Xuanyu Wang, Weizhan Zhang, Christian Sandor, Hongbo Fu
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To achieve a balance between fidelity and co-presence, we explore using life-size 2D video-based avatars (video avatars for short) in AR teleconferencing. Specifically, with the potential effect of FoV on users' perception of proximity, we first conducted a pilot study to explore the local-user-centered optimal placement of video avatars in small-group AR conversations. With the placement results, we then implement a proof-of-concept prototype of video-avatar-based teleconferencing. We conduct user evaluations with our prototype to verify its effectiveness in balancing fidelity and co-presence. Following the indication in the pilot study, we further quantitatively explore the effect of FoV size on the video avatar's optimal placement through a user study involving more FoV conditions in a VR-simulated environment. We regress placement models to serve as references for computationally determining video avatar placements in such teleconferencing applications on various existing AR HMDs and future ones with bigger FoVs.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Real-and-Present: Investigating the Use of Life-Size 2D Video Avatars in HMD-Based AR Teleconferencing.\",\"authors\":\"Xuanyu Wang, Weizhan Zhang, Christian Sandor, Hongbo Fu\",\"doi\":\"10.1109/TVCG.2024.3466554\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p>Augmented Reality (AR) teleconferencing allows spatially distributed users to interact with each other in 3D through agents in their own physical environments. 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We regress placement models to serve as references for computationally determining video avatar placements in such teleconferencing applications on various existing AR HMDs and future ones with bigger FoVs.</p>\",\"PeriodicalId\":94035,\"journal\":{\"name\":\"IEEE transactions on visualization and computer graphics\",\"volume\":\"PP \",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-09-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE transactions on visualization and computer graphics\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/TVCG.2024.3466554\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE transactions on visualization and computer graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TVCG.2024.3466554","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
增强现实(AR)远程会议允许空间分散的用户在自己的物理环境中通过代理进行三维互动。利用体积捕捉和重建的现有方法可以提供高保真体验,但往往过于复杂和昂贵,不适合日常使用。其他解决方案的目标是在 AR 头戴式显示器(HMD)上进行移动和易于设置的远程会议。它们直接将传统视频会议移植到 AR-HMD 平台上,或使用虚拟化身来代表远程参与者。不过,它们只能支持高保真或高水平的共同在场。此外,HMD 有限的视场(FoV)可能会进一步降低用户的沉浸式体验。为了在逼真度和共同在场之间取得平衡,我们探索在 AR 远程会议中使用真人大小的二维视频化身(简称视频化身)。具体来说,考虑到 FoV 对用户近距离感知的潜在影响,我们首先开展了一项试点研究,探索在小团体 AR 会话中以本地用户为中心的视频化身最佳放置位置。有了摆放结果,我们就实现了基于视频化身的远程会议概念验证原型。我们对原型进行了用户评估,以验证其在平衡保真度和共同在场方面的有效性。根据试点研究的结果,我们通过在 VR 模拟环境中进行更多 FoV 条件的用户研究,进一步定量探索 FoV 大小对视频头像最佳位置的影响。我们回归了放置模型,作为计算确定视频头像在现有的各种 AR HMD 和未来更大视场角的远程会议应用中的放置位置的参考。
Real-and-Present: Investigating the Use of Life-Size 2D Video Avatars in HMD-Based AR Teleconferencing.
Augmented Reality (AR) teleconferencing allows spatially distributed users to interact with each other in 3D through agents in their own physical environments. Existing methods leveraging volumetric capturing and reconstruction can provide a high-fidelity experience but are often too complex and expensive for everyday use. Other solutions target mobile and effortless-to-setup teleconferencing on AR Head Mounted Displays (HMD). They directly transplant the conventional video conferencing onto an AR-HMD platform or use avatars to represent remote participants. However, they can only support either a high fidelity or a high level of co-presence. Moreover, the limited Field of View (FoV) of HMDs could further degrade users' immersive experience. To achieve a balance between fidelity and co-presence, we explore using life-size 2D video-based avatars (video avatars for short) in AR teleconferencing. Specifically, with the potential effect of FoV on users' perception of proximity, we first conducted a pilot study to explore the local-user-centered optimal placement of video avatars in small-group AR conversations. With the placement results, we then implement a proof-of-concept prototype of video-avatar-based teleconferencing. We conduct user evaluations with our prototype to verify its effectiveness in balancing fidelity and co-presence. Following the indication in the pilot study, we further quantitatively explore the effect of FoV size on the video avatar's optimal placement through a user study involving more FoV conditions in a VR-simulated environment. We regress placement models to serve as references for computationally determining video avatar placements in such teleconferencing applications on various existing AR HMDs and future ones with bigger FoVs.