenium</td>
    <td class="tg-9wq8">JavaScript, C#, python</td>
    <td class="tg-9wq8"><span style="color:red">Web browser : Chrome, Mozilla firefox</span>   </td>
    <td class="tg-9wq8"><span style="color:#538135">Functional test</span></td>
    <td class="tg-9wq8"><span style="color:red">X</span></td>
    <td class="tg-9wq8"><span style="color:#538135">V</span></td>
    <td class="tg-9wq8"><span style="color:#538135">V</span></td>
  </tr>
  <tr>
    <td class="tg-t3fk">Appium</td>
    <td class="tg-t3fk">C#</td>
    <td class="tg-t3fk"><span style="color:red">iOS, Android</span></td>
    <td class="tg-t3fk"><span style="color:#538135">Integration test,</span><br><span style="color:#538135">functional test</span></td>
    <td class="tg-t3fk"><span style="color:#538135">V</span></td>
    <td class="tg-t3fk"><span style="color:#538135">V</span></td>
    <td class="tg-t3fk"><span style="color:#538135">V</span></td>
  </tr>
  <tr>
    <td class="tg-9wq8">Unium</td>
    <td class="tg-9wq8">Appium script </td>
    <td class="tg-9wq8"><span style="color:#538135">All Platform</span></td>
    <td class="tg-9wq8"><span style="color:red">X</span></td>
    <td class="tg-gb5f"><span style="color:#538135">V</span></td>
    <td class="tg-9wq8"><span style="color:#538135">V</span></td>
    <td class="tg-9wq8"><span style="color:red">X</span></td>
  </tr>
  <tr>
    <td class="tg-t3fk">Autoit</td>
    <td class="tg-t3fk">Autoit script</td>
    <td class="tg-t3fk"><span style="color:red">Windows</span></td>
    <td class="tg-t3fk"><span style="color:#538135">Functional test</span></td>
    <td class="tg-t3fk"><span style="color:red">X</span></td>
    <td class="tg-t3fk"><span style="color:#538135">V</span></td>
    <td class="tg-t3fk"><span style="color:#538135">V</span></td>
  </tr>
  <tr>
    <td class="tg-9wq8">AltUnity tester</td>
    <td class="tg-9wq8">C#</td>
    <td class="tg-9wq8"><span style="color:#538135">IOS, Android, Standalone</span>   </td>
    <td class="tg-9wq8"><span style="color:#538135">Unit test, integration test, functional test.</span></td>
    <td class="tg-9wq8"><span style="color:#538135">V</span></td>
    <td class="tg-9wq8"><span style="color:#538135">V</span></td>
    <td class="tg-9wq8"><span style="color:#538135">V</span></td>
  </tr>
</tbody>
</table></div>
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			<p>Alt Unity tester is arguably the most suitable tool for VRT&#8217;s demand and could be adapted in a continuous integration chain to improve the end user’s quality of experience. In addition, the tool, which is constantly evolving, adapts to other kinds of platform. For now the consortium keeps a permanent monitoring on the evolution of these solutions.</p>

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			<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/2020/11/23/automatize-testing-unity-projects/">Why and how to automatize testing in Unity projects?</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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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>
]]></description>
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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>World’s First Volumetric Video Conference (point clouds) over a Public 5G Network: a medical emergency example</title>
		<link>https://vrtogether.eu/2020/11/09/worlds-first-volumetric-video-conference-point-clouds-over-a-public-5g-network/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=worlds-first-volumetric-video-conference-point-clouds-over-a-public-5g-network</link>
		
		<dc:creator><![CDATA[VRTogether]]></dc:creator>
		<pubDate>Mon, 09 Nov 2020 14:22:29 +0000</pubDate>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=3106</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/11/09/worlds-first-volumetric-video-conference-point-clouds-over-a-public-5g-network/">World’s First Volumetric Video Conference (point clouds) over a Public 5G Network: a medical emergency example</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 attachment-full size-full wp-post-image"><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">
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			<p>VRTogether was present at <strong>VRDays Europe 2020</strong>, showcasing the world’s first live 3D video conference, using point clouds, over a commercial 5G network. VRTogether partners <a href="https://www.cwi.nl/" target="_blank" rel="noopener noreferrer"><strong>CWI</strong></a> and <a href="https://www.linkedin.com/company/soundcompany/" target="_blank" rel="noopener noreferrer"><strong>Sound</strong></a> presented a live demo to demonstrate the potential of the platform for emergency healthcare services. The demo showcased volumetric video conferencing (based on point clouds) between a doctor, in a medical examination room, and an (acting) injured patient outside in the street.</p>

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			<div class="wpb_video_wrapper"><iframe title="World’s First Volumetric Video Conference (point clouds) over a Public 5G Network" width="1170" height="658" src="https://www.youtube.com/embed/EuoRfy18_Fc?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe></div>
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			<a href="https://vrtogether.eu/wp-content/uploads/2020/11/01_Diagram_demo.jpg" target="_self" class="vc_single_image-wrapper   vc_box_border_grey"><img width="838" height="537" src="https://vrtogether.eu/wp-content/uploads/2020/11/01_Diagram_demo.jpg" class="vc_single_image-img attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/01_Diagram_demo.jpg 838w, https://vrtogether.eu/wp-content/uploads/2020/11/01_Diagram_demo-300x192.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/11/01_Diagram_demo-768x492.jpg 768w, https://vrtogether.eu/wp-content/uploads/2020/11/01_Diagram_demo-700x449.jpg 700w, https://vrtogether.eu/wp-content/uploads/2020/11/01_Diagram_demo-410x263.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/11/01_Diagram_demo-100x64.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/11/01_Diagram_demo-275x176.jpg 275w" sizes="(max-width: 838px) 100vw, 838px" /></a><figcaption class="vc_figure-caption">Diagram of the Demonstration</figcaption>
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			<p>The doctor was captured at the VRDays stage using Azure Kinect cameras. In the same stage the experience was captured by a virtual camera, projected on a big screen and broadcasted in real time. The patient joined the session outside near Science Park in Amsterdam, was captured with a Samsung S20 Ultra 5G smartphone, and streamed over the standard 5G network of KPN in real-time.</p>
<p>The capture application on the phone uses the depth and color cameras to capture depth and color frames. After applying some alignment transformations, a point cloud is computed using the information on both frames. For the demo, we used a depth resolution of 240&#215;180 pixels which turned into an average of 20.000 points per frame. The streaming was performed at 20fps, which turns into a 51.2 Mbits/second stream, too big for streaming over a 4G network (typical uploading velocity around 25Mbits/s), but enough for a 5G network (even at 700MHz).</p>

