A Framework for Constructing Real-time Immersive Environments for Training Physical Activities

This paper describes a framework for constructing a three-dimensional immersive environment that can be used for training physical activities. The system is designed to capture three dimensional full-body human motion in real time and visualize the data either locally or remotely through three- dimensional display system so that the data can be viewed from arbitrary viewpoints. In the proposed system, an immersive environment is constructed through realistic reconstruction of a scene by applying a stereo algorithm on a set of images that is captured from multiple viewpoints. Specifically, twelve camera clusters that consist of four camera quadruples are used to capture the scene, where each camera cluster is processed by a pc independently and synchronously so that partial reconstructions from each viewpoint are merged to form a complete 3D description of the scene. This paper discusses in detail system architectures that enable synchronous operations across multiple computers while achieving parallel computations within each multi-processor system. A set of experiments is performed to learn tai-chi lessons in this environment where students are instructed to follow pre-recorded teacher’s movements while observing both their own motions and the teacher in real-time. The effect of learning in the virtual environment is discussed by comparing the performance of the trainee groups under different control environments.

[1]  Takeo Kanade,et al.  A multiple-baseline stereo , 1991, Proceedings. 1991 IEEE Computer Society Conference on Computer Vision and Pattern Recognition.

[2]  Takeo Kanade,et al.  Virtualized Reality : Digitizing a 3D Time-Varying Event As Is and in Real Time , 1999 .

[3]  Kostas Daniilidis,et al.  Real time trinocular stereo for tele-immersion , 2001, Proceedings 2001 International Conference on Image Processing (Cat. No.01CH37205).

[4]  Thomas Malzbender,et al.  The Coliseum Immersive Teleconferencing System , 2002 .

[5]  Takeo Kanade,et al.  Shape-from-silhouette of articulated objects and its use for human body kinematics estimation and motion capture , 2003, 2003 IEEE Computer Society Conference on Computer Vision and Pattern Recognition, 2003. Proceedings..

[6]  Markus H. Gross,et al.  IN: SHOP - Using Telepresence and Immersive VR for a New Shopping Experience , 2003, VMV.

[7]  Ioannis Stamos,et al.  3D modeling of historic sites using range and image data , 2003, 2003 IEEE International Conference on Robotics and Automation (Cat. No.03CH37422).

[8]  Volkan Isler,et al.  Trinocular Stereo: A Real-Time Algorithm and its Evaluation , 2004, International Journal of Computer Vision.

[9]  Reinhard Koch,et al.  Visual Modeling with a Hand-Held Camera , 2004, International Journal of Computer Vision.

[10]  Takeo Kanade,et al.  Markerless human motion transfer , 2004, Proceedings. 2nd International Symposium on 3D Data Processing, Visualization and Transmission, 2004. 3DPVT 2004..

[11]  John Iselin Woodfill,et al.  Tyzx DeepSea High Speed Stereo Vision System , 2004, 2004 Conference on Computer Vision and Pattern Recognition Workshop.

[12]  Steven M. Seitz,et al.  Photorealistic Scene Reconstruction by Voxel Coloring , 1997, International Journal of Computer Vision.

[13]  Luc Van Gool,et al.  Real-time connectivity constrained depth map computation using programmable graphics hardware , 2005, 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05).

[14]  Ruzena Bajcsy,et al.  TEEVE: the next generation architecture for tele-immersive environments , 2005, Seventh IEEE International Symposium on Multimedia (ISM'05).

[15]  Klara Nahrstedt,et al.  DagStream: locality aware and failure resilient peer-to-peer streaming , 2006, Electronic Imaging.

[16]  William Yurcik,et al.  Real-time 3D video compression for tele-immersive environments , 2006, Electronic Imaging.

[17]  Ruzena Bajcsy,et al.  The Effects of Fully Immersive Virtual Reality on the Learning of Physical Tasks , 2006 .

[18]  Ruzena Bajcsy,et al.  Learning Physical Activities in Immersive Virtual Environments , 2006, Fourth IEEE International Conference on Computer Vision Systems (ICVS'06).