| Literature DB >> 35572185 |
Mario Montagud1,2, Jie Li3, Gianluca Cernigliaro1, Abdallah El Ali3, Sergi Fernández1, Pablo Cesar3,4.
Abstract
Social VR enables people to interact over distance with others in real-time. It allows remote people, typically represented as avatars, to communicate and perform activities together in a shared virtual environment, extending the capabilities of traditional social platforms like Facebook and Netflix. This paper explores the benefits and drawbacks provided by a lightweight and low-cost Social VR platform (SocialVR), in which users are captured by several cameras and reconstructed in real-time. In particular, the paper contributes with (1) the design and evaluation of an experimental protocol for Social VR experiences; (2) the report of a production workflow for this new type of media experiences; and (3) the results of experiments with both end-users (N = 15 pairs) and professionals (N = 22 companies) to evaluate the potential of the SocialVR platform. Results from the questionnaires and semi-structured interviews show that end-users rated positively towards the experiences provided by the SocialVR platform, which enabled them to sense emotions and communicate effortlessly. End-users perceived the photo-realistic experience of SocialVR similar to face-to-face scenarios and appreciated this new creative medium. From a commercial perspective, professionals confirmed the potential of this communication medium and encourage further research for the adoption of the platform in the commercial landscape. Supplementary Information: The online version contains supplementary material available at 10.1007/s10055-022-00651-5.Entities:
Keywords: Evaluation Protocol; Presence; Social VR; Togetherness; Virtual Reality; Volumetric Media
Year: 2022 PMID: 35572185 PMCID: PMC9079854 DOI: 10.1007/s10055-022-00651-5
Source DB: PubMed Journal: Virtual Real ISSN: 1359-4338 Impact factor: 4.697
Fig. 1Users Experiencing our SocialVR platform: a The lab and system setup; b A user recognizing his hands (self-representation in VR); b Two users integrated in a Social VR scenario
Fig. 2a One user’s view in the Facebook Spaces system (FS); b One user’s view in the video-based Social VR system
Fig. 3The protocol test setup for the a F2F and b Social VR conditions
Fig. 4Box plots of the questionnaire subjective scores for F2F, FS and VB conditions
Fig. 5Box plots of the percentage of time spent talking to and looking at each other
Fig. 6High-level architecture and flow diagram of the presented SocialVR platform
Fig. 7Created Social VR scenario: a Overall view of the modelled 3D environment; b Overall view of the recreated 3D environment; Users’ viewpoint from the 3D shared interrogation room through different one-way mirrors; d 3D scenario with the inserted 2D video billboard for the interrogation scenes; e Video shooting over a Chroma key room; f Example of the masking process
Comparison between the VB Social VR system and our SocialVR platform
| The VB social VR system | The |
|---|---|
one RGB-D camera no self-views 2D representations 360º image for the VR scene watch the same video | Four RGB-D cameras Self-views 3D representations 3D scene Watch different, but content-related videos |
Fig. 8Experiment Setup: a illustration of the apparatus; b and c general views of the lab and experiment rooms, with the capturing setups and users in the center of the capturing area
A comparison of the medians (Md) and Inter-quartile Range (IQ R) of the sum of scores given to the VB social VR system with the ones given to our SocialVR platform
| Metrics | VB social VR platform | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| Full sample | Only VB tested first | full sample | |||||||
| PI | QoI | SM | PI | QoI | SM | pi | QoI | SM | |
| Median (Md) | 36.0 | 42.0 | 40.0 | 39 | 41.5 | 39 | 39.0 | 42.5 | 39.0 |
| Inter-quartile range (IQR) | 5.0 | 5.0 | 5.5 | 4.8 | 5.5 | 4.5 | 4.0 | 6.8 | 5.8 |
Response scale to the question items and their meaning
| Score | Meaning |
|---|---|
| 1 | Totally disagree (TD) |
| 2 | Partially disagree (PD) |
| 3 | Neutral (NN) |
| 4 | Partially agree (PA) |
| 5 | Totally agree (TA) |
Questions about SocialVR content evaluation
| Extra questions | TD (1) | PD (2) | NN (3) | PA (4) | TA (5) |
|---|---|---|---|---|---|
| EQ1 | 0 | 0 | 2 | 11 | 17 |
| EQ2 | 1 | 0 | 2 | 23 | 4 |
| EQ3 | 0 | 1 | 10 | 11 | 8 |
Applicability of Social VR
| Use case | TD (1) | PD (2) | NN (3) | PA (4) | TA (5) |
|---|---|---|---|---|---|
| Health care | 2 | 2 | 4 | 10 | |
| Education/training | 1 | 4 | 15 | ||
Media/entertainment Meetings | 1 | 1 | 3 5 | 6 4 | 10 12 |
| Exhibitions | 2 | 3 | 6 | 8 | |
| Tele-work/ remote collaboration | 1 | 2 | 7 | 11 |
Importance of technological aspects for Social VR
| Technological aspect | TD (1) | PD (2) | NN(3) | PA(4) | TA(5) |
|---|---|---|---|---|---|
| 3D capture and reconstruction using off-the-shelf cameras | 1 | 3 | 5 | 2 | |
| Distribution of point clouds or TVMs | 1 | 3 | 8 | 7 | |
| Spatial audio support | 4 | 6 | 10 | ||
| User self-view | 3 | 4 | 7 | 6 | |
| Live distribution of scene contents | 2 | 5 | 6 | 6 | |
| HMD removal | 1 | 2 | 4 | 12 | |
| Interaction with the VR environment | 1 | 1 | 9 | 9 |
Importance of aspects to provide high immersion
| Aspect | TD (1) | PD (2) | NN (3) | PA (4) | TA (5) |
|---|---|---|---|---|---|
| High visual quality in the shared VR scene | 2 | 5 | 15 | ||
| High audio quality in the shared VR scene | 2 | 4 | 6 | 10 | |
| Having a 3D navigable scene | 1 | 2 | 9 | 10 | |
| Having spatial audio | 2 | 5 | 5 | 10 | |
High visual quality of the end-users’ reconstruction Having volumetric (3D) bodies of the end-users | 1 1 | 4 2 | 6 15 | 11 4 |