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<table>
<thead>
<tr>
<th>Depth resolution</th>
<th>max points</th>
<th>bytes/point</th>
<th>bytes header</th>
<th>bytes body</th>
<th>TOTAL bytes/frame</th>
<th>fps</th>
<th>Mbytes/s</th>
<th>Mbits/s</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: center;">240&#215;180</td>
<td style="text-align: center;">20000</td>
<td style="text-align: center;">16</td>
<td style="text-align: center;">24</td>
<td style="text-align: center;">320000</td>
<td style="text-align: center;">320024</td>
<td style="text-align: center;">20</td>
<td style="text-align: center;">6.40</td>
<td style="text-align: center;">51.20</td>
</tr>
</tbody>
</table>
</div>

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			<a href="https://vrtogether.eu/wp-content/uploads/2020/11/02_Capturing_PC_mobile-1024x573.jpg" target="_self" class="vc_single_image-wrapper   vc_box_border_grey"><img width="1563" height="874" src="https://vrtogether.eu/wp-content/uploads/2020/11/02_Capturing_PC_mobile.jpg" class="vc_single_image-img attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/02_Capturing_PC_mobile.jpg 1563w, https://vrtogether.eu/wp-content/uploads/2020/11/02_Capturing_PC_mobile-300x168.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/11/02_Capturing_PC_mobile-1024x573.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2020/11/02_Capturing_PC_mobile-768x429.jpg 768w, https://vrtogether.eu/wp-content/uploads/2020/11/02_Capturing_PC_mobile-1536x859.jpg 1536w, https://vrtogether.eu/wp-content/uploads/2020/11/02_Capturing_PC_mobile-700x391.jpg 700w, https://vrtogether.eu/wp-content/uploads/2020/11/02_Capturing_PC_mobile-410x229.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/11/02_Capturing_PC_mobile-100x56.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/11/02_Capturing_PC_mobile-275x154.jpg 275w" sizes="(max-width: 1563px) 100vw, 1563px" /></a><figcaption class="vc_figure-caption">Capturing point clouds from a mobile phone</figcaption>
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			<a href="https://vrtogether.eu/wp-content/uploads/2020/11/03_5G_Network_SciencePark_Amsterdam.jpg" target="_self" class="vc_single_image-wrapper   vc_box_border_grey"><img width="712" height="396" src="https://vrtogether.eu/wp-content/uploads/2020/11/03_5G_Network_SciencePark_Amsterdam.jpg" class="vc_single_image-img attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/03_5G_Network_SciencePark_Amsterdam.jpg 712w, https://vrtogether.eu/wp-content/uploads/2020/11/03_5G_Network_SciencePark_Amsterdam-300x167.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/11/03_5G_Network_SciencePark_Amsterdam-700x389.jpg 700w, https://vrtogether.eu/wp-content/uploads/2020/11/03_5G_Network_SciencePark_Amsterdam-410x228.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/11/03_5G_Network_SciencePark_Amsterdam-100x56.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/11/03_5G_Network_SciencePark_Amsterdam-275x153.jpg 275w" sizes="(max-width: 712px) 100vw, 712px" /></a><figcaption class="vc_figure-caption">Characteristics of the 5G Network around Science Park in Amsterdam</figcaption>
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			<p>The <a href="https://vrtogether.eu/project-outcomes/project-results/">VRTogether platform</a> was used for orchestrating the experience. In the project we have developed an end-to-end pipeline for the delivery of volumetric video, as point clouds. The platform has three unique characteristics: it provides a real-time experience, so we can explore new forms of communication and collaboration using volumetric video; it allows for optimization mechanism based on the context of interaction and human behavior; and it is extensible so the technical components (capturing, compression, delivery, rendering) can be customized depending on the needs of the interaction. The platform uses an award winning <a href="https://doi.org/10.1109/TCSVT.2016.2543039" target="_blank" rel="noopener noreferrer">compression algorithm for point clouds</a> developed by the Distributed and Interactive Systems group at CWI.</p>

