Research Area
Year Published

96 Results

January 1, 2020

Designing Safe Spaces for Virtual Reality

Ethics in Design and Communication

Virtual Reality (VR) designers accept the ethical responsibilities of removing a user’s entire world and superseding it with a fabricated reality. These unique immersive design challenges are intensified when virtual experiences become public and socially-driven. As female VR designers in 2018, we see an opportunity to fold the language of consent into the design practice of virtual reality—as a means to design safe, accessible, virtual spaces.

Publication will be made available in 2020.

By: Michelle Cortese, Andrea Zeller

November 18, 2019

DeepFovea: Neural Reconstruction for Foveated Rendering and Video Compression using Learned Statistics of Natural Videos

ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia

Foveated rendering and compression can save computations by reducing the image quality in the peripheral vision. However, this can cause noticeable artifacts in the periphery, or, if done conservatively, would provide only modest savings. In this work, we explore a novel foveated reconstruction method that employs the recent advances in generative adversarial neural networks.

By: Anton S. Kaplanyan, Anton Sochenov, Thomas Leimkühler, Mikhail Okunev, Todd Goodall, Gizem Rufo

November 10, 2019

An Integrated 6DoF Video Camera and System Design

SIGGRAPH Asia

Designing a fully integrated 360◦ video camera supporting 6DoF head motion parallax requires overcoming many technical hurdles, including camera placement, optical design, sensor resolution, system calibration, real-time video capture, depth reconstruction, and real-time novel view synthesis. While there is a large body of work describing various system components, such as multi-view depth estimation, our paper is the first to describe a complete, reproducible system that considers the challenges arising when designing, building, and deploying a full end-to-end 6DoF video camera and playback environment.

By: Albert Parra Pozo, Michael Toksvig, Terry Filiba Schrager, Joyce Hsu, Uday Mathur, Alexander Sorkine-Hornung, Richard Szeliski, Brian Cabral

November 9, 2019

Harassment in Social Virtual Reality: Challenges for Platform Governance

Conference on Computer-Supported Cooperative Work and Social Computing (CSCW)

In immersive virtual reality (VR) environments, experiences of harassment can be exacerbated by features such as synchronous voice chat, heightened feelings of presence and embodiment, and avatar movements that can feel like violations of personal space (such as simulated touching or grabbing). Simultaneously, efforts to govern these developing spaces are made more complex by the distributed landscape of virtual reality applications and the dynamic nature of local community norms. To better understand this nascent social and psychological environment, we interviewed VR users (n=25) about their experiences with harassment, abuse, and discomfort in social VR.

By: Lindsay Blackwell, Nicole Ellison, Natasha Elliott-Deflo, Raz Schwartz

October 29, 2019

Talking With Hands 16.2M: A Large-Scale Dataset of Synchronized Body-Finger Motion and Audio for Conversational Motion Analysis and Synthesis

International Conference on Computer Vision (ICCV)

We present a 16.2 million frame (50 hour) multimodal dataset of two-person face-to-face spontaneous conversations. Our dataset features synchronized body and finger motion as well as audio data. To the best of our knowledge, it represents the largest motion capture and audio dataset of natural conversations to date.

By: Gilwoo Lee, Zhiwei Deng, Shugao Ma, Takaaki Shiratori, Siddhartha S. Srinivasa, Yaser Sheikh

October 28, 2019

Ray tracing 3D spectral scenes through human optics models

Journal of Vision

Scientists and engineers have created computations and made measurements that characterize the first steps of seeing. ISETBio software integrates such computations and data into an open-source software package. The initial ISETBio implementations modeled image formation (physiological optics) for planar or distant scenes. The ISET3d software described here extends that implementation, simulating image formation for three-dimensional scenes.

By: Trisha Lian, Kevin J. MacKenzie, David H. Brainard, Nicolas P. Cottaris, Brian A. Wandell
Areas: AR/VR

October 27, 2019

Habitat: A Platform for Embodied AI Research

International Conference on Computer Vision (ICCV)

We present Habitat, a platform for research in embodied artificial intelligence (AI). Habitat enables training embodied agents (virtual robots) in highly efficient photorealistic 3D simulation.

By: Manolis Savva, Abhishek Kadian, Oleksandr Maksymets, Yili Zhao, Erik Wijmans, Bhavana Jain, Julian Straub, Jia Liu, Vladlen Koltun, Jitendra Malik, Devi Parikh, Dhruv Batra

September 9, 2019

Flexible binaural resynthesis of room impulse responses for augmented reality research

EAA Spatial Audio Signal Processing Symposium (SASP)

A basic building block of audio for Augmented Reality (AR) is the use of virtual sound sources layered on top of real sources present in an environment. In order to perceive these virtual sources as belonging to the natural scene it is important to carefully replicate the room acoustics of the listening space. However, it is unclear to what extent the real and virtual room impulse responses (RIR) need to be matched in order to generate plausible scenes in which virtual sound sources blend seamlessly with real sound sources. This contribution presents an auralization framework that allows binaural rendering, manipulation and reproduction of room acoustics in augmented reality scenarios, in order to get a better understanding of the perceptual relevance of individual room acoustic parameters.

By: Sebastià V. Amengual Garí, W. Owen Brimijoin, Henrik G. Hassager, Philip W. Robinson
Areas: AR/VR

September 6, 2019

Perceptual comparison of ambisonics-based reverberation methods in binaural listening

EAA Spatial Audio Signal Processing Symposium (SASP)

Reverberation plays a fundamental role in the auralisation of enclosed spaces as it contributes to the realism and immersiveness of virtual 3D sound scenes. However, rigorous simulation of interactive room acoustics is computationally expensive, and it is common practice to use simplified models at the cost of accuracy. In the present study, two subjective listening tests were carried out to explore trade-offs between algorithmic complexity (and approach) and perceived spatialisation quality in a binaural spatialisation context.

By: Isaac Engel, Craig Henry, Sebastià V. Amengual Garí, Philip Robinson, David Poirier-Quinot, Lorenzo Picinali
Areas: AR/VR

September 5, 2019

C3DPO: Canonical 3D Pose Networks for Non-Rigid Structure From Motion

International Conference on Computer Vision (ICCV)

We propose C3DPO, a method for extracting 3D models of deformable objects from 2D keypoint annotations in unconstrained images. We do so by learning a deep network that reconstructs a 3D object from a single view at a time, accounting for partial occlusions, and explicitly factoring the effects of viewpoint changes and object deformations.

By: David Novotny, Nikhila Ravi, Benjamin Graham, Natalia Neverova, Andrea Vedaldi