Online-Gym: a 3D virtual gymnasium using Kinect interaction

12 downloads 0 Views 2MB Size Report
Sep 11, 2014 - Kinect devices. Fernando Cassola - INESC TEC, Porto, Portugal. Sílvia Ala | Francisco Cardoso – UTAD, Vila Real, Portugal. Leonel Morgado ...
Online-Gym: multiuser virtual gymnasium using RINIONS and multiple Kinect devices

VS-Games 2014 11.Sep.2014

Fernando Cassola - INESC TEC, Porto, Portugal Sílvia Ala | Francisco Cardoso – UTAD, Vila Real, Portugal Leonel Morgado – INESC TEC / Universidade Aberta, Lisbon, Portugal Hugo Paredes | Benjamim Fonseca | Paulo Martins - INESC TEC / UTAD, Vila Real, Portugal Fausto de Carvalho - PT Inovação, Aveiro, Portugal

Interactive technologies and physical activity

Low-cost motion capture devices

+ cheaper + intuitive

The Online-Gym project

The Online-Gym project

RINIONS architecture

http://www.nsl.tuis.ac.jp/xoops/modules/xpwiki/?Rinions

RINIONS transmission Frame reception and relay: First-in, First-out basis

RINIONS transmission May lead to significant synchrony Frame receptionlack and of relay: First-in, First-outbetween basis users reproducing the same gymnastics activities

Minimize latency: include QoS data

Previous: “Timer”

Previous: “Other uses”

Minimize latency: include QoS data

Previous: “Timer”

Timestamp Server can measure client upload time and its variation

Previous: “Other uses”

Minimize latency: include QoS data

Previous: “Timer”

Server can ascertain the animation download time and variation at the client.

Ping average Our client pings the server & averages results.

Previous: “Other uses”

Modified server (early prototype) Queue frames by timestamp data Relay only the most recent motion capture frames

Modified server (early prototype) Slower clients always receive only the most recent frames from the faster clients Locally-captured frames are sent directly by the RINIONS client to the rendering viewer

Testing with end users

Testing with end users

Results  Online-Gym prototype was operational throughout the user tests

 Some of the faster user gestures were not properly captured, e.g., opening and closing arms, rotating the torso, repositioning oneself;  Some gestures that were both slow and with low amplitude would often not be captured;  Some gestures are not identified at all, regardless of speed or amplitude, e.g., shoulder pad rotations

Consequence Both the gymnastics teacher and/or participants would be unsure of whether a move was being performed by all or not, since some avatars would appear still or jittery in these circumstances. • This could be disruptive, with voice calls for confirmation • There was not awareness from the gymnastics teacher regarding tiredness level (this can be hazardous)

Lessons learned and recommendations Changes of viewer camera perspective need to be automated or at least be streamlined

Avatar positioning is critical in order for a single camera angle to capture at least the participant’s avatar and the gymnastics’ teacher Sound quality in the actual user environment is key for a smooth process, as is the need to accommodate doubts and/or needs for clarify gestures, intent, or physical condition

Online-Gym: multiuser virtual gymnasium using RINIONS and multiple Kinect devices

VS-Games 2014 11.Sep.2014

Fernando Cassola - INESC TEC, Porto, Portugal Sílvia Ala | Francisco Cardoso – UTAD, Vila Real, Portugal Leonel Morgado – INESC TEC / Universidade Aberta, Lisbon, Portugal Hugo Paredes | Benjamim Fonseca | Paulo Martins - INESC TEC / UTAD, Vila Real, Portugal Fausto de Carvalho - PT Inovação, Aveiro, Portugal