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</div></div></div></div><div class="vc_row wpb_row vc_inner vc_row-fluid vc_custom_1604931586379"><div class="wpb_column vc_column_container vc_col-sm-12"><div class="vc_column-inner"><div class="wpb_wrapper"><div class="wpb_images_carousel wpb_content_element vc_clearfix"><div class="wpb_wrapper"><div id="vc_images-carousel-1-1617779703" data-ride="vc_carousel" data-wrap="true" style="width: 100%;" data-interval="3000" data-auto-height="yes" data-mode="horizontal" data-partial="false" data-per-view="1" data-hide-on-end="false" class="vc_slide vc_images_carousel"><ol class="vc_carousel-indicators"><li data-target="#vc_images-carousel-1-1617779703" data-slide-to="0"></li><li data-target="#vc_images-carousel-1-1617779703" data-slide-to="1"></li><li data-target="#vc_images-carousel-1-1617779703" data-slide-to="2"></li><li data-target="#vc_images-carousel-1-1617779703" data-slide-to="3"></li><li data-target="#vc_images-carousel-1-1617779703" data-slide-to="4"></li><li data-target="#vc_images-carousel-1-1617779703" data-slide-to="5"></li></ol><div class="vc_carousel-inner"><div class="vc_carousel-slideline"><div class="vc_carousel-slideline-inner"><div class="vc_item"><div class="vc_inner"><img width="1920" height="960" src="https://vrtogether.eu/wp-content/uploads/2020/11/04_VRDays_stage_doctor.jpg" class="attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/04_VRDays_stage_doctor.jpg 1920w, https://vrtogether.eu/wp-content/uploads/2020/11/04_VRDays_stage_doctor-300x150.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/11/04_VRDays_stage_doctor-1024x512.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2020/11/04_VRDays_stage_doctor-768x384.jpg 768w, https://vrtogether.eu/wp-content/uploads/2020/11/04_VRDays_stage_doctor-1536x768.jpg 1536w, https://vrtogether.eu/wp-content/uploads/2020/11/04_VRDays_stage_doctor-700x350.jpg 700w, https://vrtogether.eu/wp-content/uploads/2020/11/04_VRDays_stage_doctor-410x205.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/11/04_VRDays_stage_doctor-100x50.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/11/04_VRDays_stage_doctor-275x138.jpg 275w" sizes="(max-width: 1920px) 100vw, 1920px" /></div></div><div class="vc_item"><div class="vc_inner"><img width="1920" height="960" src="https://vrtogether.eu/wp-content/uploads/2020/11/05_VRDays_doctor.jpg" class="attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/05_VRDays_doctor.jpg 1920w, https://vrtogether.eu/wp-content/uploads/2020/11/05_VRDays_doctor-300x150.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/11/05_VRDays_doctor-1024x512.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2020/11/05_VRDays_doctor-768x384.jpg 768w, https://vrtogether.eu/wp-content/uploads/2020/11/05_VRDays_doctor-1536x768.jpg 1536w, https://vrtogether.eu/wp-content/uploads/2020/11/05_VRDays_doctor-700x350.jpg 700w, https://vrtogether.eu/wp-content/uploads/2020/11/05_VRDays_doctor-410x205.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/11/05_VRDays_doctor-100x50.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/11/05_VRDays_doctor-275x138.jpg 275w" sizes="(max-width: 1920px) 100vw, 1920px" /></div></div><div class="vc_item"><div class="vc_inner"><img width="1920" height="960" src="https://vrtogether.eu/wp-content/uploads/2020/11/06_Patient.jpg" class="attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/06_Patient.jpg 1920w, https://vrtogether.eu/wp-content/uploads/2020/11/06_Patient-300x150.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/11/06_Patient-1024x512.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2020/11/06_Patient-768x384.jpg 768w, https://vrtogether.eu/wp-content/uploads/2020/11/06_Patient-1536x768.jpg 1536w, https://vrtogether.eu/wp-content/uploads/2020/11/06_Patient-700x350.jpg 700w, https://vrtogether.eu/wp-content/uploads/2020/11/06_Patient-410x205.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/11/06_Patient-100x50.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/11/06_Patient-275x138.jpg 275w" sizes="(max-width: 1920px) 100vw, 1920px" /></div></div><div class="vc_item"><div class="vc_inner"><img width="1920" height="960" src="https://vrtogether.eu/wp-content/uploads/2020/11/07_Orchestrating.jpg" class="attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/07_Orchestrating.jpg 1920w, https://vrtogether.eu/wp-content/uploads/2020/11/07_Orchestrating-300x150.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/11/07_Orchestrating-1024x512.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2020/11/07_Orchestrating-768x384.jpg 768w, https://vrtogether.eu/wp-content/uploads/2020/11/07_Orchestrating-1536x768.jpg 1536w, https://vrtogether.eu/wp-content/uploads/2020/11/07_Orchestrating-700x350.jpg 700w, https://vrtogether.eu/wp-content/uploads/2020/11/07_Orchestrating-410x205.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/11/07_Orchestrating-100x50.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/11/07_Orchestrating-275x138.jpg 275w" sizes="(max-width: 1920px) 100vw, 1920px" /></div></div><div class="vc_item"><div class="vc_inner"><img width="1920" height="960" src="https://vrtogether.eu/wp-content/uploads/2020/11/9_Stage.jpg" class="attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/9_Stage.jpg 1920w, https://vrtogether.eu/wp-content/uploads/2020/11/9_Stage-300x150.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/11/9_Stage-1024x512.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2020/11/9_Stage-768x384.jpg 768w, https://vrtogether.eu/wp-content/uploads/2020/11/9_Stage-1536x768.jpg 1536w, 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			<h6><a href="https://vrdays.co" target="_blank" rel="noopener noreferrer"><strong>VRDays</strong></a> is the leading European conference and exhibition on Virtual, Augmented and Mixed Reality content, creativity and innovation. The event took place at Amsterdam’s De Kromhouthal on Wednesday, 4th of November.</h6>
<h6><a href="https://www.cwi.nl/" target="_blank" rel="noopener noreferrer"><strong>CWI</strong></a>’s <a href="https://www.dis.cwi.nl/" target="_blank" rel="noopener noreferrer">Distributed and Interactive Systems</a> research group focuses on facilitating and improving the way people access media and communicate with others and with the environment. They address key problems for society and science, resulting from the dense connectivity of content,  people, and devices. The group uses recognized scientific methods, following a full-stack, experimental, and human-centered approach.</h6>
<h6><a href="https://sound.team/" target="_blank" rel="noopener noreferrer"><strong>Sound</strong></a> helps people and businesses grow and prosper by unlocking their digital potential. They enable their customers to figure out technology through education &amp; training, experiments and scaling new business models in order to lead their own way forward. Sound especially focuses on The future of Work, The future of Ethics, The future of Trust and the The future of Mobility. In this way VR is a perfect crossover in between the domain work and mobility.</h6>

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			<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/2020/11/09/worlds-first-volumetric-video-conference-point-clouds-over-a-public-5g-network/">World’s First Volumetric Video Conference (point clouds) over a Public 5G Network: a medical emergency example</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>HUMAN4D: Human-Centric Multimodal Dataset for Motions and Immersive Media created by VRTOGETHER’s consortium members CERTH, CWI, Artanim</title>
		<link>https://vrtogether.eu/2020/11/06/human4d-human-centric-multimodal-dataset-for-motions-and-immersive-media-created-by-vrtogethers-consortium-members-certh-cwi-artanim/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=human4d-human-centric-multimodal-dataset-for-motions-and-immersive-media-created-by-vrtogethers-consortium-members-certh-cwi-artanim</link>
		
