Part 16:
Social and Collaborative
Virtual Environments
Virtuelle Realität
Wintersemester 2006/07
Prof. Bernhard Jung
IBM Ups Investment In Virtual World
IBM is set to invest $10 million over the next twelve months to increase its
presence in the market for technologies that enable so-called virtual worlds such as
Second Life, a 3-D Web environment in which people from various walks doff
their everyday identities to assume online alter egos, a company spokesman said
Friday.
As part of the effort, IBM will expand its use of Second Life, which now has more
than one million users, for virtual meetings with employees and business partners.
Next week, company CEO Sam Palmisano will go "in world" to hold a virtual town
hall on IBM's Second Life island. The company recently held a similar gathering
with the press and analysts, and has hosted a virtual party for IBM alumni inside
the online world. It's also building a 3-D replica of China's famed Palace Museum
inside Second Life, which will be open to cyber tourists.
IBM's virtual reality ambitions go far beyond Second Life, however, a spokesman
says.
…
Prof. B. Jung Virtuelle Realität, WS 2006/07
Social Virtual Environments
Virtual Reality
Real-time computer graphics, audio, haptics
3D user interface
"Presence"
: sense of "being there"
Social Virtual Environments
sense of "being with others"
collaborative work, meetings, games, entertainment, …
Overview
Conversation with others
Groupware
New communication technologies
Collaborative Virtual Environments
"Ubiquitous Virtual Reality"
Further Information
J. Preece, Y. Rogers & H. Sharp. Interaction Design – Beyound Human-Computer
Interaction. John Wiley & Sons. 2002.
Alan Dix, Janet E. Finlay, Gregory D. Abowd, Russell Beale.
Human-Computer
Interaction
, 3rd Edition. Prentice Hall, 2004.
T. Pfeiffer, M. Weber & B. Jung: Ubiquitous Virtual Reality - Accessing Shared Virtual
Environments through Videoconferencing Technology.
Proceedings Theory and
Practice of Computer Graphics Conference.
Eurographics, 2005, pp. 209-216.
Available at: www.informatik.tu-freiberg.de/~mweber
Prof. B. Jung Virtuelle Realität, WS 2006/07
Conversation with others
Various mechanisms and ‘rules’ we follow to hold a conversation
mutual greetings
A: Hi there
B: Hi!
C: Hi
A: All right?
C: Good, how’s it going?
A: Fine, how are you?
C: OK
B: So-so. How’s life treating you?
Conversational rules
turn-taking to coordinate conversation
A: Shall we meet at 8?
B: Um, can we meet a bit later?
A: Shall we meet at 8?
B: Wow, look at him?
A: Yes what a funny hairdo!
B: Um, can we meet a bit later?
Back channeling to signal to continue and following
Uh-uh, umm, ahh
Prof. B. Jung Virtuelle Realität, WS 2006/07
More conversational rules
farewell rituals
Bye then, see you, see you later….
implicit and explicit cues
e.g. looking at watch, fidgeting with coat and bags
explicitly saying “Oh dear, must go, look at the time, I’m
late…”
Breakdowns in conversation
When someone says something that is misunderstood
Speaker will repeat with emphasis:
A: “this one?”
B: “no, I meant that one!”
(also a case of
deixis
:
this
and
that
refer to the visible
situation)
Also use tokens:
Eh? Quoi? Huh? What?
Prof. B. Jung Virtuelle Realität, WS 2006/07
What happens in technology-mediated
conversations?
Do same conversational rules apply?
Are there more breakdowns?
How do people repair them?
Phone?
Email?
Instant messaging?
SMS texting?
Video conferencing?
Design implications
How to support conversations when people are ‘at a distance’ from
each other
Many applications have been developed
Email, videoconferencing, videophones, instant messaging, chatrooms,
collaborative virtual environments, media spaces
How effective are they?
Prof. B. Jung Virtuelle Realität, WS 2006/07
What is groupware?
Software
specifically
designed
to support group working
with cooperative requirements in mind
NOT just tools for communication
Groupware can be classified by
when
and
where
the participants are working
the
function
it performs for cooperative work
The Time/Space Matrix
Classify groupware by:
when
the participants are working,
at the same
time
or not
where
the participants are working,
at the same
place
or not
Common names for axes:
time:
synchronous/asynchronous
place:
co-located/remote
different place same place same time different placeProf. B. Jung Virtuelle Realität, WS 2006/07
Time/Space Matrix (ctd)
different
place
same
place
same
time
different
time
face-to-face
conversation
telephone
post-it note
letter
Classification by Function
Cooperative work involves:
Participants
who are working
Artefacts
upon which they work
(e.g. documents)
participants
artefacts of work
control and
feedback
P
P
A
communication
understanding
direct
Prof. B. Jung Virtuelle Realität, WS 2006/07
What interactions does a tool support?
