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    3D in-world Telepresence With Camera-Tracked Gestural Interaction

    Access Status
    Fulltext not available
    Authors
    Champion, Erik
    Qiang, L.
    Lacet, D.
    Dekker, A.
    Date
    2016
    Type
    Conference Paper
    
    Metadata
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    Citation
    Champion, E. and Qiang, L. and Lacet, D. and Dekker, A. 2016. 3D in-world Telepresence With Camera-Tracked Gestural Interaction. In 14th Eurographics Workshop on Graphics and Cultural Heritage, pp. 119-122.
    Source Title
    14th Eurographics Workshop on Graphics and Cultural Heritage
    Source Conference
    Eurographics Workshop on Graphics and Cultural Heritage
    DOI
    10.2312/gch.20161394
    ISBN
    3038680117
    School
    School of Media, Culture and Creative Arts
    URI
    http://hdl.handle.net/20.500.11937/50109
    Collection
    • Curtin Research Publications
    Abstract

    While many education institutes use Skype, Google Chat or other commercial video-conferencing applications, these applications are not suitable for presenting architectural or urban design or archaeological information, as they don't integrate the presenter with interactive 3D media. Nor do they allow spatial or component-based interaction controlled by the presenter in a natural and intuitive manner, without needing to sit or stoop over a mouse or keyboard. A third feature that would be very useful is to mirror the presenter's gestures and actions so that the presenter does not have to try to face both audience and screen. To meet these demands we developed a prototype camera-tracking application using a Kinect camera sensor and multi-camera Unity windows for teleconferencing that required the presentation of interactive 3D content along with the speaker (or an avatar that mirrored the gestures of the speaker). Cheaply available commercial software and hardware but coupled with a large display screen (in this case an 8 meter wide curved screen) allows participants to have their gestures, movements and group behavior fed into the virtual environment either directly or indirectly. Allowing speakers to present 3D virtual worlds remotely located audiences while appearing to be inside virtual worlds has immediate practical uses for teaching and long-distance collaboration.

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