		<dc:creator><![CDATA[CERTH]]></dc:creator>
		<pubDate>Fri, 06 Nov 2020 14:19:22 +0000</pubDate>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=3099</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/11/06/human4d-human-centric-multimodal-dataset-for-motions-and-immersive-media-created-by-vrtogethers-consortium-members-certh-cwi-artanim/">HUMAN4D: Human-Centric Multimodal Dataset for Motions and Immersive Media created by VRTOGETHER’s consortium members CERTH, CWI, Artanim</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p>HUMAN4D is a new multimodal human-centric 4D dataset containing a large corpus with more than 50K samples. By capturing 2 female and 2 male professional actors performing various full-body movements and expressions, HUMAN4D provides a diverse set of motions and poses encountered as part of single- and multi-person daily, physical and social activities (jumping, dancing, etc.), along with multi-RGBD (mRGBD), volumetric and audio data.</p>
<p>Despite the existence of multi-view color datasets captured with the use of hardware (HW) synchronization, HUMAN4D is the first and only public resource that provides volumetric depth maps with high synchronization precision due to the use of intra- and inter-sensor HW-SYNC.</p>
<p>VRTogether consortium members <a href="https://vrtogether.eu/consortium/certh/"><strong>CERTH</strong></a>, <a href="https://vrtogether.eu/consortium/cwi/"><strong>CWI</strong></a> and <a href="https://vrtogether.eu/consortium/artanim/"><strong>Artanim</strong></a> made all the data (<a href="http://dx.doi.org/10.21227/xjzb-4y45">http://dx.doi.org/10.21227/xjzb-4y45</a>) and code (<a href="https://github.com/tofis/human4d_dataset">https://github.com/tofis/human4d_dataset</a>)  available online, including the respective synchronization, calibration and camera parameters, along with data loaders and other processing, visualization and evaluation tools, for academic use and further research.</p>
<p>The involved consortium members commit to continuously maintain the dataset for the community by adding new tools, baselines and captures. Despite the continuous maintenance of the dataset, benchmarking subsets will remain constant to allow the assessment and comparison between new state-of-the-art methods on the same datasets.</p>
<p>HUMAN4D and its associated tools will stimulate further research in computer vision and data driven approaches, enabling research on human pose estimation, real-time volumetric video reconstruction and compression, with the use of consumer-grade RGBD cameras sensors.</p>

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			<a href="https://vrtogether.eu/wp-content/uploads/2020/11/Fig1.jpg" target="_self" class="vc_single_image-wrapper   vc_box_border_grey"><img width="550" height="443" src="https://vrtogether.eu/wp-content/uploads/2020/11/Fig1.jpg" class="vc_single_image-img attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/Fig1.jpg 550w, https://vrtogether.eu/wp-content/uploads/2020/11/Fig1-300x242.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/11/Fig1-410x330.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/11/Fig1-100x81.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/11/Fig1-275x222.jpg 275w" sizes="(max-width: 550px) 100vw, 550px" /></a><figcaption class="vc_figure-caption">Using a custom photogrammetry rig with 96 cameras, photos were taken of the actor (left) and reconstructed into a 3D textured mesh using Agisoft Metashape (right)</figcaption>
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			<a href="https://vrtogether.eu/wp-content/uploads/2020/11/Fig-2-1024x460.png" target="_self" class="vc_single_image-wrapper   vc_box_border_grey"><img width="1041" height="468" src="https://vrtogether.eu/wp-content/uploads/2020/11/Fig-2.png" class="vc_single_image-img attachment-full" alt="" loading="lazy" srcset="https://vrtogether.eu/wp-content/uploads/2020/11/Fig-2.png 1041w, https://vrtogether.eu/wp-content/uploads/2020/11/Fig-2-300x135.png 300w, https://vrtogether.eu/wp-content/uploads/2020/11/Fig-2-1024x460.png 1024w, https://vrtogether.eu/wp-content/uploads/2020/11/Fig-2-768x345.png 768w, https://vrtogether.eu/wp-content/uploads/2020/11/Fig-2-700x315.png 700w, https://vrtogether.eu/wp-content/uploads/2020/11/Fig-2-410x184.png 410w, https://vrtogether.eu/wp-content/uploads/2020/11/Fig-2-100x45.png 100w, https://vrtogether.eu/wp-content/uploads/2020/11/Fig-2-275x124.png 275w" sizes="(max-width: 1041px) 100vw, 1041px" /></a><figcaption class="vc_figure-caption">HW-SYNCed multi-view RGBD samples (4 RGBD frames each) from ‘‘stretching_n_talking’’ (top) and ‘‘basketball_dribbling’’ (bottom) activities. The depth maps are colorized using TURBO colormap</figcaption>
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			<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/2020/11/06/human4d-human-centric-multimodal-dataset-for-motions-and-immersive-media-created-by-vrtogethers-consortium-members-certh-cwi-artanim/">HUMAN4D: Human-Centric Multimodal Dataset for Motions and Immersive Media created by VRTOGETHER’s consortium members CERTH, CWI, Artanim</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>Meet VRTogether at VRDays 2020!</title>
		<link>https://vrtogether.eu/2020/11/03/meet-vrtogether-at-vrdays-2020/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=meet-vrtogether-at-vrdays-2020</link>
		
		<dc:creator><![CDATA[VRTogether]]></dc:creator>
		<pubDate>Tue, 03 Nov 2020 10:59:58 +0000</pubDate>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=3053</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/11/03/meet-vrtogether-at-vrdays-2020/">Meet VRTogether at VRDays 2020!</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p>VRTogether returns to <a href="https://vrdays.co/" target="_blank" rel="noopener noreferrer">VRDays</a>, the main European event on immersive content, to showcase how technology can enrich our lives and enhance our human well-being. Travelling to another country, visiting the hospital, providing a safer work environment or enjoying an exhibition are some of the <strong>experiences enabled by VRTogether innovative Social VR system</strong>, which allows users to share their experience with others in a photorealistic way and with a significant improvement of the feeling of being there together. From <strong>4th to 6th of November</strong>, VRTogether will be joining a line-up of XR companies, investors, and industry experts for a series of online conferences, exhibitions and networking events to explore how immersive technologies shape the world of tomorrow.</p>

