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<title>SAM</title>
<link>https://sam.ensam.eu:443</link>
<description>The DSpace digital repository system captures, stores, indexes, preserves, and distributes digital research material.</description>
<pubDate xmlns="http://apache.org/cocoon/i18n/2.1">Sun, 17 May 2026 03:26:36 GMT</pubDate>
<dc:date>2026-05-17T03:26:36Z</dc:date>
<item>
<title>Investigating the main characteristics of 3D real time tele-immersive environments through the example of a computer augmented golf platform</title>
<link>http://hdl.handle.net/10985/9762</link>
<description>Investigating the main characteristics of 3D real time tele-immersive environments through the example of a computer augmented golf platform
POUSSARD, Benjamin; LOUP, Guillaume; EYNARD, Rémy; PALLOT, Marc; HERNOUX, Franck; LOUP-ESCANDE, Emilie; RICHIR, Simon; CHRISTMANN, Olivier
This paper aims to identify and define the characteristics of 3D Real Time Tele-Immersive Environments (RT-TIE), which is central to the 3D-LIVE European Research Project. A RT-TIE allows a “twilight space” which is a space where users can be physically and virtually present. The main characteristics of these kinds of environments are: the use of real time interactions and immersive technologies, high costs (in most of the cases), a design process oriented on end-users and a disruptive user experience. Finally, a list of guidelines based on literature is suggested for the design of an augmented golf platform that is implemented in the context of the 3D-LIVE project.
</description>
<pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9762</guid>
<dc:date>2014-01-01T00:00:00Z</dc:date>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>LOUP, Guillaume</dc:creator>
<dc:creator>EYNARD, Rémy</dc:creator>
<dc:creator>PALLOT, Marc</dc:creator>
<dc:creator>HERNOUX, Franck</dc:creator>
<dc:creator>LOUP-ESCANDE, Emilie</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:creator>CHRISTMANN, Olivier</dc:creator>
<dc:description>This paper aims to identify and define the characteristics of 3D Real Time Tele-Immersive Environments (RT-TIE), which is central to the 3D-LIVE European Research Project. A RT-TIE allows a “twilight space” which is a space where users can be physically and virtually present. The main characteristics of these kinds of environments are: the use of real time interactions and immersive technologies, high costs (in most of the cases), a design process oriented on end-users and a disruptive user experience. Finally, a list of guidelines based on literature is suggested for the design of an augmented golf platform that is implemented in the context of the 3D-LIVE project.</dc:description>
</item>
<item>
<title>Augmented sport : exploring collective user experience</title>
<link>http://hdl.handle.net/10985/9988</link>
<description>Augmented sport : exploring collective user experience
PALLOT, Marc; EYNARD, Rémy; POUSSARD, Benjamin; RICHIR, Simon; CHRISTMANN, Olivier
This paper explores existing theories, frameworks and models for handling  collective  user  experience  in  the  context  of  Distributed Interactive    Multimedia    Environments    (DIME)    and    more specifically  Augmented  Sport  applications.  Besides  discussing previous  experimental  work  in  the  domain  of  Augmented  Sport, we introduce Future Media Internet (FMI) technologies in relation with   Mixed   Reality (MR) platforms,   user   experience (UX), quality  of  Service  (QoS)  and  quality  of  Experience  (QoE)  within 3D  Tele-Immersive  Environments  that  are  part  of  the  broader DIME domain. Finally, we present the 3D LIVE project QoS-UX-QoE  approach  and  model  that  will  be  applied  along  three  use cases  (Skiing,  Jogging  and  Golfing)  experiments for  anticipating the potential user adoption.