participants artefacts of work control and feedback
P
P
A
communication understanding directmeeting and decision
support systems
–
common understanding
computer-mediated
communication
–
direct communication
between participants
shared applications
and artefacts
–
control and feedback
with shared work objects
Time/space matrix revisited
co-located
remote
synchronous
asynchronous
co-authoring systems, shared calendars argumentation tools email and electronic conferences shared work surfaces and editorsshared PCs and windows video conferences, video-wall, etc. Collaborative VEs meeting rooms CAVEs
Second Life
Hologram Messaging (still SciFi)Prof. B. Jung Virtuelle Realität, WS 2006/07
Synchronous computer-mediated
communication
Conversations are supported in real-time through voice and/or typing
Examples include video conferencing, chatrooms, collaborative virtual
environments
Benefits
Can keep more informed of what is going on
Video conferencing allows everyone to see each other providing some support for
non-verbal communication
Chatrooms can provide a forum for shy people to talk more
Problems:
Video lacks bandwidth so judders and lots of shadows
Difficult to establish eye contact with images of others
People can behave badly when behind the mask of an avatar
Prof. B. Jung Virtuelle Realität, WS 2006/07
Will video be a success
using G3 mobile phones?
The VP-210" VisualPhone: a mobile video phone developed by the japanese company Kyocera Corporation
Source: http://www.kyocera.co.jp/news/1999/9905/0003-e.asp
• Will the judder, sudden jerks and shadows
disappear?
• Will it be possible to establish eye contact
and read lips on such a small image?
• Will people find it socially acceptable to
talk to an image of someone in the palm of
their hands?
Asynchronous computer-mediated
communication
Communication takes place remotely at different times
Email, bulletin boards, newsgroups, online forums, blogs, …
Recipients of email:
direct in To: field
copies in Cc: field
delivery identical – difference is social purpose
Benefits include:
Read any place any time
Flexible as to how to deal with it
Powerful, can send to many people
Can make saying things easier
Problems include:
FLAMING!!!
Spamming
Message overload
Prof. B. Jung Virtuelle Realität, WS 2006/07
txt is gr8
instant messaging
1996 – ICQ small company
now millions
more like conversation
SMS
people adapt their communication styles to medium
y is it we al lv shrt msgs
originally a feature of internal management protocol
short messages (160 chars) and text with numbers
no-one predicted mass adoption!!
now phones with cameras for MMS
Hi, u there
want to meet later
yeh, had a good night last night?
uhu
Computer-mediated communication combined with
other activity: Meeting and decision support systems
In design, management, and research, we want to:
generate ideas
develop ideas
record ideas
Primary emphasis: common understanding
Three types of systems
argumentation tools
asynchronous co-located
recording the arguments for design decisions
meeting rooms
synchronous co-located
electronic support for face-to-face meetings
shared drawing surfaces
synchronous remote
shared drawing board at a distance
Prof. B. Jung Virtuelle Realität, WS 2006/07
Typical meeting room
shared
screen
Meeting rooms
synchronous co-located
electronic support for face-to-face meetings
individual terminals (often recessed)
large shared screen (electronic whiteboard)
special software
U or C shaped seating around screen
Various modes:
brainstorming, private use, WYSIWIS
WYSIWIS – ‘what you see is what I see’
all screens show same image
Prof. B. Jung Virtuelle Realität, WS 2006/07
Meeting capture
use ordinary
whiteboard
detector and
special pens
LCD projection
on whiteboard
low-cost alternative
to dedicated meeting
room
New communication technologies
Move beyond trying to support face-to-face communication
Provide novel ways of interacting and talking
Examples include:
SMS texting via mobile phones
Online chatting in chatrooms
Media spaces
Prof. B. Jung Virtuelle Realität, WS 2006/07
Hypermirror
(Morikawa and Maesako, 1998)
allows people to feel as if they are in the same virtual place
even though in physically different spaces
(woman in white sweater is in a different room to the other three)
People in different
places are superimposed
on the same screen
to make them appear as if
in same space
Creating personal space in Hypermirror
2) Two in this room are invading the ‘virtual’ personal space
of the other person by appearing to be physically on top of them
3) Two in the room move apart to allow person in other space more ‘virtual’ personal space
Prof. B. Jung Virtuelle Realität, WS 2006/07
Everyone happy
Clearboard (Ishii et al, 1993)
ClearBoard - transparent board that shows other
person’s facial expression on your board as you draw
Prof. B. Jung Virtuelle Realität, WS 2006/07
Collaborative Virtual Environments (CVEs)
meet others in a virtual world
participants represented – embodiment
artefacts too …
computer
(e.g. spreadsheet)and ‘real’ (virtually) objects
text?
consistent orientation or easy to read
MUDs (Multi-user domains)
2D/3D places to meet on the web
users represented as avatars
Collaborative Virtual Environments
The rooftop garden in BowieWorld, a Collaborative Virtual environment
(CVE), supported by Worlds.com. Users take part by “dressing up” as
an avatar. There are 100s of avatars to choose from, including
penguins and real persons. Once an avatar has entered a world they
can explore it and chat to other avatars.