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			<p>VRTogether will actively participate in several activities taking place during the 3-day event:</p>

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			<h4>Volumetric Video Conference over 5G: a medical emergency example &#8211; Live demo</h4>
<p>On Wednesday, 4th November, VRTogether partners CWI and Sound will present a live demo at Amsterdam’s De Kromhouthal to demonstrate the potential of VRTogether for emergency healthcare services. The demo will showcase volumetric video conferencing (based on point clouds) over the standard 5G network of KPN.</p>
<p><img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f4c5.png" alt="📅" class="wp-smiley" style="height: 1em; max-height: 1em;" /> 4th November<br />
<img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f552.png" alt="🕒" class="wp-smiley" style="height: 1em; max-height: 1em;" /> 10:55 &#8211; 11:10 h CET<br />
<img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f4cd.png" alt="📍" class="wp-smiley" style="height: 1em; max-height: 1em;" /> De Kromhouthal / Live streaming</p>

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			<h4>Immersive Funding Market (IFM)</h4>
<p>VRTogether has been selected as one of the 6 projects participating in IFM Research. The online event will bridge the gap between academia and industry, taking XR researchers working at the top of their field, and introducing them to a powerful network of entrepreneurs and corporate potential.</p>
<p><img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f4c5.png" alt="📅" class="wp-smiley" style="height: 1em; max-height: 1em;" /> 4th November<br />
<img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f552.png" alt="🕒" class="wp-smiley" style="height: 1em; max-height: 1em;" /> 16:00 &#8211; 17:00 h CET<br />
<img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f4cd.png" alt="📍" class="wp-smiley" style="height: 1em; max-height: 1em;" /> <a href="https://vrdays.co/schedule-2020/#!/2020-11-04/a3e864wgl2ol/immersive-funding-market" target="_blank" rel="noopener noreferrer">Zoom</a></p>

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			<h4>Virtual Trade Show</h4>
<p>The VRDays’ trade show will be virtual this year. VRTogether will host a booth within the Virtual Trade Show<strong>, </strong>a buzzing virtual exhibition in the Laval Virtual World.</p>
<p><img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f4c5.png" alt="📅" class="wp-smiley" style="height: 1em; max-height: 1em;" /> 5-6 November<br />
<img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f552.png" alt="🕒" class="wp-smiley" style="height: 1em; max-height: 1em;" /> 10:00 &#8211; 18:00 h CET<br />
<img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f4cd.png" alt="📍" class="wp-smiley" style="height: 1em; max-height: 1em;" /> <a href="https://vrdays.co/schedule-2020/#!/2020-11-05/qmv29rl5q2ga/virtual-trade-show" target="_blank" rel="noopener noreferrer">Virtual Trade Show</a> (Laval Virtual World) Booth C33</p>

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			<h4>The Future of Work conference</h4>
<p>Since covid hit there has been an acceleration in the adoption of new technologies to provide a safe environment for remote work. One of the main tech that has been put forward is immersive technology. Patrick De Lange will explain how VRTogether is set to revolutionize the way we work at &#8216;The Future of Work&#8217; conference.</p>
<p><img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f4c5.png" alt="📅" class="wp-smiley" style="height: 1em; max-height: 1em;" /> 6th November<br />
<img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f552.png" alt="🕒" class="wp-smiley" style="height: 1em; max-height: 1em;" /> 11:00 &#8211; 12:00 h CET<br />
<img src="https://s.w.org/images/core/emoji/13.0.0/72x72/1f4cd.png" alt="📍" class="wp-smiley" style="height: 1em; max-height: 1em;" /> <a href="https://vrdays.co/schedule-2020/#!/2020-11-06/q7pn5vpjg21m/future-of-work" target="_blank" rel="noopener noreferrer">VRDays TV</a></p>

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			<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/2020/11/03/meet-vrtogether-at-vrdays-2020/">Meet VRTogether at VRDays 2020!</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>Mentoring Students in Social VR (Part II)</title>
		<link>https://vrtogether.eu/2020/09/15/mentoring-students-in-social-vr-part-ii/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=mentoring-students-in-social-vr-part-ii</link>
		