</description>
<pubDate>Tue, 01 Jan 2013 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9988</guid>
<dc:date>2013-01-01T00:00:00Z</dc:date>
<dc:creator>PALLOT, Marc</dc:creator>
<dc:creator>EYNARD, Rémy</dc:creator>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:creator>CHRISTMANN, Olivier</dc:creator>
<dc:description>This paper explores existing theories, frameworks and models for handling  collective  user  experience  in  the  context  of  Distributed Interactive    Multimedia    Environments    (DIME)    and    more specifically  Augmented  Sport  applications.  Besides  discussing previous  experimental  work  in  the  domain  of  Augmented  Sport, we introduce Future Media Internet (FMI) technologies in relation with   Mixed   Reality (MR) platforms,   user   experience (UX), quality  of  Service  (QoS)  and  quality  of  Experience  (QoE)  within 3D  Tele-Immersive  Environments  that  are  part  of  the  broader DIME domain. Finally, we present the 3D LIVE project QoS-UX-QoE  approach  and  model  that  will  be  applied  along  three  use cases  (Skiing,  Jogging  and  Golfing)  experiments for  anticipating the potential user adoption.</dc:description>
</item>
<item>
<title>Innovative Process for Furniture Design: Contributions of 3D Scan and Virtual Reality</title>
<link>http://hdl.handle.net/10985/21435</link>
<description>Innovative Process for Furniture Design: Contributions of 3D Scan and Virtual Reality
FLEURY, Sylvain; POUSSARD, Benjamin; BLANCHARD, Philippe; DUPONT, Laurent; BROEKEMA, Peter; RICHIR, Simon
Technological development offers new opportunities that could change design processes. The present study explores the possibilities of technologies like virtual reality and 3D scan in the furniture design process. For this purpose, a co-creation process with help of new technologies was carried out from initial ideation to 3D modelling. Each tool has been characterized in terms of user experience measured by questionnaire. This research validates a design process of furniture based on immersive technology and provide some recommendations for the implementation and improvement of this process.
</description>
<pubDate>Sat, 01 Jan 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/21435</guid>
<dc:date>2022-01-01T00:00:00Z</dc:date>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>BLANCHARD, Philippe</dc:creator>
<dc:creator>DUPONT, Laurent</dc:creator>
<dc:creator>BROEKEMA, Peter</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>Technological development offers new opportunities that could change design processes. The present study explores the possibilities of technologies like virtual reality and 3D scan in the furniture design process. For this purpose, a co-creation process with help of new technologies was carried out from initial ideation to 3D modelling. Each tool has been characterized in terms of user experience measured by questionnaire. This research validates a design process of furniture based on immersive technology and provide some recommendations for the implementation and improvement of this process.</dc:description>
</item>
<item>
<title>Why move during virtual reality sketching? Experimental study to improve the quality of sketches in virtual reality</title>
<link>http://hdl.handle.net/10985/26023</link>
<description>Why move during virtual reality sketching? Experimental study to improve the quality of sketches in virtual reality
CHANIAUD, Noémie; FLEURY, Sylvain; POUSSARD, Benjamin; GUITTER, Thibaut; RICHIR, Simon
Virtual Reality (VR) sketching is a valuable tool for conceptual understanding, creativity, and design, but quality issues can hinder its adoption. To address this, we conducted a study involving 15 novices and 15 experts who sketched three chair models in static, mobile, and control conditions. The results showed that mental rotation skills, training, model type, and movement impact sketch quality. The static condition negatively affected performance, particularly volume and proportion. Conversely, the mobile condition didn't improve sketch quality compared to the control group. 3D perception seems tied to movement, highlighting the need to adapt VR sketching software for these challenges. Enhancing the user experience and addressing these quality concerns will be pivotal in the widespread acceptance of VR sketching tools.