Prof. B. Jung Virtuelle Realität, WS 2006/07
Collaborative Virtual Environments
Second Life
(SL) is a privately owned, partly subscription-based 3-D virtual
world, made publicly available in 2003 by San Francisco-based Linden Lab,[2]
and founded by former RealNetworks CTO Philip Rosedale. Users can visit this
virtual world almost as if it were a real place. They explore, meet new people,
participate in individual and group activities, and, if they decide to visit often, they
learn new skills and mature socially (in the sense of learning the culture of the
virtual world). Though sometimes referred to as a game, Second Life does not
have points, scores, winners and losers, levels, and end-strategy, or most of the
other characteristics of a game.
Source: http://en.wikipedia.org/wiki/Second_LifeVideogames: Virtual Thievery
Criminals break into accounts, steal artifacts and sell them for thousands of dollars.
Dec. 11, 2006 issue - Keep a close eye on your magic wand, or somebody will steal it. World of
Warcraft and other Massively Multiplayer Online Role-Playing Games have recently become the
target of criminals who seek in-game currency, or gold, because of its real-world value.
Cyberthieves break into players' accounts, steal the artifacts and characters acquired during the
course of the game, and sell them—sometimes for thousands of dollars. Whereas gold farmers in
China have sought to acquire gold legitimately by playing WOW for hours on end, theft is a
relatively new phenomenon, says Mikko Hyppönen, chief research officer at F-secure, a
cybersecurity firm in Helsinki. "We really didn't see this a year ago."
…
One reason criminals have gone for game crime is because it's less risky than breaking into online
bank accounts. Chances are your local police won't even be able to keep a straight face when you
report that someone stole your magical potions.
Thieves also benefit from lax virtual-property laws in the United States, where most of these
games are made. Designers are reluctant to push for legal recognition of virtual property for fear
of being held liable for theft. "Game designers certainly don't want to facilitate hacking, but they
often are concerned about their own potential liability for a loophole that creates a hack," says
John Fairfield, associate professor of law at Indiana University. "So therefore they don't share the
incentives to publicize and enforce as strongly as the owner of the virtual property would." The
game companies argue that they own the virtual property, not the players. "Because players don't
Prof. B. Jung Virtuelle Realität, WS 2006/07
Collaborative Virtual Environments
Collaborative Virtual Environments
Virtuelle Werkstatt – Collaborative Virtual Prototyping in VR
Universität Bielefeld, Universität zu Lübeck
Prof. B. Jung Virtuelle Realität, WS 2006/07
Collaborative Virtual Environments
PASION - Psychologically Augmented Interaction Over Networks
Universität Bielefeld
http://www.techfak.uni-bielefeld.de/ags/wbski/PASION/"Interactive Social
Displays im virtuellen
Raum erlauben die
Interaktion mittels Bild,
Ton und erweiterten
Möglichkeiten
zwischen Individuen
und Gruppen."
Ubiquitous Virtual Reality
Accessing Shared Virtual Environments through
Videoconferencing Technology
Thies Pfeiffer,
SFB 360, University of Bielefeld, Germany
Matthias Weber, and Bernhard Jung
Technical University of Freiberg, Germany
Talk presented at
Prof. B. Jung Virtuelle Realität, WS 2006/07
What if...
... one could communicate to distant places?
telegraphy, phone, chat
... one could communicate on the road?
mobile phones, sms
... one could see each other in remote communication?
Videoconferencing Solutions
Desktop
WebCam & Microphone
NetMeeting, iChat, GnomeMeeting
Stand-Alone
Polycom VSX 3000
D-Link DVC-2000
TelePortec Teleporter
(3D, Volumetric Display)
VSX 3000
DVC-2000
Teleporter
Prof. B. Jung Virtuelle Realität, WS 2006/07
What if...
... one could communicate to distant places?
telegraphy, phone, chat
... one could communicate on the road?
mobile phones, sms
... one could really see each other?
videoconferencing
... the remote place is not real?