		<dc:creator><![CDATA[CWI]]></dc:creator>
		<pubDate>Tue, 15 Sep 2020 08:59:37 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=2514</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/09/15/mentoring-students-in-social-vr-part-ii/">Mentoring Students in Social VR (Part II)</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p><em>For more details, see previous post “<a href="https://vrtogether.eu/2019/09/09/mentoring-students-in-social-vr/">Mentoring Students in Social VR</a>”</em></p>
<p>The VRTogether project conducts ground-breaking research on Social VR, which invites multiple users to share a virtual space and interact with each other’s virtual representation. Apart from the main research activities, this project mentors master’s students in this area, forming <strong>a new generation of graduates that can, in the future, reshape the media landscape</strong>. <a href="https://vrtogether.eu/consortium/cwi/">CWI</a> has been actively offering master’s thesis around the core topics of the project since 2018.</p>
<p>In 2018, two students graduated at TU Delft with the theses “Multi-Camera Registration for VR: A Flexible, Feature-based Approach” (Qian Qinzhuan) and “User Experience in Social Virtual Reality” (Yiping Kong). The latter resulted as a top-quality paper, “Measuring and understanding photo sharing experiences in social Virtual Reality” at ACM CHI 2019. In 2019, another two students graduated: Guo Chen (TU Delft) with the thesis “Designing and Evaluating a Social VR Clinic for Knee Replacement Surgery”, and Jelmer Mulder (VU Amsterdam) the thesis “Temporal Interpolation of Dynamic Point Clouds using Convolutional Neural Networks”. Guo’s work was published as an ACM CHI 2020 late-breaking-work and an improved demo of Guo’s work was published at ACM IMX 2020, which received the <a href="https://vrtogether.eu/2020/06/23/exploitation-activities-from-vrtogether-awarded-at-acm-imx-2020/">best demo award</a>.  Jelmer’s work was published as an invited paper in the 2019 IEEE Conference on Artificial Intelligence and Virtual Reality (AIVR).</p>
<p>In 2020, again two students graduated: <strong>Yanni Mei</strong> at <strong>TU Delft</strong> with the thesis “<strong>Cake VR: Design a Social VR Tool for Remote Co-Design of Customized Cakes</strong>” and <strong>Ignacio Reimat</strong> at <strong>Universitat Politecnica de Catalunya</strong> with the thesis “<strong>Temporal Interpolation of Human Point Clouds Using Neural Networks and Body Part Segmentation</strong>”. Both students graduated with score 9 (out of 10). We are currently working on publishing the students’ work to prestigious conferences.</p>
<p>Yanni’s thesis explored novel use cases in the pastry design domain for Social VR, developing and evaluating a prototype of a social VR tool for clients to co-design cakes with pastry chefs. Exploring such use cases can help better understanding the exploitation opportunities for social VR. Ignacio’s thesis investigated how body part segmentation can aid in performing temporal interpolation for dynamic point clouds. Body part segmentation can be used to improve the accuracy of the neural network in dealing with parts moving at different speed. Moreover, the same principle can be applied in improving compression efficiency for point cloud transmission, by adopting a different level of detail based on salient parts.</p>
<p>Yanni Mei successfully defended her master’s thesis on August 20<sup>th</sup>, 2020. The motivation behind this project was to support clients with limited design skills and pastry knowledge to better communicate and co-design their dreamed cakes with pastry chefs for special celebrations. The cake VR tool provides 3D visualization and facilitates intuitive gestural manipulation of the size and decoration of the virtual cakes, which can be used for both onsite and remote communication (Figure 1 and Figure 2). The project started with a series of ethnographic studies with five pastry chefs and four clients who had experiences in purchasing customized cakes. Then, based on the requirements gathered from the ethnographic studies, we designed and implemented a social VR prototype, which allows two users collaboratively design cakes in a shared virtual space, wearing head-mounted displays (HMDs). We also performed a user validation test with six clients and 3 pastry chefs to see to what extent the cake VR prototype meets the requirements. The prototype successfully meets the 7 (out of 10) requirements, and clients are able to design cakes and communicate the size, decoration and theme of the celebration of the cakes with pastry chefs.</p>
<p><figure id="attachment_2517" aria-describedby="caption-attachment-2517" style="width: 599px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2020/09/Fig1.png"><img loading="lazy" class="wp-image-2517" src="https://vrtogether.eu/wp-content/uploads/2020/09/Fig1.png" alt="" width="599" height="389" srcset="https://vrtogether.eu/wp-content/uploads/2020/09/Fig1.png 1800w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig1-300x195.png 300w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig1-1024x664.png 1024w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig1-768x498.png 768w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig1-1536x997.png 1536w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig1-700x454.png 700w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig1-410x266.png 410w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig1-100x65.png 100w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig1-275x178.png 275w" sizes="(max-width: 599px) 100vw, 599px" /></a><figcaption id="caption-attachment-2517" class="wp-caption-text">Figure 1. The system setup of the Cake VR prototype</figcaption></figure><br />
<figure id="attachment_2518" aria-describedby="caption-attachment-2518" style="width: 600px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2020/09/Fig2.png"><img loading="lazy" class="wp-image-2518" src="https://vrtogether.eu/wp-content/uploads/2020/09/Fig2.png" alt="" width="600" height="336" srcset="https://vrtogether.eu/wp-content/uploads/2020/09/Fig2.png 2643w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig2-300x168.png 300w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig2-1024x574.png 1024w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig2-768x430.png 768w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig2-1536x861.png 1536w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig2-2048x1148.png 2048w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig2-700x392.png 700w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig2-410x230.png 410w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig2-100x56.png 100w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig2-275x154.png 275w" sizes="(max-width: 600px) 100vw, 600px" /></a><figcaption id="caption-attachment-2518" class="wp-caption-text">Figure 2. The storyline of the Cake VR prototype: (a) both users (i.e., chef and client) enter the virtual café); (b) the client and the chef upload the reference cake pictures to the system; (c) the client and the chef co-design the cake, making decisions about the size, texture, color and decoration of the cake; and (d) the users switch the virtual café to the wedding location, to see if the cake design fits the wedding theme and the wedding environment.</figcaption></figure></p>
<p>Ignacio Reimat successfully defended his thesis on June 30<sup>th</sup> 2020. The motivation behind the project was to reduce the bandwidth requirements for transmission of dynamic point cloud. Reducing the temporal resolution of the sequence to be transmitted, results in notable bitrate gains; however, it comes at the expense of perceived quality. Performing temporal interpolation at the receiver side allows to cope with bandwidth requirements, while maintaining the appearance of smooth motion. In his thesis, Ignacio provided two main contributions: a) the creation of point cloud contents with annotated body parts, from a publicly available 3D mesh dataset, and b) an architecture capable of performing temporal interpolation of point cloud contents representing body parts. Results show that that applying body part segmentation and predicting the interpolation of individual body parts can improve the accuracy of point cloud temporal interpolation systems.</p>
<p><figure id="attachment_2515" aria-describedby="caption-attachment-2515" style="width: 600px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2020/09/Fig3.png"><img loading="lazy" class="wp-image-2515" src="https://vrtogether.eu/wp-content/uploads/2020/09/Fig3.png" alt="" width="600" height="496" srcset="https://vrtogether.eu/wp-content/uploads/2020/09/Fig3.png 984w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig3-300x248.png 300w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig3-768x635.png 768w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig3-700x579.png 700w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig3-410x339.png 410w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig3-100x83.png 100w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig3-275x227.png 275w" sizes="(max-width: 600px) 100vw, 600px" /></a><figcaption id="caption-attachment-2515" class="wp-caption-text">Figure 3. Visual comparison of the prediction of the chest, using network trained on full body (left), and network trained on chest part (middle), with respect to the ground truth (right).</figcaption></figure><br />
<figure id="attachment_2516" aria-describedby="caption-attachment-2516" style="width: 600px" class="wp-caption aligncenter"><a href="https://vrtogether.eu/wp-content/uploads/2020/09/Fig4.png"><img loading="lazy" class="wp-image-2516" src="https://vrtogether.eu/wp-content/uploads/2020/09/Fig4.png" alt="" width="600" height="421" srcset="https://vrtogether.eu/wp-content/uploads/2020/09/Fig4.png 1121w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig4-300x211.png 300w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig4-1024x719.png 1024w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig4-768x539.png 768w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig4-700x491.png 700w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig4-410x288.png 410w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig4-100x70.png 100w, https://vrtogether.eu/wp-content/uploads/2020/09/Fig4-275x193.png 275w" sizes="(max-width: 600px) 100vw, 600px" /></a><figcaption id="caption-attachment-2516" class="wp-caption-text">Figure 4. Visual comparison of the prediction of the head, using network trained on full body (left), and network trained on head part (middle), with respect to the ground truth (right).</figcaption></figure></p>
<hr />
<p><em> </em>Yanni Mei, Design a SocialVR Tool for the Remote Co-Design of Customized Cakes (2020, TU Delft): <a href="https://repository.tudelft.nl/islandora/object/uuid%3A78a1147b-e97b-418f-a5e6-3ce944df4f49" target="_blank" rel="noopener noreferrer">https://repository.tudelft.nl/islandora/object/uuid%3A78a1147b-e97b-418f-a5e6-3ce944df4f49</a></p>
<p>Nacho Reimat, Temporal Interpolation of Human Point Clouds Using Neural Networks and Body Part Segmentation (2020, Universitat Politecnica de Catalunya): <a href="https://www.dis.cwi.nl/downloads/Masters-2020-Nacho.pdf" target="_blank" rel="noopener noreferrer">https://www.dis.cwi.nl/downloads/Masters-2020-Nacho.pdf</a></p>