</description>
<pubDate>Sat, 01 Mar 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/26023</guid>
<dc:date>2025-03-01T00:00:00Z</dc:date>
<dc:creator>CHANIAUD, Noémie</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>GUITTER, Thibaut</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>Virtual Reality (VR) sketching is a valuable tool for conceptual understanding, creativity, and design, but quality issues can hinder its adoption. To address this, we conducted a study involving 15 novices and 15 experts who sketched three chair models in static, mobile, and control conditions. The results showed that mental rotation skills, training, model type, and movement impact sketch quality. The static condition negatively affected performance, particularly volume and proportion. Conversely, the mobile condition didn't improve sketch quality compared to the control group. 3D perception seems tied to movement, highlighting the need to adapt VR sketching software for these challenges. Enhancing the user experience and addressing these quality concerns will be pivotal in the widespread acceptance of VR sketching tools.</dc:description>
</item>
<item>
<title>Why does the quality of sketches in virtual reality depend so much on individuals? Analysis and identification of factors based on laboratory and field experiments</title>
<link>http://hdl.handle.net/10985/23021</link>
<description>Why does the quality of sketches in virtual reality depend so much on individuals? Analysis and identification of factors based on laboratory and field experiments
CHANIAUD, Noémie; FLEURY, Sylvain; POUSSARD, Benjamin; CHRISTMANN, Olivier; GUITTER, Thibaut; RICHIR, Simon
Virtual reality (VR) sketching tends to be democratized in the early stages of design for several reasons (e.g., improved creativity). Nevertheless, our field studies and the scientific literature identified some constraints to the use of VR sketching such as the low quality of the sketches impacting the acceptance of the design tool for the future users. The objective of our study is better understand them to improve the quality of user sketches. Thirty-one participants completed questionnaires (VR and drawing experience, visuo-spatial skills, usability) and performed 2 VR sketching tasks. Sketch quality was evaluated using a multifactorial approach (volume, proportion, fidelity). The results showed that each skill (visuo-spatial abilities, drawing experience and spatial inspection) has a specific impact on some factors. We detailed the results and proposed recommendations for improving the use of the sketching software and sketches quality.
</description>
<pubDate>Sat, 01 Jan 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/23021</guid>
<dc:date>2022-01-01T00:00:00Z</dc:date>
<dc:creator>CHANIAUD, Noémie</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>CHRISTMANN, Olivier</dc:creator>
<dc:creator>GUITTER, Thibaut</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>Virtual reality (VR) sketching tends to be democratized in the early stages of design for several reasons (e.g., improved creativity). Nevertheless, our field studies and the scientific literature identified some constraints to the use of VR sketching such as the low quality of the sketches impacting the acceptance of the design tool for the future users. The objective of our study is better understand them to improve the quality of user sketches. Thirty-one participants completed questionnaires (VR and drawing experience, visuo-spatial skills, usability) and performed 2 VR sketching tasks. Sketch quality was evaluated using a multifactorial approach (volume, proportion, fidelity). The results showed that each skill (visuo-spatial abilities, drawing experience and spatial inspection) has a specific impact on some factors. We detailed the results and proposed recommendations for improving the use of the sketching software and sketches quality.</dc:description>
</item>
<item>
<title>What are the Challenges and Enabling Technologies to Implement the Do-It-Together Approach Enhanced by Social Media, its Benefits and Drawbacks?</title>
<link>http://hdl.handle.net/10985/22857</link>
<description>What are the Challenges and Enabling Technologies to Implement the Do-It-Together Approach Enhanced by Social Media, its Benefits and Drawbacks?
PALLOT, Marc; FLEURY, Sylvain; POUSSARD, Benjamin; RICHIR, Simon
Inspired by the Do-It-Yourself (DIY) movement, the Do-It-Together (DIT) collaborative approach was successfully trialed in 2018, hence opening the door to the application of User Driven Innovation for realizing product individualization. In the meantime, other megatrends like digitization, social media, sustainability, the circular economy, and collaborative consumption have pushed toward a renewed DIT approach for tackling social and societal issues. This article reports on an exploratory study dedicated to the identification of challenges and enabling technologies to implement the DIT approach, as well as its benefits and drawbacks. This study is based on an extensive literature review that allowed us to identify 162 articles resulting in 38 most relevant selected articles and seven Product Life-Cycle (PLC) stages. Based on these PLC stages, all identified DIT challenges, benefits and drawbacks were collected from previous empirical work described in the selected articles. In terms of findings, relevant DIT challenges, benefits and drawbacks are consolidated in distinct tables with proper references. Regarding the enabling technologies for DIT implementation, only immersive technologies at the earlier PLC stage are addressed. The implementation analysis within other PLC stages and enabling technologies like Additive Manufacturing, Big Data, Artificial Intelligence and IoT have to be carried out in order to identify their particular benefits and drawbacks; however, this analysis is left to future work. This study has also revealed a lack of empirical studies addressing negative impacts while there is a plethora of published studies focusing solely on positive impacts.