Videoconferencing in VR
2D-Videoimage: AliceStreet 3D-Avatars: blue-c Coliseum … (seewww.kolabora.com/news/2004/02/20/ threedimensional_virtual_conferencing_rooms_ become.htm)(see Gross et al., blue-c: A Spatially Immersive Display and 3D Video Portal for Telepresence, Siggraph 2003)
(see Baker et al., Computation and Performance Issues In Coliseum, An Immersive Videoconferencing System, ACM Multimedia 2003)
Prof. B. Jung Virtuelle Realität, WS 2006/07
What if...
... one could communicate to distant places?
telegraphy, phone, chat
... one could communicate on the road?
mobile phones, sms
... one could really see each other?
videoconferencing
... the other place is not real?
shared virtual environments
... the communication partner is not real?
chatter bots, telephony systems
Chatting Avatars
(Permanent Exhibition at the Heinz-Nixdorf Museum, developed
by the AI group at University of Bielefeld, picture taken from
http://www.techfak.uni-bielefeld.de/ags/wbski/labortag2002.html)
Prof. B. Jung Virtuelle Realität, WS 2006/07
What if...
everything is possible?
Distant mobile communication
Audio and video
Natural communication
Standard clients
Seamless transition between
human-human and
human-machine interaction
When one could interact with an
artificial system using
Motivation
Using
standard
software and protocols
Using
different
platforms
Supporting different input modalities
using video, audio and data
→
Using videoconferencing technology
Goal: viewing and controlling
Prof. B. Jung Virtuelle Realität, WS 2006/07
History of Videoconferencing
1924
- Two-Way Videophone demonstration
by Herbert Eugene Ives
(b&w, 1929 color)
1936
- First official Videophone connection
(Berlin-Leipzig, Deutsche Reichspost)
1956
- Picturephone
®by AT&T
1971
- First trans-atlantic videophone
(
Ericsson)
1992 -
INRIA Videoconferencing System
(IP-based software)
1996
- ITU-T standard
H.323 v1
1996
- Microsoft NetMeeting v2.0
(with video)
2000
- First MPEG-4 streaming video cell phone (Samsung)
2001
- First trans-atlantic tele surgery
2004
- ITU-T recommends H.264 video codec
Videoconferencing
Connecting people with each other
Channels for multi-modal communication
Audio: speech, sounds
Video: gestures, facial expressions
Data: text-chat
Bidirectional
Point-to-point or multipoint
Different protocols:
Prof. B. Jung Virtuelle Realität, WS 2006/07
3D Conferencing
Connecting people within VEs
All conferencing participants use special purpose VR software
to share the VE
Mixed reality
Videoconferencing in AR/VR
Studierstube
(Vienna University of Technology, Austria):
video transferred via Videoconferencing (H.323)
special protocol for other data, like tracking
special client needed that computes tracking
no standard software
(see Istvan Barakonvi, W. Frieb, Dieter Schmalstieg,
Augmented Reality Videoconferencing for Collaborative Work, Proc. of the 2nd Hungarian Conference on Computer Graphics and Geomtery, Budapest, Hungary, May 2003)
Prof. B. Jung Virtuelle Realität, WS 2006/07
Concept
Thin Client
Standard videoconferencing software
Thick Server
Runs the VE
Provides Videoconferencing Gateway
Sending content to participants
Utilizing natural communication interface
Accepts or initiates calls
Prof. B. Jung Virtuelle Realität, WS 2006/07
Example Application Scenarios
Information Desks
Technical Support
Educational Systems
Unified Messaging Services
Interactive Entertainment
Cooperative Work...
Prof. B. Jung Virtuelle Realität, WS 2006/07
Implementation
Research prototype of a videoconferencing interface
Server is an extension of an existing application for virtual
construction via natural speech
Tested client platforms include Windows XP / NetMeeting, Linux /
GnomeMeeting and Pocket PC / PocketBone
Server
Virtual construction application (in-house)
VR framework Avango (OpenSource)
SGI OpenGL Performer
OpenH323 (OpenSource)
ESMERALDA
Prof. B. Jung Virtuelle Realität, WS 2006/07
Scenegraph (1)
Prof. B. Jung Virtuelle Realität, WS 2006/07
Scenegraph (3)
Prof. B. Jung Virtuelle Realität, WS 2006/07
Scenegraph (5)
Types of Communication
Human – human
Audio
: speech, sounds
Video
: mimics, facial expressions, gestures
Text
: chat
Machine – human
Audio
: Speech-synthesis, sounds
Video
: images, movies, real-time graphics
Text
: status messages
Human – machine
Audio
: speech-recognition
Text
: typed natural language, commands
Prof. B. Jung Virtuelle Realität, WS 2006/07
Open Questions
Robust Speech Recognition
Evaluation: speech recognisers <> codecs
Visual Interaction
Gestures
Face Recognition / Tracking
Usability studies
Different devices
Different combinations of modalities
Conclusion
Videoconferencing interface to VEs
Thin client solution