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			<p>Author: <a href="https://vrtogether.eu/consortium/cwi/">CWI</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/2020/09/15/mentoring-students-in-social-vr-part-ii/">Mentoring Students in Social VR (Part II)</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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		<title>The success of an immersive experience: the new narratives and the importance of the script</title>
		<link>https://vrtogether.eu/2020/09/03/the-success-of-an-immersive-experience-the-new-narratives-and-the-importance-of-the-script/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-success-of-an-immersive-experience-the-new-narratives-and-the-importance-of-the-script</link>
		
		<dc:creator><![CDATA[TheMo]]></dc:creator>
		<pubDate>Thu, 03 Sep 2020 09:05:02 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://vrtogether.eu/?p=2478</guid>

					<description><![CDATA[<p>The post <a rel="nofollow" href="https://vrtogether.eu/2020/09/03/the-success-of-an-immersive-experience-the-new-narratives-and-the-importance-of-the-script/">The success of an immersive experience: the new narratives and the importance of the script</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			<p>Our <a href="https://vrtogether.eu/about-vr-together/pilots/">story</a> of murders, intrigues and betrayals comes to an end&#8230; The third chapter of Elena Armova&#8217;s death has already been recorded and solves the most social and immersive murder seen so far.</p>
<p>On the technical side, our consortium partners are achieving volumetric capture in real time to integrate five users, located in different parts of the world, in our virtual world… in our interesting criminal triangle. We have also managed to get users to participate and interact in the story. And of course, a hyper-realistic quality in the content created!</p>
<p>As we have said before, VRTogether is social VR as you have never seen before. Do you dare with the final solution? In this short essay we want to highlight two aspects that we consider very important for a good development of an immersive experience in VR: a good script and hyper-realism.</p>
<p><strong>The new narratives and the importance of the script. </strong></p>
<p>How have we adapted the storytelling this time? We must remember that it is essential to develop a good script containing all the elements to achieve an immersive story, and therefore, it is necessary to be able to anticipate the actions of users.</p>
<p>An interactive experience allows the audience to exert an influence on the plot. Our interactive experience is highly context-dependent and involves some form of interface such as a hand-held controller o a gesture sensing-device. Each action that we design impacts in a different way, depending on the narrative. Immersive virtual reality holds great potential for learning or sensing, but it is unclear how VR experiences should be designed to maximize this potential. In this pilot, we tried to explore how the level of interactivity in an entertainment VR storytelling experience affects a user&#8217;s experience and implication. We created different levels of interactivity. We hypothesized that too much or too little interactivity would result in smaller enjoyment  gains than a medium level of interactivity.</p>
<p>It is very important that the decisions that users make are understood as vital within the plot. Making them participate and decide, involves them and makes them enjoy the story more, which is, after all, one of the basic objectives of social VR.</p>
<p><strong>Hyper-realistic content as the most powerful weapon</strong></p>
<p>Another very important factor to socialize and make the experience immersive is to generate a hyper-realistic virtual environment and characters that make us feel as if we were in real life. The volumetric capture that VRTogether proposes, with point clouds, in real time, with representations of oneself and not using avatars, is the key to our development. That is why it is also very important that the rest of the content responds to the same parameters. TheMo is specialized in this type of digital content creation.</p>
<p>Throughout this post, we&#8217;ll show you the process of creating a hyper-realistic environment, highlighting some of the most important keys to achieve it. With this, we intend to demonstrate the great impact of image quality, its similarity to the real world as a tool to achieve complete immersion in VR experiences, and at the same time open new avenues of use for this way of creating digital content and technology that we develop in this project.</p>
<figure id="attachment_2480" aria-describedby="caption-attachment-2480" style="width: 2169px" class="wp-caption alignnone"><img loading="lazy" class="wp-image-2480 size-full" src="https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_02.jpg" alt="" width="2169" height="1399" srcset="https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_02.jpg 2169w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_02-300x193.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_02-1024x660.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_02-768x495.jpg 768w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_02-1536x991.jpg 1536w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_02-2048x1321.jpg 2048w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_02-700x451.jpg 700w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_02-410x264.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_02-100x64.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_02-275x177.jpg 275w" sizes="(max-width: 2169px) 100vw, 2169px" /><figcaption id="caption-attachment-2480" class="wp-caption-text">Living room and translucent wall which define the light in the room. Introduction of elements that helps to achieve the narrative goal</figcaption></figure>
<p>In this case, Elena Armova&#8217;s apartment had to reflect the opulence and purchasing power of the protagonist. The director, Ignacio Lacosta, proposed several references for luxury and spacious apartments , integrated of noble materials with designed furniture. Our team of CGI artists generated the assets and the environment. This way, innovative elements were designed, looking for beauty and visual appeal in some way: glass walls that can be modulated in light intensity, marble surfaces, high-end technological devices&#8230; all of them modeled in a hyper-realistic way, paying great attention to the textures, the generation of volumes and the lighting of each element and the environment.</p>