</description>
<pubDate>Sat, 01 Jan 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/22857</guid>
<dc:date>2022-01-01T00:00:00Z</dc:date>
<dc:creator>PALLOT, Marc</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>Inspired by the Do-It-Yourself (DIY) movement, the Do-It-Together (DIT) collaborative approach was successfully trialed in 2018, hence opening the door to the application of User Driven Innovation for realizing product individualization. In the meantime, other megatrends like digitization, social media, sustainability, the circular economy, and collaborative consumption have pushed toward a renewed DIT approach for tackling social and societal issues. This article reports on an exploratory study dedicated to the identification of challenges and enabling technologies to implement the DIT approach, as well as its benefits and drawbacks. This study is based on an extensive literature review that allowed us to identify 162 articles resulting in 38 most relevant selected articles and seven Product Life-Cycle (PLC) stages. Based on these PLC stages, all identified DIT challenges, benefits and drawbacks were collected from previous empirical work described in the selected articles. In terms of findings, relevant DIT challenges, benefits and drawbacks are consolidated in distinct tables with proper references. Regarding the enabling technologies for DIT implementation, only immersive technologies at the earlier PLC stage are addressed. The implementation analysis within other PLC stages and enabling technologies like Additive Manufacturing, Big Data, Artificial Intelligence and IoT have to be carried out in order to identify their particular benefits and drawbacks; however, this analysis is left to future work. This study has also revealed a lack of empirical studies addressing negative impacts while there is a plethora of published studies focusing solely on positive impacts.</dc:description>
</item>
<item>
<title>Visualizing the invisible: User-centered design of a system for the visualization of flows and concentrations of particles in the air</title>
<link>http://hdl.handle.net/10985/21815</link>
<description>Visualizing the invisible: User-centered design of a system for the visualization of flows and concentrations of particles in the air
CHRISTMANN, Olivier; FLEURY, Sylvain; MIGAUD, Jérôme; RAIMBAULT, Vincent; POUSSARD, Benjamin; GUITTER, Thibaut; GORISSE, Geoffrey; RICHIR, Simon
This study presents two experiments addressing the representation of scientific data, in particular airflows, with a user-centered design approach. Our objective is to provide users feedback to data visualization designers to help them choose an air flow representation that is understandable and attractive for non-experts. The first study focuses on static markers allowing to visualize an airflow, with information characterizing the direction and the intensity. In a second study, carried out in an immersive virtual environment, two information were added, the temporal evolution and the concentration of pollutants in the air. To measure comprehension and attractiveness, participants were asked to answer items on Likert scales (experiment 1) and to answer User Experience Questionnaire (experiment 2). The results revealed that arrows seem to be a very common and understandable form to represent orientation and direction of flow, but that they should be improved to be more attractive by making them brighter and more transparent, as the representation could occlude the scene, especially in virtual reality. To solve this problem, we suggest giving the users the ability to define the specific area where they want to see the air flow, using a cross-sectional view. Vector fields and streamlines could therefore be applied in a virtual reality context.
</description>
<pubDate>Sat, 01 Jan 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/21815</guid>
<dc:date>2022-01-01T00:00:00Z</dc:date>
<dc:creator>CHRISTMANN, Olivier</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>MIGAUD, Jérôme</dc:creator>
<dc:creator>RAIMBAULT, Vincent</dc:creator>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>GUITTER, Thibaut</dc:creator>
<dc:creator>GORISSE, Geoffrey</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>This study presents two experiments addressing the representation of scientific data, in particular airflows, with a user-centered design approach. Our objective is to provide users feedback to data visualization designers to help them choose an air flow representation that is understandable and attractive for non-experts. The first study focuses on static markers allowing to visualize an airflow, with information characterizing the direction and the intensity. In a second study, carried out in an immersive virtual environment, two information were added, the temporal evolution and the concentration of pollutants in the air. To measure comprehension and attractiveness, participants were asked to answer items on Likert scales (experiment 1) and to answer User Experience Questionnaire (experiment 2). The results revealed that arrows seem to be a very common and understandable form to represent orientation and direction of flow, but that they should be improved to be more attractive by making them brighter and more transparent, as the representation could occlude the scene, especially in virtual reality. To solve this problem, we suggest giving the users the ability to define the specific area where they want to see the air flow, using a cross-sectional view. Vector fields and streamlines could therefore be applied in a virtual reality context.</dc:description>
</item>
<item>
<title>An investigation of design in virtual reality across the variation of training degree and visual realism</title>
<link>http://hdl.handle.net/10985/22879</link>
<description>An investigation of design in virtual reality across the variation of training degree and visual realism
FLEURY, Sylvain; DUPONT, Laurent; CHANIAUD, Noémie; TAMAZART, Saadallah; POUSSARD, Benjamin; GORISSE, Geoffrey; RICHIR, Simon
Research showed that immersive technologies can significantly improve the design process. However, it is important to consider the ease of implementation of solutions (e.g. price, simplicity). Therefore, the objective of this study was to analyze the uses of two types of virtual environments that are relatively simple to implement: a basic model of a room and its 3D scan. Participants made sketches using a virtual reality application, provided by the instructors, in each of the two different VR environments. The sketches are proposals to a furniture co-creation task. Results indicate a better co-creation process during the second session than during the first, which reveals that training is an important criterion in this case. Furthermore, co-creation is felt to be better in the case of the modeled place compared to the 3D scan. This result could be due to the presence of useless virtual objects that can cause a distraction to the participants. These results are discussed from an applicative standpoint.
