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RemoteTouch: Enhancing Immersive 3D Video Communication with Hand Touch (2302.14365v1)

Published 28 Feb 2023 in cs.CV and cs.GR

Abstract: Recent research advance has significantly improved the visual realism of immersive 3D video communication. In this work we present a method to further enhance this immersive experience by adding the hand touch capability ("remote hand clapping"). In our system, each meeting participant sits in front of a large screen with haptic feedback. The local participant can reach his hand out to the screen and perform hand clapping with the remote participant as if the two participants were only separated by a virtual glass. A key challenge in emulating the remote hand touch is the realistic rendering of the participant's hand and arm as the hand touches the screen. When the hand is very close to the screen, the RGBD data required for realistic rendering is no longer available. To tackle this challenge, we present a dual representation of the user's hand. Our dual representation not only preserves the high-quality rendering usually found in recent image-based rendering systems but also allows the hand to reach the screen. This is possible because the dual representation includes both an image-based model and a 3D geometry-based model, with the latter driven by a hand skeleton tracked by a side view camera. In addition, the dual representation provides a distance-based fusion of the image-based and 3D geometry-based models as the hand moves closer to the screen. The result is that the image-based and 3D geometry-based models mutually enhance each other, leading to realistic and seamless rendering. Our experiments demonstrate that our method provides consistent hand contact experience between remote users and improves the immersive experience of 3D video communication.

Citations (6)

Summary

  • The paper introduces a dual hand representation method that combines image-based and geometry-based models to enable realistic tactile interaction.
  • It employs a distance-based fusion technique that dynamically switches rendering modes as hands approach the screen, ensuring real-time performance.
  • The system enhances immersive 3D communication by integrating tactile feedback, significantly improving the sense of presence in virtual interactions.

Enhancing 3D Video Communication with RemoteTouch

The paper "RemoteTouch: Enhancing Immersive 3D Video Communication with Hand Touch" presents an innovative approach to augment immersive video communication systems by introducing the capability of remote tactile interaction. The authors address a significant limitation in current immersive 3D telepresence systems, which is the absence of physical touch between remote participants—a crucial aspect of nonverbal communication. Their proposed method, termed RemoteTouch, allows users to engage in a hand-clapping gesture, akin to a remote high-five, by utilizing a novel dual representation of hands for rendering in a 3D video communication environment.

Technical Innovation

Dual Hand Representation: The paper's main contribution is the introduction of a dual representation for hand rendering that combines image-based and geometry-based models. This dual representation is particularly effective in maintaining rendering quality when the participant's hands approach and touch the screen, an area where typical RGBD cameras fail due to proximity limiting depth capture. The image-based model, inspired by unstructured Lumigraphs, captures detailed, photorealistic hand and arm renderings when visible to the RGBD cameras. Complementarily, a geometry-based model, informed by skeletal tracking via a side-view camera, takes precedence when the hand becomes invisible to the cameras, ensuring continuity in the rendering process.

Distance-Based Model Fusion: A key component of their methodology is a distance-based model fusion technique that dynamically blends the two models as the hand approaches the screen. This seamless transition is crucial for preserving the immersive experience and rendering continuity across different phases of hand movement—from initial raising through to screen contact.

Real-time Implementation: The implementation incorporates multiple RGBD cameras and a Leap Motion camera for accurate hand skeleton tracking. Rendering is achieved through neural network-assisted image synthesis, ensuring real-time performance necessary for live communication scenarios.

Experimental Results and Implications

The authors demonstrate that their dual representation model provides a consistent and realistic hand contact experience, significantly enhancing the sense of presence in remote communication. The practical implications of this technology are profound: it opens pathways for more nuanced social interactions in virtual environments, enhancing applications in remote working and virtual conferencing scenarios. The integration of tactile feedback via screen vibration upon contact detection further grounds the virtual experience in a sense of physical realism.

While the paper successfully addresses key limitations of existing systems, it also highlights potential areas for future exploration. The authors suggest that improving the accuracy of hand tracking and minimizing system latency could further enhance user experience. Furthermore, expanding the system to support interactions beyond simple hand-clapping could broaden its applicability, such as in collaborative whiteboard systems or more complex multi-person virtual interactions.

Conclusion

In conclusion, RemoteTouch provides an effective solution to replicate one of the most fundamental forms of human interaction within digital communication environments. By prioritizing high-quality rendering, real-time interaction, and physical feedback, this research significantly contributes to the field of immersive video communication, propelling it towards more comprehensive and realistic telepresence systems. The methodological advancements presented in the paper reflect a substantial step forward in overcoming the non-trivial challenge of emulating physical presence within digital spaces, with promising implications for the future of remote interaction technologies.

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