<figure id="attachment_2481" aria-describedby="caption-attachment-2481" style="width: 2500px" class="wp-caption alignnone"><img loading="lazy" class="size-full wp-image-2481" src="https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_03.jpg" alt="" width="2500" height="1380" srcset="https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_03.jpg 2500w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_03-300x166.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_03-1024x565.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_03-768x424.jpg 768w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_03-1536x848.jpg 1536w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_03-2048x1130.jpg 2048w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_03-700x386.jpg 700w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_03-410x226.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_03-100x55.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_03-275x152.jpg 275w" sizes="(max-width: 2500px) 100vw, 2500px" /><figcaption id="caption-attachment-2481" class="wp-caption-text">Quality and realism in Textures. Details of the kitchen</figcaption></figure>
<p>Fabrics, such as curtains, upholstery or sheets,  require a special treatment to make the folds and their behavior look real. The CGI artist must take care of the integration of each element to create its textures. Each material responds in a different way to light and it is necessary to analyze this and know how to place the elements within the 3D environment.</p>
<figure id="attachment_2482" aria-describedby="caption-attachment-2482" style="width: 2238px" class="wp-caption alignnone"><img loading="lazy" class="size-full wp-image-2482" src="https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_04.jpg" alt="" width="2238" height="1238" srcset="https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_04.jpg 2238w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_04-300x166.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_04-1024x566.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_04-768x425.jpg 768w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_04-1536x850.jpg 1536w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_04-2048x1133.jpg 2048w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_04-700x387.jpg 700w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_04-410x227.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_04-100x55.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_04-275x152.jpg 275w" sizes="(max-width: 2238px) 100vw, 2238px" /><figcaption id="caption-attachment-2482" class="wp-caption-text">Texture detail in the living room. The importance of the quality in texturing and lighting.</figcaption></figure>
<p>Another nuance that is under the supervision of the creative team and the director is to consider where and how to place the objects. The most futuristic designs must accompany the story and the environment, so that the user does not see anything strange that makes him lose the thread of the plot, or that makes him feel out of the story. Causing a lack of attention by a &#8220;nonsense&#8221; can ruin the trigger of feelings that we want to provoke in the users. We place recognizable elements alongside other more futuristic ones. In the case of the “futuristic device”, Armova’s AI, designed specifically for this chapter, the multiple layers of transparency have been played with to integrate computer and light circuits that achieve this technological effect.</p>
<figure id="attachment_2483" aria-describedby="caption-attachment-2483" style="width: 906px" class="wp-caption aligncenter"><img loading="lazy" class="wp-image-2483 size-full" src="https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_05.jpg" alt="" width="906" height="538" srcset="https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_05.jpg 906w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_05-300x178.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_05-768x456.jpg 768w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_05-700x416.jpg 700w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_05-410x243.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_05-100x59.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_05-275x163.jpg 275w" sizes="(max-width: 906px) 100vw, 906px" /><figcaption id="caption-attachment-2483" class="wp-caption-text">CGI Process. Futuristic Device. Layers</figcaption></figure>
<p><strong>Release of the Third Pilot</strong></p>
<p>The story regarding the murder of Elena Armova is coming to an end. Her crime was the pivot point of the VRTogether artistic project. During three years, the Consortium of the project has been evaluating and testing new methods in order to offer new communication technologies in virtual reality environments. This third pilot gives an end to a story that was proposed at the beginning of the project and has been in constant evolution, adapting the story to the technical requirements.</p>
<p>On May 27th, the third pilot was finally shot, this time in Zaragoza (Facial Mocap, Audio, Acting) and Geneva (Mocap). The Covid-19 pandemic and the lockdown changed completely the programmed schedule of the Consortium regarding the shooting of the pilot and its implications. This third pilot has been a whole new challenge in terms of production.</p>
<p><img loading="lazy" class="aligncenter wp-image-2485 size-medium" src="https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_06-300x300.jpg" alt="" width="300" height="300" srcset="https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_06-300x300.jpg 300w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_06.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_06-150x150.jpg 150w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_06-768x768.jpg 768w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_06-700x700.jpg 700w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_06-410x410.jpg 410w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_06-100x100.jpg 100w, https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_06-275x275.jpg 275w" sizes="(max-width: 300px) 100vw, 300px" /></p>
<figure id="attachment_2487" aria-describedby="caption-attachment-2487" style="width: 600px" class="wp-caption aligncenter"><img loading="lazy" class="wp-image-2487 size-full" src="https://vrtogether.eu/wp-content/uploads/2020/09/TheMo_09-e1599122213109.jpg" alt="" width="600" height="267" /><figcaption id="caption-attachment-2487" class="wp-caption-text">Rehearsal pictures with the actor crew and the director of the piece, Ignacio Lacosta</figcaption></figure>
<p>We expect to share with all of you the latest news about this third pilot! Remember that if you want to keep up with updates about the project on social media, you can follow <a href="https://twitter.com/VRTogether_EU">@VRTogether_EU</a> official Twitter profile.</p>

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			<p>Author: <a href="https://vrtogether.eu/consortium/the_mo/">TheMo</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/2020/09/03/the-success-of-an-immersive-experience-the-new-narratives-and-the-importance-of-the-script/">The success of an immersive experience: the new narratives and the importance of the script</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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