</description>
<pubDate>Sat, 01 Jan 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/22879</guid>
<dc:date>2022-01-01T00:00:00Z</dc:date>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>DUPONT, Laurent</dc:creator>
<dc:creator>CHANIAUD, Noémie</dc:creator>
<dc:creator>TAMAZART, Saadallah</dc:creator>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>GORISSE, Geoffrey</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>Research showed that immersive technologies can significantly improve the design process. However, it is important to consider the ease of implementation of solutions (e.g. price, simplicity). Therefore, the objective of this study was to analyze the uses of two types of virtual environments that are relatively simple to implement: a basic model of a room and its 3D scan. Participants made sketches using a virtual reality application, provided by the instructors, in each of the two different VR environments. The sketches are proposals to a furniture co-creation task. Results indicate a better co-creation process during the second session than during the first, which reveals that training is an important criterion in this case. Furthermore, co-creation is felt to be better in the case of the modeled place compared to the 3D scan. This result could be due to the presence of useless virtual objects that can cause a distraction to the participants. These results are discussed from an applicative standpoint.</dc:description>
</item>
<item>
<title>Is virtual reality so user-friendly for non-designers in early design activities? Comparing skills needed to traditional sketching versus virtual reality sketching</title>
<link>http://hdl.handle.net/10985/24242</link>
<description>Is virtual reality so user-friendly for non-designers in early design activities? Comparing skills needed to traditional sketching versus virtual reality sketching
CHANIAUD, Noémie; FLEURY, Sylvain; POUSSARD, Benjamin; CHRISTMANN, Olivier; GUITTER, Thibaut; RICHIR, Simon
Virtual reality (VR) sketching has many advantages for product design and tends to be more and more used among designers and non-designers (end-users). Nevertheless, few studies have focused on the skills needed to use VR sketching for non-designers especially VR novices in VR software. This study focuses on identifying the cognitive impact of VR sketching compared to traditional sketching on VR expert and VR novice in an experimental setting. Thirty-one participants composed of VR experts (N = 15) and VR novices (N = 16) completed a mental rotation test and then performed one traditional paper and pencil sketching task and two VR sketching tasks. We also measured the participants’ movements when using the VR sketching. Results show that VR experts perform better than VR novices in VR sketching because training is an essential element for the quality of traditional and VR sketching. Nevertheless, VR novices with previous training in traditional drawing and/or high mental rotation skills will be able to produce good-quality sketches. In addition, the results show that users moving more in the immersive environment performed better quality sketches if the drawing requires more complex shapes. Our results suggest that VR sketching can be complex to use for a part of the population that may be end-users, especially for those with little experience in traditional and VR sketching and with poor visuospatial abilities. We, therefore, advise to check the non-designers’ prior skills, otherwise, it will be necessary to train these users in VR sketching.
