Time-scaled interactive object-driven multi-party VR
Object-driven interactions have various applications, especially in team activities and sports like volleyball, football, tennis, etc. We define a multi-party virtual world as an environment which includes multiple avatars and computer agents. Latency is one of the primary issues while building a mu...
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sg-ntu-dr.10356-1471722021-03-29T06:40:26Z Time-scaled interactive object-driven multi-party VR Jain, Nisha Wydra, Andrzej Hai, Wen Thalmann, Nadia Magnenat Thalmann, Daniel Institute of Software, Chinese Academy of Sciences (ISCAS) in Beijing, China Institute for Media Innovation (IMI) Engineering::Computer science and engineering::Computing methodologies::Artificial intelligence Engineering::Computer science and engineering::Computing methodologies::Simulation and modeling Multi-party Time Scaling Object-driven interactions have various applications, especially in team activities and sports like volleyball, football, tennis, etc. We define a multi-party virtual world as an environment which includes multiple avatars and computer agents. Latency is one of the primary issues while building a multi-party setup. Delays due to latency cause inconsistencies and unnecessary halts resulting in unrealistic experience in VR. For interactions using objects, it becomes vital to handle the latencies. We present a time scaling algorithm for latency management and synchronization between multiple avatars, while they interact using objects in the VR environment. We propose two time scaling schemes—source and target based. Both these methodologies are dependent on which user’s virtual view (source or target) needs to be uniform. Incorporating the presented time scaling schemes, we develop a comprehensive multi-party virtual reality platform to simulate applications which involves interactions between agents and avatars using objects. We adopt a client–server architecture for building our multiuser VR platform which induces flexibility of adding multiple avatars and/or agents to the application. The modular nature of our proposed system enables extension to different VR applications that encompass communication using objects. We exemplify our framework by developing a multi-player VR volleyball game which employs the features of our proposed scheme. We demonstrate the significance of time scaling in the object-driven interactive multi-party VR framework through a comparative user study. We also evaluate the immersion experience in our multi-player volleyball game by a user survey. National Research Foundation (NRF) This research is supported by the program titled Realistic Immersion with Virtual Humans, a collaboration between Nanyang Technological University (NTU) Singapore and Institute of Software, Chinese Academy of Sciences (ISCAS) in Beijing, China. The program is supported by the National Research Foundation, Prime Minister’s Office, Singapore, under its NRF-NSFC Joint Research Grant Call (Data Science). 2021-03-29T06:37:17Z 2021-03-29T06:37:17Z 2018 Journal Article Jain, N., Wydra, A., Hai, W., Thalmann, N. M. & Thalmann, D. (2018). Time-scaled interactive object-driven multi-party VR. Visual Computer, 34(6-8), 887-897. https://dx.doi.org/10.1007/s00371-018-1539-1 0178-2789 https://hdl.handle.net/10356/147172 10.1007/s00371-018-1539-1 2-s2.0-85046480301 6-8 34 887 897 en NRF2016NRF-NSFC001-071 Visual Computer © 2018 Springer-Verlag Berlin Heidelberg. All rights reserved. |
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Engineering::Computer science and engineering::Computing methodologies::Artificial intelligence Engineering::Computer science and engineering::Computing methodologies::Simulation and modeling Multi-party Time Scaling Jain, Nisha Wydra, Andrzej Hai, Wen Thalmann, Nadia Magnenat Thalmann, Daniel Time-scaled interactive object-driven multi-party VR |
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Object-driven interactions have various applications, especially in team activities and sports like volleyball, football, tennis, etc. We define a multi-party virtual world as an environment which includes multiple avatars and computer agents. Latency is one of the primary issues while building a multi-party setup. Delays due to latency cause inconsistencies and unnecessary halts resulting in unrealistic experience in VR. For interactions using objects, it becomes vital to handle the latencies. We present a time scaling algorithm for latency management and synchronization between multiple avatars, while they interact using objects in the VR environment. We propose two time scaling schemes—source and target based. Both these methodologies are dependent on which user’s virtual view (source or target) needs to be uniform. Incorporating the presented time scaling schemes, we develop a comprehensive multi-party virtual reality platform to simulate applications which involves interactions between agents and avatars using objects. We adopt a client–server architecture for building our multiuser VR platform which induces flexibility of adding multiple avatars and/or agents to the application. The modular nature of our proposed system enables extension to different VR applications that encompass communication using objects. We exemplify our framework by developing a multi-player VR volleyball game which employs the features of our proposed scheme. We demonstrate the significance of time scaling in the object-driven interactive multi-party VR framework through a comparative user study. We also evaluate the immersion experience in our multi-player volleyball game by a user survey. |
author2 |
Institute of Software, Chinese Academy of Sciences (ISCAS) in Beijing, China |
author_facet |
Institute of Software, Chinese Academy of Sciences (ISCAS) in Beijing, China Jain, Nisha Wydra, Andrzej Hai, Wen Thalmann, Nadia Magnenat Thalmann, Daniel |
format |
Article |
author |
Jain, Nisha Wydra, Andrzej Hai, Wen Thalmann, Nadia Magnenat Thalmann, Daniel |
author_sort |
Jain, Nisha |
title |
Time-scaled interactive object-driven multi-party VR |
title_short |
Time-scaled interactive object-driven multi-party VR |
title_full |
Time-scaled interactive object-driven multi-party VR |
title_fullStr |
Time-scaled interactive object-driven multi-party VR |
title_full_unstemmed |
Time-scaled interactive object-driven multi-party VR |
title_sort |
time-scaled interactive object-driven multi-party vr |
publishDate |
2021 |
url |
https://hdl.handle.net/10356/147172 |
_version_ |
1695706221919600640 |