</description>
<pubDate>Mon, 25 Sep 2023 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/24242</guid>
<dc:date>2023-09-25T00:00:00Z</dc:date>
<dc:creator>CHANIAUD, Noémie</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>CHRISTMANN, Olivier</dc:creator>
<dc:creator>GUITTER, Thibaut</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>Virtual reality (VR) sketching has many advantages for product design and tends to be more and more used among designers and non-designers (end-users). Nevertheless, few studies have focused on the skills needed to use VR sketching for non-designers especially VR novices in VR software. This study focuses on identifying the cognitive impact of VR sketching compared to traditional sketching on VR expert and VR novice in an experimental setting. Thirty-one participants composed of VR experts (N = 15) and VR novices (N = 16) completed a mental rotation test and then performed one traditional paper and pencil sketching task and two VR sketching tasks. We also measured the participants’ movements when using the VR sketching. Results show that VR experts perform better than VR novices in VR sketching because training is an essential element for the quality of traditional and VR sketching. Nevertheless, VR novices with previous training in traditional drawing and/or high mental rotation skills will be able to produce good-quality sketches. In addition, the results show that users moving more in the immersive environment performed better quality sketches if the drawing requires more complex shapes. Our results suggest that VR sketching can be complex to use for a part of the population that may be end-users, especially for those with little experience in traditional and VR sketching and with poor visuospatial abilities. We, therefore, advise to check the non-designers’ prior skills, otherwise, it will be necessary to train these users in VR sketching.</dc:description>
</item>
<item>
<title>Dynamic Adaptive Mesh Streaming for Real-time 3D Teleimmersion</title>
<link>http://hdl.handle.net/10985/9665</link>
<description>Dynamic Adaptive Mesh Streaming for Real-time 3D Teleimmersion
CROWLE, Simon; DOUMANOGLOU, Alexandros; POUSSARD, Benjamin; BONIFACE, Michael; ZARPALAS, Dimitrios; DARAS, Petros
Recent advances in full body 3D reconstruction methods have lead to the realisation of high quality, real-time, photo realistic capture of users in a range of tele-immersion (TI) contexts including gaming and mixed reality environments. The full body reconstruction (FBR) process is computationally expensive requiring comparatively high CPU, GPU and network resources in order to maintain a shared, virtual reality in which high quality 3D reproductions of users can be rendered in real-time. A significant optimisation of the delivery of FBR content has been achieved through the realtime compression and de-compression of 3D geometry and textures. Here we present a new, adaptive compression methodology that allows a TI system called 3D-LIVE to modify the quality and speed of a FBR TI pipeline based on the data carrying capability of the network. Our rule-based adaptation strategy uses network performance sampling processes and a configurable rule engine to dynamically alter the compression of FBR reconstruction on-the-fly. We demonstrate the efficacy of the approach with an experimental evaluation of system and conclude with a discussion of future directions for adaptive FBR compression.
</description>
<pubDate>Thu, 01 Jan 2015 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9665</guid>
<dc:date>2015-01-01T00:00:00Z</dc:date>
<dc:creator>CROWLE, Simon</dc:creator>
<dc:creator>DOUMANOGLOU, Alexandros</dc:creator>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>BONIFACE, Michael</dc:creator>
<dc:creator>ZARPALAS, Dimitrios</dc:creator>
<dc:creator>DARAS, Petros</dc:creator>
<dc:description>Recent advances in full body 3D reconstruction methods have lead to the realisation of high quality, real-time, photo realistic capture of users in a range of tele-immersion (TI) contexts including gaming and mixed reality environments. The full body reconstruction (FBR) process is computationally expensive requiring comparatively high CPU, GPU and network resources in order to maintain a shared, virtual reality in which high quality 3D reproductions of users can be rendered in real-time. A significant optimisation of the delivery of FBR content has been achieved through the realtime compression and de-compression of 3D geometry and textures. Here we present a new, adaptive compression methodology that allows a TI system called 3D-LIVE to modify the quality and speed of a FBR TI pipeline based on the data carrying capability of the network. Our rule-based adaptation strategy uses network performance sampling processes and a configurable rule engine to dynamically alter the compression of FBR reconstruction on-the-fly. We demonstrate the efficacy of the approach with an experimental evaluation of system and conclude with a discussion of future directions for adaptive FBR compression.</dc:description>
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